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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

Basic material setup in 3ds


Before using textures and the advanced shading on objects, the CryENGINE needs the object to have a material ready to be read by the engine. These materials are stored as .MTL files.

In this recipe, you will learn how to create a material using 3ds Max and translate that material's information into an MTL file.

Getting ready

In this example, we will create a material for a basic prop with a texture and collision. To begin, open 3ds.

How to do it...

Let's set up our material for export to the engine:

  1. Open the Material Editor in 3ds Max by pressing the keyboard shortcut M.

  2. Create a new Multi/Sub-Object material in the first material slot by clicking the Standard button.

  3. Select Multi/Sub-Object from the dialog that opens.

  4. Next, set the number of sub materials to two by clicking the Set Number button in the newly created material.

    Note

    CryENGINE 3 supports up to 32 sub materials; however, every sub-material that is rendered will add to the overall draw call count of the asset...

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