Index
A
- action name= property / Time for action - add sound to a weapon
- ActivatePhysicsThreshold / Have a go hero - using pre-baked physics with .cga objects
- Add parameter function / Time for action - creating an ambient sound event
- Add Selected button / Time for action - creating and exporting your first model
- Add Selected Entity function / Time for action - making a Flow Graph to spawn the player at a specific location
- Add Selected Node icon / Time for action – playing an animation on an entity in Track View
- Add Sequence icon / Time for action – creating a new sequence
- Add sound file... button / Time for action - creating an ambient sound event
- Add sound file option / Time for action - creating random sounds
- Add sound function / Time for action - creating an ambient sound event
- Add Track menu / Time for action – playing an animation on an entity in Track View
- Adobe Flash
- 30-day trial, URL for / Adobe Flash as a very powerful UI design tool
- new Flash asset, creating / Time for action – creating a new Flash asset with Adobe Flash
- Adobe Photoshop
- 30-day trial, URL for / Adobe Flash as a very powerful UI design tool
- AI
- characters, adding / Adding characters with Artificial Intelligence (AI)
- entity, placing / Time for action - place a basic AI entity
- patrolling / Time for action - creating a patrolling AI
- AI$GoToSpeedStance entity / What just happened?
- Aion
- by NCsoft / Aion by NCsoft – massively online role-playing game
- AI scripting
- with Flow Graph / AI scripting with Flow Graph
- alignment modes
- for UI elements / Different alignment modes for UI elements
- dynamic alignment / Dynamic alignment
- fixed and fullscreen alignment / Fixed and fullscreen alignment
- Align to Object tool / Time for action - adding a trigger to Flow Graph and outputting its status
- alive state
- about / What just happened?
- altitude
- adding / Adding altitude and slope
- ambient color parameter / Ambient color of VisAreas and Portals
- ambient sound event
- creating / Time for action - creating an ambient sound event
- ambient sounds
- nesting / Time for action - nesting ambient sounds and using other parameters for sound events
- AmbientVolume entity / Time for action - creating an ambient sound event, Randomizing sounds
- ambient volume properties
- using / Have a go hero - using more ambient volume properties
- IgnoreCulling property / Have a go hero - using more ambient volume properties
- OuterRadius property / Have a go hero - using more ambient volume properties
- IgnoreObstruction property / Have a go hero - using more ambient volume properties
- AmbientVolume properties / Time for action - nesting ambient sounds and using other parameters for sound events
- Ang3 / CryENGINE specific data types
- animation / Do I need a full team to develop with the CryENGINE?
- animations
- creating, for skinned character / Time for action - creating animation for a skinned character, What just happened?
- creating, for rigid body assets / Creating animation for rigid body assets, Time for action - creating animation using rigid body data
- playing on entities, in Track View / Playing animations on entities in Track View, Time for action – playing an animation on an entity in Track View
- Animations$PlaySequence node
- used, for triggering sequence / StartTime property
- AnimObject entity / Time for action – playing an animation on an entity in Track View
- any, data type / Composition of flow nodes
- archetype entity
- about / Create an archetype entity
- benefits / Create an archetype entity
- creating, steps for / Time for action - creating your own archetype
- Areashape entity / Time for action - nesting ambient sounds and using other parameters for sound events
- art / Do I need a full team to develop with the CryENGINE?
- asset browser
- about / Adding objects using the asset browser
- brushes, adding to level / Time for action - adding brushes to the level
- assets
- about / What are assets?
- custom assets, exporting / Creating and exporting custom assets, Time for action - creating and exporting your first model
- custom assets, creating / Creating and exporting custom assets, Time for action - creating and exporting your first model
- Assign Material to Selection icon / Time for action - creating and exporting your first model
- Assign Selected Entity function / Component and entity nodes
- Attachment system / What just happened?
- Audio File Cache Manager (AFCM) / Weapon sound workflow tips
- Autodesk 3ds Max / Understanding the CryENGINE 3 asset pipeline
- Autos tab / Time for action - setting up your first breakpoint
- axis
- about / Time for action – selecting and browsing objects
B
- BarEmpty layer / Time for action – creating a new Flash asset with Adobe Flash
- BarFilled layer / Time for action – creating a new Flash asset with Adobe Flash
- Blurring (Blur Passes) / Have a go hero – generating procedural terrain
- bone attachment
- about / Bone attachments
- boolean, data type / Composition of flow nodes
- box parameter / Adjusting physical dynamics with user-defined properties
- breakable objects
- about / Designing breakables with constraints
- BreakOnStop property / BreakOnStop property
- breakpoint
- setting up / Time for action - setting up your first breakpoint
- breakpoints
- using, with visual debugger / Using breakpoints with the visual debugger
- adding / Time for action - adding and removing breakpoints
- removing / Time for action - adding and removing breakpoints
- Breakpoints tab / What just happened?
- Browser window / Time for action - placing your entity into your level
- brushes
- adding, to level / Time for action - adding brushes to the level
- about / What just happened?
- brush settings
- using / Have a go hero – using additional brush settings
- budgets
- setting / Setting budgets
- Build button / Time for action - creating an ambient sound event
- Bumpiness / Noise (Fade) / Have a go hero – generating procedural terrain
C
- .cfg
- about / Exploring the CryENGINE 3 asset file types
- .cga / Exploring the CryENGINE 3 asset file types
- .chr / Exploring the CryENGINE 3 asset file types
- .chrparams wildcard mapping
- about / .chrparams wildcard mapping
- C++
- scriptbind function, writing / Time for action - writing a new scriptbind function in C++, What just happened?
- C++ code
- executing, by changing teleporter entity / Time for action - changing the teleporter entity to execute the C++ code, What just happened?
- Call Stack window / Breakpoints, watches, and code, Time for action - setting up your first breakpoint
- camera
- animating, in Track View / Animating a camera in Track View, Time for action – animating a camera
- FOV / FOV
- capsule parameter / Adjusting physical dynamics with user-defined properties
- capture track / Adding tracks to the director node
- category / Using categories
- character
- about / Using character assets
- creating, steps for / Creating your own characters
- skinned character, creating / Time for action - creating your own skinned character
- Character Definition File / Time for action - creating your own skinned character
- Character LODs (Level of Detail)
- about / Creating a character LOD (Level of Detail)
- CLIK constraints / Fixed and fullscreen alignment
- Command property / Time for action - starting CryENGINE with the debugger attached
- Configuration Properties tab / Time for action - starting CryENGINE with the debugger attached
- console track / Adding tracks to the director node
- console variables
- using, in Track View / Using Console Variables in Track View
- adding, to sequence / Time for action – adding a Console Variable to a sequence
- constraint
- about / Designing breakables with constraints
- Create Classic Tween / Time for action – creating a new Flash asset with Adobe Flash
- Create Flow Graph option / Time for action - adding a trigger to Flow Graph and outputting its status
- crosshair
- hiding / Have a go Hero – hiding the crosshair if the weapon is zoomed
- CryDev project
- database / CryDev project database
- data, uploading to / Time for action – create a team, project, and share an upload
- team, creating / Time for action – create a team, project, and share an upload
- download link, adding / Time for action – create a team, project, and share an upload
- file, adding to share / Time for action – create a team, project, and share an upload
- CryENGINE
- about / What is the CryENGINE?
- programming / Do I need a full team to develop with the CryENGINE?
- art / Do I need a full team to develop with the CryENGINE?
- animation / Do I need a full team to develop with the CryENGINE?
- design / Do I need a full team to develop with the CryENGINE?
- game compositors / Do I need a full team to develop with the CryENGINE?
- sound group / Do I need a full team to develop with the CryENGINE?
- Quality Assurance (play tester) / Do I need a full team to develop with the CryENGINE?
- producer (project manager) / Do I need a full team to develop with the CryENGINE?
- starting, with debugger attached / Time for action - starting CryENGINE with the debugger attached
- data types / CryENGINE specific data types
- 3ds Max units, setting up / Time for action - setting up 3ds Max units to match CryENGINE scale
- textures, creating / Creating textures for the CryENGINE, Time for action - creating your own texture
- frames, capturing from / Time for action – capturing frames from CryENGINE
- sound event system / Understanding the CryENGINE sound event system
- first sound, getting / Getting your first sound into the CryENGINE
- CryENGINE 3
- about / Scripting and the CryENGINE 3
- Lua, usage / Lua usage in the CryENGINE 3
- starting, with Visual Studio / Starting CryENGINE 3 with Visual Studio
- new Flash asset, announcing / Bringing your Flash asset into CryENGINE 3, Time for action – bringing your Flash asset into CryENGINE 3
- functions, accessibility / Time for action – making functions, variables, and movieclips accessible in CryENGINE 3
- variables, accessibility / Time for action – making functions, variables, and movieclips accessible in CryENGINE 3
- movieclips, accessibility / Time for action – making functions, variables, and movieclips accessible in CryENGINE 3
- event handling, from Flash / Basic event handling from Flash to CryENGINE 3, Time for action – creating a simple interactive menu
- character, creating / Creating your own characters
- video, capturing from / Capturing video from CryENGINE 3
- CryENGINE 3 asset file types
- about / Exploring the CryENGINE 3 asset file types
- CryENGINE 3 asset pipeline
- about / Understanding the CryENGINE 3 asset pipeline
- CryENGINE 3 Free SDK
- about / CryENGINE 3 Free SDK, Do I need a full team to develop with the CryENGINE?
- installing, steps for / Time for action – installing the CryENGINE 3 Free SDK, What just happened?
- system requisites / Time for action – installing the CryENGINE 3 Free SDK
- system requisites, for end users / Time for action – installing the CryENGINE 3 Free SDK
- CryENGINE 3 sandbox
- about / CryENGINE 3 Sandbox
- starting / Time for action – starting Sandbox and WYSIWYP
- CryENGINE 3 SDK
- about / What is the CryENGINE?, Learning by example
- CryENGINE sandbox
- about / What is the CryENGINE?, Getting around in the Sandbox Editor
- camera, manipulating / Time for action – manipulating the perspective camera
- CryENGINE scale
- 3ds Max units, setting up / Time for action - setting up 3ds Max units to match CryENGINE scale
- CryExport Plugin / Understanding the CryENGINE 3 asset pipeline
- Crysis
- by Crytek / Crysis by Crytek – first-person shooter
- Crysis 2
- by Crytek / Crysis 2 by Crytek – first-person shooter
- Crysis Warhead
- by Crytek / Crysis Warhead by Crytek – first-person shooter
- CrySkin Modifier / Time for action - creating your own skinned character
- Crytek
- Far Cry / Far Cry by Crytek – first-person shooter
- Crysis / Crysis by Crytek – first-person shooter
- Crysis Warhead / Crysis Warhead by Crytek – first-person shooter
- Crysis 2 / Crysis 2 by Crytek – first-person shooter
- Crytek Shader option / Time for action - creating and exporting your first model
- CryTif
- installing, steps for / Time for action – installing the Adobe Photoshop plugin-CryTif
- CryTIF (.TIF) format
- about / Working with the CryTIF (.TIF) format
- CryTIF Plugin
- about / Creating textures for the CryENGINE
- CSG
- used, for white boxing / White boxing using Constructive Solid Geometry (CSG)
- creating / Time for action - creating constructive solid geometry, What just happened?
- Curve Editor / Curve Editor
- CVARs
- setting, for video recording / Have a go hero – increasing frame size and setting useful CVARs for video recording
- for high resolution capturing / Useful CVARs for high resolution capturing
- CVAR values
- animating / Have a go hero – animating CVAR values
- cylinder parameter / Adjusting physical dynamics with user-defined properties
D
- 3D Pan Level effect / Time for action - creating an ambient sound event
- 3Ds Max exporter Plugin
- installing, steps for / Time for action – installation of the 3ds Max exporter Plugin
- 3ds Max units
- setting up / Time for action - setting up 3ds Max units to match CryENGINE scale
- 3D Speaker Spread effect / Time for action - creating an ambient sound event
- data types
- about / Composition of flow nodes
- any / Composition of flow nodes
- boolean / Composition of flow nodes
- integer / Composition of flow nodes
- float / Composition of flow nodes
- vec3 / Composition of flow nodes
- string / Composition of flow nodes
- data types, CryENGINE
- about / CryENGINE specific data types
- Vec3 / CryENGINE specific data types
- Ang3 / CryENGINE specific data types
- Matrix33 / CryENGINE specific data types
- Matrix34 / CryENGINE specific data types
- Quaternion (Quat) / CryENGINE specific data types
- daylight parameter / Time for action - nesting ambient sounds and using other parameters for sound events
- DCC tools
- about / Time for action – installation of the 3ds Max exporter Plugin
- dead state
- about / What just happened?
- Debug Draw modes
- enabling, steps for / Time for action – enabling Debug Draw modes
- default setting / Time for action - creating and exporting your first model
- DeferredClipBounds property / Time for action – create a light clipping box
- design / Do I need a full team to develop with the CryENGINE?
- destroyable objects
- about / Creating destructible objects
- creating / Time for action - making your object destructible
- Detailed Dependencies tab
- reading / Reading the Detailed Dependencies tab
- Detail material / Creating terrain textures
- director node
- about / Time for action – creating a new sequence
- tracks, adding / Adding tracks to the director node
- DisableAction port / UI Action can be in a disabled state
- display info
- profiling with / Profiling with display info
- enabling / Time for action – enabling and reading display info
- reading / Time for action – enabling and reading display info
- Display Physics property / Time for action - creating your own skinned character
- DisplaySoundInfo parameter / Have a go hero - sound obstruction using area shapes and boxes
- draw call
- about / Understanding draw calls
- dynamic alignment / Dynamic alignment
E
- Edit Events option / Time for action – creating some Track Events for a sequence
- Editor table / Time for action - creating a new entity
- Element port / Time for action – making the HUD work
- Elements button / Time for action – starting Sandbox and testing your UIElement
- EmitterExtendedLifetime / Using the three different sound control overtime functions
- EmitterLifeTime / Using the three different sound control overtime functions
- EmitterPulsePeriod / Using the three different sound control overtime functions
- Emulation panel / Time for action – starting Sandbox and testing your UIElement
- End node / UI Action can be in a disabled state
- EndTime parameter / Time for action – creating a new sequence
- engine
- exporting to / Exporting to engine, Time for action - exporting your level to engine
- entities
- animating, in Track View / Animating entities in Track View, Time for action – animating an entity in Track View
- other tracks, using / Have a go hero – using other tracks on entities
- tracks, using / Entity Visibility track
- scale, animating / Animating scale
- and tracks / Entities and their tracks
- animations, playing in Track View / Playing animations on entities in Track View, Time for action – playing an animation on an entity in Track View
- entity node
- about / Component and entity nodes
- entity visibility track
- about / Entity Visibility track
- event group / Event grouping
- event handling
- from, Flash to CryENGINE 3 / Basic event handling from Flash to CryENGINE 3, Time for action – creating a simple interactive menu
- EventLog window / Time for action – using the UI Emulator to test the FreeSDK demo menus
- Export Nodes button / Time for action - creating and exporting your first model, Time for action - creating animation using rigid body data
- Export to Engine option / Time for action - creating a spawn point
- e_lods = 0 / Useful CVARs for high resolution capturing
- e_ShadowsMaxTexRes = 2048 / Useful CVARs for high resolution capturing
- e_TerrainTextureLodRatio = 0 / Useful CVARs for high resolution capturing
- e_ViewDistRatio = 255 / Useful CVARs for high resolution capturing
- e_ViewDistRatioVegetation = 150 / Useful CVARs for high resolution capturing
F
- Far Cry
- by Crytek / Far Cry by Crytek – first-person shooter
- Feature Size value / Have a go hero – generating procedural terrain
- FEV / Reviewing sound event system file formats
- Find All button / Time for action - setting up your first breakpoint
- Find Results window / Time for action - setting up your first breakpoint
- fixed and fullscreen alignment / Fixed and fullscreen alignment
- Flash asset
- creating, with Adobe Flash / Time for action – creating a new Flash asset with Adobe Flash
- announcing, into CRYENGINE 3 / Bringing your Flash asset into CryENGINE 3, Time for action – bringing your Flash asset into CryENGINE 3
- Flash UI system
- URL / What just happened?
- float, data type / Composition of flow nodes
- Flow Graph
- about / Scripting and the CryENGINE 3
- visual scripting with / Visual scripting with Flow Graph
- using, to spawn player / Time for action - making a Flow Graph to spawn the player at a specific location
- trigger entities, using / Using trigger entities with Flow Graph
- trigger, adding / Time for action - adding a trigger to Flow Graph and outputting its status
- AI scripting / AI scripting with Flow Graph
- patrolling AI, creating / Time for action - creating a patrolling AI
- debugging, visual debugger used / Debugging Flow Graphs using the visual debugger
- patrol Flow Graph, debugging / Time for action - debugging the patrol Flow Graph
- used, for triggering sequence / Time for action – triggering a sequence
- Flownode input
- adding, to Lua entity / Have a go hero - adding Flownode input/outputs to your Lua entity
- Flownode output
- adding, to Lua entity / Have a go hero - adding Flownode input/outputs to your Lua entity
- flow nodes
- composition / Composition of flow nodes
- about / Have a go hero - experimenting with different flow nodes
- FMOD-EX library
- about / Introducing sound design
- FMOD Designer / Understanding the CryENGINE sound event system
- Force input / Time for action - creating a patrolling AI
- forest layer / What just happened?
- FOV
- about / Time for action – animating a camera
- on camera / FOV
- frame-time performance
- breaking down, profiles used / Time for action – using profiles to break down frame-time performance
- FrameId port / Time for action – making the HUD work
- frames
- capturing, from CryENGINE / Time for action – capturing frames from CryENGINE
- frame size
- increasing / Have a go hero – increasing frame size and setting useful CVARs for video recording
- frames per second (FPS) / Time for action – enabling and reading display info
- frame time / Time for action – enabling and reading display info
- FreeSDK demo menus
- testing, UI Emulator used / Time for action – using the UI Emulator to test the FreeSDK demo menus
- FSB / Reviewing sound event system file formats
- fscommand / Time for action – creating a simple interactive menu
- fullscreen mode / Fixed and fullscreen alignment
G
- game
- creating / What makes a game?
- out of the box features / Developing out of the box
- new level, creating / Time for action - creating a new level, What just happened?
- Heightmap Resolution, range selecting / Using the right Heightmap Resolution
- level, scaling with Meters Per Unit / Scaling your level with Meters Per Unit
- terrain, real-world size calculating / Calculating the real-world size of the terrain
- terrain usage, deciding / Using or not using terrain
- heightmap, creating / Time for action - creating your own heightmap
- brush settings, using / Have a go hero – using additional brush settings
- Game$LocalPlayer node / Time for action – making the HUD work
- game compositors
- about / Do I need a full team to develop with the CryENGINE?
- GameDll Property Pages window / Time for action - starting CryENGINE with the debugger attached
- game tokens
- about / Visual scripting with Flow Graph
- Get material from selection tool / Time for action - creating and exporting your first model
- GotoAndStop / Time for action – making the HUD work
- grass layer / What just happened?
- Grid Snapping tool / Time for action - adding a trigger to Flow Graph and outputting its status
- Grid Spacing option / Matching grid and snap settings between 3ds Max and Sandbox
- grip and snap settings
- about / Matching grid and snap settings between 3ds Max and Sandbox
- GroupID entity / What just happened?
- GroupID parameter / Time for action - nesting ambient sounds and using other parameters for sound events
- Grunt object / Time for action - place a basic AI entity
H
- HealthBar movieclip / Time for action – creating a new Flash asset with Adobe Flash
- heightmap
- creating, steps for / Time for action - creating your own heightmap
- pre-made heightmap, importing / Importing a pre-made heightmap, Pop quiz – level size and scale
- Heightmap Resolution
- range, selecting / Using the right Heightmap Resolution
- High Dynamic Range (HDR) lighting / Time for action - setting up time of day and its basic parameters
- high resolution capturing
- CVARs for / Useful CVARs for high resolution capturing
- HUD
- crosshair, adding / Have a go hero – adding a crosshair to the HUD
- new UI action, creating / Creating a new UI Action for the new HUD, Time for action – making the HUD work
- HUD$DisplayTimedDebugMessage node / What just happened?
I
- IgnoreCulling property / Have a go hero - using more ambient volume properties
- IgnoreObstruction property / Have a go hero - using more ambient volume properties
- import vegetation icon / Time for action - creating some flora for your level
- InEditor parameter / Time for action - making a Flow Graph to spawn the player at a specific location
- In port / Time for action - adding a trigger to Flow Graph and outputting its status
- Input
- Key node / Have a go hero - experimenting with different flow nodes
- Input$Key flow node / Have a go hero - experimenting with different flow nodes
- Input$Key node / UI Action can be in a disabled state
- used, for triggering sequence / Using the Input:Key node to trigger a sequence
- Inside Radius / Have a go hero – using additional brush settings
- integer, data type / Composition of flow nodes
J
- jointed breakables
- about / Designing breakables with constraints
K
- keyframe / Time for action - creating animation for a skinned character
L
- launcher.exe application / What just happened?
- layers
- used, for utilizing object / Utilizing layers to organize level objects
- creating / Time for action - creating and managing layers
- managing / Time for action - creating and managing layers
- utilizing, for multiple developer collaboration / Have a go hero – utilizing layers for multiple developer collaboration
- layers switching
- logic / Time for action – use layer switching logic
- limitations / Limitations of layer switching
- cinematics / Cinematics
- level
- new level, creating / Time for action - creating a new level, What just happened?
- scaling, with Meters Per Unit / Scaling your level with Meters Per Unit
- flora, creating / Time for action - creating some flora for your level, What just happened ?
- building, with entities / Building levels with entities and objects
- building, with object / Building levels with entities and objects
- starting / Starting a level
- roads, using / Using roads in levels
- object utilizing, layers used / Utilizing layers to organize level objects
- exporting, to engine / Time for action - exporting your level to engine
- Level Statistics option / Time for action – Save Level Statistics
- light clipping box
- creating, steps for / Time for action – create a light clipping box
- concave light shape, using / Using a concave light shape
- multiple light shapes, linking to / Linking to multiple light shapes
- Lock Camera Movement / Time for action – animating a camera
- Logic$Any entity / What just happened?
- Logic$Any node / Time for action - adding a trigger to Flow Graph and outputting its status
- loop animation / Have a go hero – using more properties for animations on entities
- Lua
- usage, in CryENGINE 3 / Lua usage in the CryENGINE 3
- Lua entity
- creating / Create a new Lua entity and call C++ code to interact with it, Time for action - creating a new entity
- parts / Time for action - creating a new entity
- placing, in level / Time for action - placing your entity into your level, Lua entityplacing, in levelWhat just happened?
- Flownode input, adding / Have a go hero - adding Flownode input/outputs to your Lua entity
- Flownode output, adding / Have a go hero - adding Flownode input/outputs to your Lua entity
- Lua script
- new C++ function, calling / Call the new C++ function from your Lua script
M
- MASK layer / Time for action – creating a new Flash asset with Adobe Flash
- mass / Have a go hero - using pre-baked physics with .cga objects
- mass parameter / Adjusting physical dynamics with user-defined properties
- Material Editor window / Time for action - creating and exporting your first model
- Material rollout / Time for action - creating and exporting your first model
- Matrix33 / CryENGINE specific data types
- Matrix34 / CryENGINE specific data types
- Merge All Nodes option / Time for action - making your object destructible, Have a go hero - using pre-baked physics with .cga objects
- Meters per Pixel parameter / Scaling your level with Meters Per Unit
- Meters Per Unit
- level, scaling with / Scaling your level with Meters Per Unit
- milliseconds (ms) / Time for action – enabling and reading display info
- MM_SoundSettings UI Action / Have a go Hero – creating a new menu page
- mud layer / What just happened?
- multiple developer collaboration
- layers, utilizing for / Have a go hero – utilizing layers for multiple developer collaboration
N
- name= property / Time for action - add sound to a weapon
- NCsoft
- Aion / Aion by NCsoft – massively online role-playing game
- New Effect window / Time for action - creating an ambient sound event
- NewHUD UIElement / Time for action – creating a simple interactive menu
- New Layer dialog box / Time for action - creating and managing layers
- New Sound dialog / Time for action - creating an ambient sound event
- node / Time for action - making a Flow Graph to spawn the player at a specific location
- non obstructed sides (green) / Have a go hero - sound obstruction using area shapes and boxes
- no_explosion_occlusion parameter / Adjusting physical dynamics with user-defined properties
- Num Sides parameter / Time for action - creating constructive solid geometry
O
- Object Export list / Time for action - creating animation using rigid body data
- objects
- level objects, handling / Handling level objects
- selecting / Time for action – selecting and browsing objects
- browsing / Time for action – selecting and browsing objects
- adding, asset browser used / Adding objects using the asset browser
- object_3DModel property / Time for action - creating a new entity
- obstructed sides (red) / Have a go hero - sound obstruction using area shapes and boxes
- OnInit function / Time for action - creating a new entity
- onPress() function / Time for action – creating a simple interactive menu
- OnPropertyChange function / Time for action - creating a new entity
- OnReset function / Time for action - creating a new entity
- Open View Pane menu / Time for action - creating a road object
- OuterRadius property / Have a go hero - using more ambient volume properties
- Output Format settings / Time for action – capturing frames from CryENGINE
- output ports / Composition of flow nodes
- Outside Radius / Have a go hero – using additional brush settings
P
- .pak files / Have a go hero
- Paint Objects button / Time for action - creating some flora for your level
- parameters
- setting, in reverb preset editor / Have a go hero - setting parameters in the reverb preset editor
- Parameters window / Have a go hero - setting parameters in the reverb preset editor
- particle effect
- sounds, adding to / Adding sounds to particle effects, Time for action - add a sound to a particle effect, What just happened?
- patrol Flow Graph
- debugging / Time for action - debugging the patrol Flow Graph
- physics proxy
- about / Using a physics proxy instead of the render geometry for collision
- play/audition button / Time for action - create your own reverb preset
- Play button / Playback speed
- player
- spawning, to make Flow Graph / Time for action - making a Flow Graph to spawn the player at a specific location
- portals
- about / Time for action – set up a VisArea
- ports
- about / Composition of flow nodes
- Preview window / Time for action – starting Sandbox and testing your UIElement
- Priority parameter / Time for action - nesting ambient sounds and using other parameters for sound events
- procedural terrain
- creating / Generating procedural terrain
- creating, steps for / Have a go hero – generating procedural terrain
- producer (project manager) / Do I need a full team to develop with the CryENGINE?
- production workflow
- for integrating new project / Introducing sound design
- profiles
- about / Profiles
- using, to break down frame-time performance / Time for action – using profiles to break down frame-time performance
- programming / Do I need a full team to develop with the CryENGINE?
- project file / Reviewing sound event system file formats
- project structure, sound system
- about / Setting up a project structure
- event group / Event grouping
- category / Using categories
- sound event / Adding events
- properties
- using, for animations on entities / Have a go hero – using more properties for animations on entities
- Properties table / Time for action - creating a new entity
- ProximityTrigger entity / UI Action can have start and end nodes
- Proximity Trigger entity / Time for action - adding a trigger to Flow Graph and outputting its status
- Proximity Trigger node / What just happened?
Q
- Quality Assurance (play tester) / Do I need a full team to develop with the CryENGINE?
- Quaternion (Quat) / CryENGINE specific data types
R
- radius= property / Time for action - add sound to a weapon
- Ramps / Have a go hero – mastering roads
- random sounds
- creating / Time for action - creating random sounds
- RandomSoundVolume entity / Time for action - creating an ambient sound event, Randomizing sounds, Time for action - creating random sounds
- Record icon / Time for action – animating a camera
- reference measurements
- about / Using real-world measurement reference
- remain model / Time for action - making your object destructible
- Remove Breakpoint option / Time for action - adding and removing breakpoints
- Remove button / Time for action – creating some Track Events for a sequence
- render targets / Viewing textures and render targets in the Textures tab
- reverb preset
- creating / Time for action - create your own reverb preset
- editor, parameters setting in / Have a go hero - setting parameters in the reverb preset editor
- Reverb Presets tool / What just happened?
- ReverbVolume entity / Time for action - create your own reverb preset, Time for action - add sound to a weapon, What just happened?
- reverb volumes
- about / Reverb volumes
- rigid body assets
- animations, creating for / Creating animation for rigid body assets, Time for action - creating animation using rigid body data
- roads
- using, in level / Using roads in levels
- object, creating / Time for action - creating a road object
- mastering / Have a go hero – mastering roads
- rock layer / What just happened?
- RollupBar
- about / Time for action – selecting and browsing objects
- RollupBar tab / Time for action - making a Flow Graph to spawn the player at a specific location, Time for action - adding a trigger to Flow Graph and outputting its status, Time for action - placing your entity into your level, Have a go hero - using the animobject entity for animation playback, Time for action - creating an ambient sound event
S
- sample source assets
- acquiring / Acquiring the sample source assets, What just happened?
- opening / Time for action – downloading and opening the sample assets
- downloading / Time for action – downloading and opening the sample assets
- Sandbox
- performance, profiling / Profiling performance in Sandbox
- Sandbox interface / Time for action - creating your own heightmap
- sand layer / What just happened?
- save level statistics
- about / Time for action – Save Level Statistics
- scriptbind function
- writing, in C++ / Time for action - writing a new scriptbind function in C++
- scripted events
- about / Scripted events
- scripting
- about / Scripting and the CryENGINE 3
- SDK_Agent.max scene / Time for action - creating your own skinned character
- sequence
- properties, adjusting / Adjusting Sequence Properties
- triggering, Flow Graph used / Time for action – triggering a sequence
- triggering quickly / Have a go hero – triggering sequences even faster and adjusting the PlaySequence FlowNode
- triggering, Input$Key node used / Using the Input:Key node to trigger a sequence
- triggering, Animations$PlaySequence node used / StartTime property
- console variables, adding / Time for action – adding a Console Variable to a sequence
- Track Events, creating / Time for action – creating some Track Events for a sequence
- sequence object
- about / Time for action – creating a new sequence
- setCurrentWeapon function / Have a go Hero – extending the ActionScript function
- Shape Editing menu / Have a go hero – mastering roads
- ShowSkeleton property / Time for action - creating your own skinned character
- skeleton_character object / Time for action - creating your own skinned character
- Skin Wrap Modifier / Creating a character LOD (Level of Detail)
- Sky Light Parameters / Time for action - setting up time of day and its basic parameters
- slope
- adding / Adding altitude and slope
- Solid Parameters rollout / Time for action - creating constructive solid geometry
- Solid Parameters tab / Time for action - creating constructive solid geometry
- solid white box / Time for action - adding a trigger to Flow Graph and outputting its status
- Solution Explorer tab / Time for action - starting CryENGINE with the debugger attached
- sound control overtime functions
- using / Using the three different sound control overtime functions
- EmitterLifeTime / Using the three different sound control overtime functions
- EmitterExtendedLifetime / Using the three different sound control overtime functions
- EmitterPulsePeriod / Using the three different sound control overtime functions
- sound engine
- about / Introducing sound design
- sound event / Adding events
- file, types / Reviewing sound event system file formats
- ambient sound event, creating / Time for action - creating an ambient sound event
- sound event, file types
- project file / Reviewing sound event system file formats
- FEV / Reviewing sound event system file formats
- FSB / Reviewing sound event system file formats
- sound event system
- about / Understanding the CryENGINE sound event system
- sound group / Do I need a full team to develop with the CryENGINE?
- sound Obstruction rollout
- boxes used / Have a go hero - sound obstruction using area shapes and boxes
- area shapes used / Have a go hero - sound obstruction using area shapes and boxes
- Sound Obstruction rollout / Have a go hero - sound obstruction using area shapes and boxes
- sounds
- randomizing / Randomizing sounds
- random sounds, creating / Time for action - creating random sounds
- adding, to particle effect / Adding sounds to particle effects, Time for action - add a sound to a particle effect, What just happened?
- changing, over time on particles / Have a go hero - changing sound over time on particles
- different sound control overtime functions, using / Using the three different sound control overtime functions
- events / Sound events and weapons
- adding, to weapon / Time for action - add sound to a weapon
- sound system
- project structure / Setting up a project structure
- sound target= property / Time for action - add sound to a weapon
- Spawn key frame / Time for action – animating an entity in Track View
- spawn point
- about / Creating a spawn point
- creating, steps for / Time for action - creating a spawn point
- SpawnPoint entity / Time for action - creating a spawn point, Time for action - making a Flow Graph to spawn the player at a specific location, Component and entity nodes
- SpawnPoint object / What just happened?
- Speed input / Time for action – manipulating the perspective camera
- sphere parameter / Adjusting physical dynamics with user-defined properties
- Standard button / Time for action - creating and exporting your first model
- Start button / UI Actions support multitriggering
- start node
- about / Component and entity nodes
- start time dialog / Have a go hero – using more properties for animations on entities
- static= property / Time for action - add sound to a weapon
- static art assets / Exploring the CryENGINE 3 asset file types
- static geometry
- about / Creating and exporting custom assets
- Static Geometry tab / Time for action – Save Level Statistics
- Step Size property / Time for action - creating a road object
- String$SetString node / Time for action - adding a trigger to Flow Graph and outputting its status, What just happened?
- string, data type / Composition of flow nodes
- Surface texture / Creating terrain textures
- Switch to Game Mode function / What just happened?
- synched= property / Time for action - add sound to a weapon
T
- targetPos argument / Time for action - changing the teleporter entity to execute the C++ code
- teleporter
- making, usable / Time for action - making the teleporter usable
- logic, in C++ / Have a go hero - doing the complete teleporter logic in C++
- teleporter entity
- changing, to execute C++ code / Time for action - changing the teleporter entity to execute the C++ code, What just happened?
- Tension Continuity and Bias controller (TCB) / Time for action - creating animation using rigid body data
- terrain
- real-world size, calculating / Calculating the real-world size of the terrain
- usage, deciding / Using or not using terrain
- creating, alternative ways for / Using alternative ways for creating terrain
- procedural terrain, creating / Generating procedural terrain
- textures, creating / Creating terrain textures
- basic terrain texture layers, creating / Time for action - creating some basic terrain texture layers
- terrain creation, alternative ways
- procedural terrain, creating / Generating procedural terrain, Have a go hero – generating procedural terrain
- pre-made heightmap, importing / Importing a pre-made heightmap, Pop quiz – level size and scale
- terrain textures, creating / Creating terrain textures
- basic terrain texture layers, creating / Time for action - creating some basic terrain texture layers
- altitude and slope, adding / Adding altitude and slope
- tile resolution, adjusting / Adjusting the tile resolution
- vegetation, creating / Creating vegetation
- flora, creating for level / Time for action - creating some flora for your level
- time of day, setting up / Time for action - setting up time of day and its basic parameters
- basic paramters, setting up / Time for action - setting up time of day and its basic parameters
- sun, moving / Have a go hero – moving the sun
- Lighting tool / Have a go hero – moving the sun
- atmosphere, adding / Adding Atmosphere
- terrain creation, ways
- about / Using alternative ways for creating terrain
- Terrain Editor window / Time for action - creating your own heightmap
- terrain texture layer
- creating / Time for action - creating some basic terrain texture layers
- textures
- creating / Time for action - creating your own texture
- textures tab
- render targets, viewing / Viewing textures and render targets in the Textures tab
- textures, viewing / Viewing textures and render targets in the Textures tab
- Thumb size setting / Time for action - adding brushes to the level
- Tile Length property / Time for action - creating a road object
- tile resolution
- adjusting / Adjusting the tile resolution
- time of day
- setting up / Time for action - setting up time of day and its basic parameters
- time scale dialog / Have a go hero – using more properties for animations on entities
- Tools menu / Generating procedural terrain
- Track Events
- creating, for sequence / Time for action – creating some Track Events for a sequence
- tracks
- adding, to director node / Adding tracks to the director node
- console track / Adding tracks to the director node
- capture track / Adding tracks to the director node
- entities, using / Entity Visibility track
- Tracks window / Time for action – creating a new sequence
- Track View
- camera, animating / Animating a camera in Track View, Time for action – animating a camera
- playback speed / Playback speed
- Curve Editor / Curve Editor
- entities, animating in / Animating entities in Track View, Time for action – animating an entity in Track View
- animations, playing on entities / Playing animations on entities in Track View, Time for action – playing an animation on an entity in Track View
- console variables, using / Using Console Variables in Track View
- t_scale CVAR / The t_scale CVAR in Track View
- Track View editor
- about / Discovering the Track View editor
- Track View sequence
- new sequence, creating / Creating a new Track View sequence, Time for action – creating a new sequence
- tracks, adding to director node / Adding tracks to the director node
- sequence properties, adjusting / Adjusting Sequence Properties
- Track View window / Time for action – creating some Track Events for a sequence
- triangle count
- visualizing / Visualizing triangle count
- two-dimensional breakables
- about / Breaking two-dimensional assets
- t_scale CVAR
- in Track View / The t_scale CVAR in Track View
U
- @ui_SoundSettings caption / Have a go Hero – creating a new menu page
- UI$Action$Control node / UI Action can have start and end nodes
- UI$Action$Start node / UI Actions support multitriggering
- UI$Events$System$OnSystemStart node / Time for action – using the UI Emulator to test the FreeSDK demo menus
- UI$Functions$MainMenu$AddButton node / Have a go Hero – creating a new menu page
- UI$Functions$NewHUD$SetWeapon node / Have a go Hero – hiding the crosshair if the weapon is zoomed
- UI$Functions$Settings$GetLevels node / UI Actions support multitriggering
- UI Action
- about / UI Actions – Flow Graphs to control the UI, UI Action can have start and end nodes
- start nodes / UI Action can have start and end nodes
- end nodes / UI Action can have start and end nodes
- disabled state / UI Action can be in a disabled state
- multitriggering support feature / UI Actions support multitriggering
- UIElement / Bringing your Flash asset into CryENGINE 3, Time for action – bringing your Flash asset into CryENGINE 3
- UI Emulator
- using, to display asset / Using the UI Emulator to display and test your asset
- using, to test asset / Using the UI Emulator to display and test your asset
- about / Using the UI Emulator to display and test your asset
- using, to test FreeSDK demo menus / Time for action – using the UI Emulator to test the FreeSDK demo menus
- underwater layer / What just happened?
- User Defined Properties option / Adjusting physical dynamics with user-defined properties
V
- Var Emitter Strength graph / Have a go hero - changing sound over time on particles
- variation control / Have a go hero – generating procedural terrain
- Var Random value / Have a go hero - changing sound over time on particles
- Vec3 / CryENGINE specific data types
- vec3, data type / Composition of flow nodes
- video
- capturing, from CryENGINE 3 / Capturing video from CryENGINE 3
- Viewport / What just happened?
- VisAreas
- about / Optimizing levels with VisAreas and Portals
- setting up, steps for / Time for action – set up a VisArea
- ambient color parameter / Ambient color of VisAreas and Portals
- blind spots / Blind spots
- using, vertically / Using VisAreas and Portals vertically
- Visual C++ 2010 Express Edition
- about / Installing Visual C++ 2010 Express Edition
- downloading / Time for action - downloading and installing Visual C++ 2010 Express, What just happened?
- installing / Time for action - downloading and installing Visual C++ 2010 Express, What just happened?
- visual debugger
- used, for debugging Flow Graph / Debugging Flow Graphs using the visual debugger
- visual scripting
- with Flow Graph / Visual scripting with Flow Graph
- Visual Studio Express
- about / Visual Studio Express and C++ game code
W
- wavebanks
- using / Using wavebanks
- weapon
- sounds, adding to / Time for action - add sound to a weapon
- sound, workflow tips / Weapon sound workflow tips
- creating for game / Pop quiz - creating sound for your game
- what you see is what you play (WYSIWYP)
- about / Far Cry by Crytek – first-person shooter
- white boxing
- about / White boxing
- Constructive Solid Geometry (CSG) used / White boxing using Constructive Solid Geometry (CSG)
- wildcard mapping
- about / .chrparams wildcard mapping
- World Editor
- about / What is the CryENGINE?