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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 a new car XML


In this recipe, we will show you how to build a new script for CryENGINE 3 to recognize your car model as a vehicle entity. For this recipe, you must have some basic knowledge in XML formatting.

Getting ready

Open DefaultVehicle.xml in the XML editor of your choice (Notepad, Notepad++, UltraEdit, and so on). This XML will be used as the basic template to construct our new vehicle XML.

Note

DefaultVehicle.xml is found at the following location: MyGameFolder\Scripts\Entities\Vehicles\Implementations\Xml.

Open the MyVehicle.max scene made from the previous recipe to use as a reference for the parts section within this recipe.

How to do it...

Basic Properties:

  1. First, we will need to rename the filename to what the vehicle's name would be.

  2. Delete filename = Objects/Default.cgf.

  3. Rename name = DefaultVehicle to name = MyVehicle.

  4. Add actionMap = landvehicle to the end of the cell.

  5. Save the file as MyVehicle.XML.

  6. Your first line should now look like the following:

    Note

    Downloading the...

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