CryENGINE 3 Cookbook: Over 90 recipes written by Crytek developers for creating third-generation real-time games
By Dan Tracy and Sean P Tracy (USD)
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About this ebook
With every successive console generation, the cost, time, and complexity of developing games has grown. Meet CryENGINE3, a middleware engine that is the perfect fit for most developers allowing users to exceed current generation quality standards while using less people and time than ever thought possible.The CryENGINE3 CookBook is packed full of recipes for junior and senior developers alike. It covers everything from creating photo realistic architectural visualizations to implementing advanced physics such as ragdoll and tornado effects. Topics covered include the sandbox, level layout, environment creation, AI, character creation, creating vehicles, and game logic. Every recipe is designed to add AAA quality to your games. The CryENGINE3 SDK has many tools immediately available to developers of all disciplines. For designers the book has recipes for building up your own levels and populating your levels with intelligent AI and photo realistic assets. For artists we have recipes for practical workflow tools and techniques used when working with the advanced CryENGINE shaders and materials. For animators we have recipes that will bring your creations to life using skinned characters and advanced animation systems like locomotion groups. Finally for programmers we have recipes that show how to employ the core mechanics behind entities such as vehicles and weapons while also utilizing the strengths of the physics engine to create a unique and exciting game.
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CryENGINE 3 Cookbook - Dan Tracy
Table of Contents
CryENGINE 3 Cookbook
Credits
About the Authors
www.PacktPub.com
Support files, eBooks, discount offers and more
Why subscribe?
Free access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code and colored graphics for this book
Errata
Piracy
Questions
1. CryENGINE 3: Getting Started
Introduction
Opening a level in the CryENGINE 3 Sandbox
Getting ready
How to do it...
How it works...
There's more...
What is a .cry file?
Using a level.cfg
See also
Navigating a level with the Sandbox Camera
Getting ready
How to do it...
How it works...
There's more...
Viewport movement speed control
Under Views you can adjust the viewport to view different aspects of your level
Splitting the main viewport to several subviewports
See also
Setting up a personalized toolset layout
Getting ready
How to do it...
How it works...
The Status Bar
The Console
The Toolbox
See also
How to customize toolbars and menus
Getting ready
How to do it...
How it works...
There's more...
The Options tab
Personalized menus and toolbars
Using the Rollup Bar
Getting ready
How to do it...
How it works...
There's more...
The AI section
The Area section
The Entities section
The Misc Objects section
The Solids section
The Archetype entity section
The Geom entity section
The Prefabs section
The Sound section
See also
Selecting and browsing level objects
Getting ready
How to do it...
How it works...
There's more...
Browsing frozen and hidden objects
List types
Display as a Tree
See also
Restoring the CryENGINE 3 default settings
Getting ready
How to do it...
How it works...
There's more...
Deleting your user folder
See also
2. Sandbox Basics
Introduction
Creating a new level
Getting ready
How to do it...
How it works...
Using the Terrain option
Heightmap resolution
Meters per unit
Terrain size
There's more...
See also
Generating a procedural terrain
Getting ready
How to do it...
How it works...
There's more...
Terrain generation settings
See also
Terrain sculpting
Getting ready
How to do it...
How it works...
There's more...
Noise settings
Reposition objects and vegetation
See also
Setting up the terrain texture
Getting ready
How to do it...
How it works...
There's more...
See also
Placing the objects in the world
Getting ready
How to do it...
How it works...
There's more...
See also
Refining the object placement
Getting ready
How to do it...
There's more...
Local position and rotation
Grid and angle snaps
Ctrl + Shift + Click
See also
Utilizing the layers for multiple developer collaboration
Getting ready
How to do it...
How it works...
There's more...
External layer limitations
See also
Switching to game mode
Getting ready
How to do it...
See also
Saving your level
Getting ready
How to do it...
How it works...
There's more...
Exporting to an engine
Getting ready
How to do it...
How it works...
There's more...
Opening .pak files
Corrupted .pak files should be deleted and re-exported
Essential game objects
Getting ready
How to do it...
How it works...
See also
Running a map from the Launcher
Getting ready
How to do it...
See also
3. Basic Level Layout
Introduction
Making basic shapes with the Solids tool
Getting ready
How to do it...
How it works...
There's more...
Other shapes—cone, sphere, cylinder
Number of sides—only for cone, sphere, cylinder
See also
Editing and merging solids
Getting ready
How to do it...
There's more...
Exporting the selected geometry to .OBJ
Resetting the XForm
See also
Grouping the objects
Getting ready
How to do it...
How it works...
There's more...
See also
Utilizing the Geom entities instead of brushes
Getting ready
How to do it...
How it works...
See also
Road construction
Getting ready
How to do it...
How it works...
There's more...
Road parameters
Shape editing
Align Height Map
See also
Painting vegetation
Getting ready
How to do it...
How it works...
There's more...
Vegetation parameters
See also
Breaking up tiling with Decals
Getting ready
How to do it...
How it works...
There's more...
Decal parameters
Decals can have their unique position, rotation, and scale
See also
Making caves with Voxels
Getting ready
How to do it...
How it works...
There's more...
Soft Create
Material
Copy Terrain
Creating Prefabs to store in external libraries
Getting ready
How to do it...
How it works...
There's more...
Extract Object and Extract All
Open/Close
Pick and Attach/Remove Object and Update Prefab
See also
4. Environment Creation
Introduction
Creating your first time of day using the basic parameters
Getting ready
How to do it...
How it works...
There's more...
Forcing sky update to true
Record icon
Play icon
See also
Adjusting the terrain lighting
Getting ready
How to do it...
How it works...
There's more...
Terrain ambient occlusion
Transition shading from the sun to the moon
SSAO (screen-space-ambient occlusion)
See also
Using the real-time Global Illumination
Getting ready
How to do it...
How it works...
There's more...
Advanced GI Cvars
See also
Editing HDR lighting and the effects for flares
Getting ready
How to do it...
How it works...
There's more...
Lights with flare effects
Glow texture effect produces bloom and flares
See also
Creating a global volumetric fog
Getting ready
How to do it...
How it works...
There's more...
Density offset
Enabling or disabling fog in the Render Settings
See also
Creating a night scene with time of day parameters
Getting ready
How to do it...
There's more...
SSAO contrast and amount
HDRSetup parameters at night
Moon and corona color and scale
See also
Color grading your level
Getting ready
How to do it...
How it works...
There's more...
_CCH naming convention
Capturing TGA images as reference images
Debugging visual glitches
See also
Creating a photo realistic ocean
Getting ready
How to do it...
How it works...
There's more...
Animating water parameters
Caustics
Free form transformation FFT water
Improving your sky with clouds
Getting ready
How to do it...
How it works...
There's more...
Cloud shadows
See also
Making it rain in your level
Getting ready
How to do it...
How it works...
There's more...
Lightning entity
Wind
Fog volumes
5. Basic Artificial Intelligence
Introduction
Placing the enemy AI
Getting ready
How to do it...
How it works...
There's more...
See also
Generating the AI navigation
Getting ready
How to do it...
How it works...
There's more...
Generating AI triangulation
See also
Forbidden boundaries
Getting ready
How to do it...
How it works...
See also
Forbidden areas
Getting ready
How to do it...
How it works...
See also
Setting up the interior navigation
Getting ready
How to do it...
How it works...
There's more...
Auto-Dynamic Points versus Designer Controlled Points
See also
Debugging the AI triangulation
Getting ready
How to do it...
How it works...
See also
Narrowing the AI's FOV to allow attacks from behind
Getting ready
How to do it...
How it works...
There's more...
See also
Respawning AI
Getting ready
How to do it...
How it works...
There's more...
AI territory FlowGraph node properties
AI wave FlowGraph node properties
6. Asset Creation
Introduction
Installing the CryENGINE 3 plugin for 3D Studio Max
Getting ready
How to do it...
How it works...
There's more...
3ds Max CryTools Maxscripts
Installing the 3ds Max CryTools Maxscripts
Uninstalling the 3ds Max CryTools Maxscripts
See also
Creating textures using CryTIF
Getting ready
How to do it...
How it works...
There's more...
Editing the CryTif plugin root path
Adjusting the default presets in the CryTIF dialog
Manually generating the .DDS output
See also
Setting up units to match CryENGINE in 3ds
Getting ready
How to do it...
How it works...
There's more...
Grid and Snap settings
Measurement reference
See also
Basic material setup in 3ds
Getting ready
How to do it...
How it works...
There's more...
Assigning textures in 3ds Max to materials
Physicalize
See also
Creating and exporting static objects
Getting ready
How to do it...
How it works...
There's more...
Physics proxy
Occlusion geometry
User defined properties
See also
Creating and exporting destroyable objects
Getting ready
How to do it...
How it works...
There's more...
Two-dimensional breakable assets
Jointed breakables
User defined properties
See also
Using advanced material editor parameters to create animation
Getting ready
How to do it...
How it works...
There's more...
Animated textures
Vertex deformation
See also
Creating new material effects
Getting ready
How to do it...
How it works...
There's more...
Creating new surface types
Physics block parameters
Ammo surface types
See also
Creating image-based lighting
Getting ready
How to do it...
How it works...
There's more...
Generating all Cubemaps
Creating a CubeMap with Material Editor
See also
7. Characters and Animation
Introduction
Creating skinned characters for the CryENGINE
Getting ready
How to do it...
How it works...
Materials and characters
LOD (Level of Detail)
Bone Attachments
See also
Ragdoll and physics for characters
Getting ready
How to do it...
How it works...
There's more...
IK limits
ParentFrames
Dead body entity settings
See also
Creating animation for your character
Getting ready
How to do it...
How it works...
There's more...
Changing the animations compression
.chrparams file Wildcard Mapping
Animobject entity
See also
Previewing animations and characters for Sandbox
Getting ready
How to do it...
How it works...
There's more...
Animation driven motion
Searching and filtering animations
Types of animation assets
See also
Creating upper body only animations
Getting ready
How to do it...
How it works...
There's more...
Additive animations
Using additives
See also
Creating locomotion animations
Getting ready
How to do it...
How it works...
There's more...
Swimming and vehicle transitions
Locomotion loops
Idle to move and 180 degree rotational assets
See also
Animating rigid body geometry data
Getting ready
How to do it...
How it works...
There's more...
Pre-baked physics with .CGA objects
Anim object and pre-baked .CGA
See also
8. Creating Vehicles
Introduction
Creating a new car mesh (CGA)
Getting ready
How to do it...
How it works...
There's more...
Dummy helpers for modification of the parts
Parts for vehicles and their limitless possibilities
See also
Creating a new car XML
Getting ready
How to do it...
How it works...
There's more...
See also
Giving more speed to the car
Getting ready
How to do it...
How it works...
There's more...
See also
Increasing the mass to push objects with the car
Getting ready
How to do it...
How it works...
There's more...
See also
Defining a sitting location
Getting ready
How to do it...
How it works...
There's more...
See also
Setting up multiple cameras for the car
Getting ready
How to do it...
How it works...
There's more...
See also
Need for a machine gun
Getting ready
How to do it...
How it works...
See also
Giving the car a weak spot
Getting ready
How to do it...
How it works...
There's more...
See also
9. Game Logic
Introduction
How to beam the player to a tag point from a trigger
Getting ready
How to do it...
How it works...
See also
Making the AI go to a location when the player enters a proximity trigger
Getting ready
How to do it...
How it works...
There's more...
AIGotoEx
See also
Debugging the Flow Graph
Getting ready
How to do it...
How it works...
There's more...
See also
Creating a kill counter
Getting ready
How to do it...
How it works...
See also
Rewarding the player for reaching a kill goal
Getting ready
How to do it...
How it works...
See also
Displaying the player's health through a Flow Graph
Getting ready
How to do it...
How it works...
Changing the player camera through key input
Getting ready
How to do it...
How it works...
There's more...
Creating a countdown timer
How to do it...
How it works...
There's more...
10. Track View and Cut-Scenes
Introduction
Creating a new Track View sequence
How to do it...
How it works...
There's more...
Available tracks in the director node
Sequence properties
See also
Animating a camera in the Track View
Getting ready
How to do it...
How it works...
There's more...
FOV
Playback speed
Curve editor
See also
Triggering a sequence using the Flow Graph
Getting ready
How to do it...
How it works...
There's more...
Useful debugging trigger
Start time property
Break on stop property
See also
Animating entities in the Track View
Getting ready
How to do it...
How it works...
There's more...
Entity visibility track
Animating scale
Entities and their tracks
See also
Playing animations on entities in the Track View
Getting ready
How to do it...
How it works...
There's more...
Loop animation
Start time
Time scale
See also
Using console variables (CVars) in the Track View
Getting ready
How to do it...
How it works...
There's more...
Animating the CVar values
T_scale cvar in Track View
See also
Using track events
Getting ready
How to do it...
How it works...
There's more...
Removing events from the sequence
Triggering image nodes for track sequences
See also
11. Fun Physics
Introduction
Low gravity
Getting ready
How to do it...
How it works...
There's more...
Uniform property
Gravity sphere
Hangman on a rope
Getting ready
How to do it...
How it works...
See also
Tornadoes
Getting ready
How to do it...
How it works...
There's more...
Constraints
Getting ready
How to do it...
How it works...
There's more...
Constraint properties
Wrecking ball
Getting ready
How to do it...
How it works...
See also
Rock slide
Getting ready
How to do it...
How it works...
There's more...
Physics properties
Simulation properties
See also
12. Profiling and Improving Performance
Introduction
Profiling performance in the Sandbox
Getting ready
How to do it...
How it works...
There's more...
Draw Calls
Triangle count
Budgets
See also
Saving level statics
Getting ready
How to do it...
How it works...
There's more...
Textures tab and render targets
Physics tris and physics size
Detailed dependencies tab
See also
Enabling the debug draw modes
Getting ready
How to do it...
How it works...
There's more...
Overdraw pixel cost scale
R_stats 15
Profiles
See also
Optimizing the levels with VisAreas and portals
Getting ready
How to do it...
How it works...
There's more...
Ambient color of VisAreas and portals
Blind spots
Using VisAreas and portals vertically
See also
Using light boxes and light areas
Getting ready
How to do it...
How it works...
There's more...
Using a concave light shape
Linking to multiple light shapes
See also
Activating and deactivating the layers
Getting ready
How to do it...
How it works...
There's more...
Limits of layer switching
Cinematics
See also
Index
CryENGINE 3 Cookbook
CryENGINE 3 Cookbook
Copyright © 2011 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: June 2011
Production Reference: 1170611
Published by Packt Publishing Ltd.
32 Lincoln Road
Olton
Birmingham, B27 6PA, UK.
ISBN 978-1-849691-06-2
www.packtpub.com
Cover Image by Sean Tracy (<[email protected]>)
Credits
Authors
Sean Tracy
Dan Tracy
Acquisition Editor
Steven Wilding
Development Editor
Alina Lewis
Technical Editor
Aditi Suvarna
Copy Editor
Laxmi Subramanian
Indexer
Rekha Nair
Project Coordinator
Zainab Bagasrawala
Proofreader
Aaron Nash
Graphics
Geetanjali Sawant
Production Coordinator
Shantanu Zagade
Cover Work
Shantanu Zagade
About the Authors
Sean Tracy is Crytek's Senior Field Application Engineer for the award-wining CryENGINE. He is responsible for adapting the engine and its features to individual licensees, as well as developing full technical and vertical slice demos for prospective and existing clients. Describing himself as a generalizing specialist, he also gives support directly to CryENGINE licensees, while designing and maintaining their workflows, pipelines, and development techniques.
Sean was recruited by Crytek in 2008 after working as an electronics technician for the Canadian Military. He was recruited due to his role in founding and leading the development on the award winning total conversion project MechWarrior: Living Legends. Since then, he has been featured in numerous gaming magazines and has been invited to speak at many game related trade shows and seminars. He is an avid gamer with extensive modding experience on titles including Never Winter Nights, the Battlefield engine Frostbite, Doom, and Quake.
I would like to thank my wife for her understanding and support throughout the process of writing this book and for her ongoing support in allowing me to do what I truly enjoy for a living. I would also like to thank my brother for co-authoring the book with me as it's a pleasure to be able to work with someone with the same love for the technology as I have. Finally, I'd like to thank Crytek and Packt for their support in allowing me to write this book and for making one of the best game engines in the market.
Dan Tracy is Crytek's Technical Level Designer for the award-winning CryENGINE and Crysis 2. He is responsible for the creation and maintenance of numerous technical features and external applications used for telemetry and optimization. Viewed as more than a level designer, Dan prides himself on pushing the envelope when it comes to improving both technical and game related designs across multiple production disciplines.
Dan was recruited by Crytek in 2009 after previously working as a Quality Assurance Technician for BioWare. He was recruited due to his pivotal role in co-founding and leading development on the award winning total conversion project MechWarrior: Living Legends. Since then, he has been featured in numerous gaming magazines and has been interviewed by multiple media outlets. Dan is a passionate gamer, but an even more passionate modder and game designer, with vast knowledge and experience with multiple engines and titles including Never Winter Nights' Aurora, Battlefield's engine Frostbite, Unreal 3, and CryENGINE. This is Dan's first book.
I would like to thank my friends and family for giving me their support during the crunch time of the Crysis 2 production, which also paralleled the creation of this book. If it wasn't for them, this wouldn't have been possible. I would also like to thank my brother for co-authoring the book with me as well as Crytek for providing me with this amazing opportunity to share my knowledge of CryENGINE with the world. Finally, I'd like to thank Packt for their support and setting this whole project in motion and publishing my first ever book.
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Preface
With the overall complexity involved in creating games becoming exceedingly difficult and expensive with every successive console generation, many game developers have turned to middleware engines, such as the CryENGINE, that offer a complete pipeline for the game development process. CryENGINE is a perfect fit for most developers as it allows users to create their content quickly and easily and thus, allow games to meet and exceed current generation quality standards and still be created by fewer and fewer people.
As CryENGINE 3 is globally recognized as one of the world's most powerful real-time middleware development platforms, with this book we will deliver the best of what the engine has to offer. Through the use of CryENGINE's intuitive and powerful toolset, named Sandbox, designers, artists, animators, and even programmers will be treated to real-time creation and iteration tools for bringing their visions to life.
What this book covers
Chapter 1, Getting Started, helps you set up the entire CryENGINE 3 Software Development Kit, which can be a difficult task. This chapter will guide you through the stages in setting up the required folder structure and how to set up your layout for the Sandbox Editor.
Chapter 2, Sandbox Basics, helps you to learn the basic and most commonly used features provided by Sandbox.
Chapter 3, Basic Level Layout, helps you create your first Level Layout within the Sandbox Editor and learn some of the more advanced techniques used by designers for object placement and manipulation.
Chapter 4, Environment Creation, utilizes the CryENGINE 3 rendering tools to create photorealistic environments.
Chapter 5, Basic Artificial Intelligence, helps you learn the basics of how to the use AI to navigate in your levels.
Chapter 6, Asset Creation, helps you learn the pipeline of asset creation and export your 3D models to the CryENGINE format.
Chapter 7, Characters and Animation, describes how to create new characters to be used in the engine along with your own custom