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CryENGINE 3 Cookbook

You're reading from   CryENGINE 3 Cookbook Over 90 recipes written by Crytek developers for creating third-generation real-time games

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Product type Paperback
Published in Jun 2011
Publisher Packt
ISBN-13 9781849691062
Length 324 pages
Edition 1st Edition
Languages
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Authors (2):
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Sean P Tracy Sean P Tracy
Author Profile Icon Sean P Tracy
Sean P Tracy
Dan Tracy Dan Tracy
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Dan Tracy
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Table of Contents (18) Chapters Close

CryENGINE 3 Cookbook
Credits
About the Authors
www.PacktPub.com
Preface
1. CryENGINE 3: Getting Started FREE CHAPTER 2. Sandbox Basics 3. Basic Level Layout 4. Environment Creation 5. Basic Artificial Intelligence 6. Asset Creation 7. Characters and Animation 8. Creating Vehicles 9. Game Logic 10. Track View and Cut-Scenes 11. Fun Physics 12. Profiling and Improving Performance Index

Creating new material effects


Material effects in CryENGINE are defined as the way a surface material reacts to other materials. For example, a metal material will react to bullet impacts differently (that is, by generating sparks) than a grass material does (that is, by generating dirt or dust). Because hardcoding these effects in C++ would require a huge amount of maintenance, these effects are exposed through a number of small asset files.

Getting ready

It is important that the files involved in this recipe are explained.

The SurfaceTypes.xml, defined in <CryENGINE_root>/<game_folder>/Libs/MaterialEffects/SurfaceTypes.xml, defines the physical properties of all the available material types. It can be edited with any text editor. The MaterialEffects.xml, which usually resides in<CryENGINE_root>/<game_folder>/Libs/MaterialEffects/MaterialEffects.xml, defines the interaction of two materials as it defines what effect to generate on an interactive event between two surface...

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