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CryENGINE 3 CookbookГод: 2011
Автор: Dan Tracy, Sean Tracy
Издательство: Packt Publishing
ISBN: 978-1-849691-06-2
Язык: Английский
Формат: PDF
Качество: Изначально компьютерное (eBook)
Количество страниц: 324
Описание: Written in a cookbook style, this book offers solutions using a recipe based approach. Each recipe contains step-by-step instructions followed by an analysis of what was done in each task and other useful information. The cookbook approach means you can dive into whatever recipes you want in no particular order. The CryENGINE3 Cookbook is written to be accessible to all developers currently using the CryENGINE3. It also explores the depth and power of the CryENGINE3 and is a useful guide to follow when becoming familiar with this award winning middle-ware game engine. This book is written with the casual and professional developer in mind. Fundamental knowledge of some Digital Content Creation Tools, like Photoshop and 3d Studio Max is required. The Software Development Kit version of the CryENGINE is used for all examples, so the reader should have a version of the development kit to follow the recipes contained in this book.
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Preface
Chapter 1: CryENGINE 3: Getting Started
Introduction
Opening a level in the CryENGINE 3 Sandbox
Navigating a level with the Sandbox Camera
Setting up a personalized toolset layout
How to customize toolbars and menus
Using the Rollup Bar
Selecting and browsing level objects
Restoring the CryENGINE 3 default settings
Chapter 2: Sandbox Basics
Introduction
Creating a new level
Generating a procedural terrain
Terrain sculpting
Setting up the terrain texture
Placing the objects in the world
Refining the object placement
Utilizing the layers for multiple developer collaboration
Switching to game mode
Saving your level
Exporting to an engine
Essential game objects
Running a map from the Launcher
Chapter 3: Basic Level Layout
Introduction
Making basic shapes with the Solids tool
Editing and merging solids
Grouping the objects
Utilizing the Geom entities instead of brushes
Road construction
Painting vegetation
Breaking up tiling with Decals
Making caves with Voxels
Creating Prefabs to store in external libraries
Chapter 4: Environment Creation
Introduction
Creating your first time of day using the basic parameters
Adjusting the terrain lighting
Using the real-time Global Illumination
Editing HDR lighting and the effects for flares
Creating a global volumetric fog
Creating a night scene with time of day parameters
Color grading your level
Creating a photo realistic ocean
Improving your sky with clouds
Making it rain in your level
Chapter 5: Basic Artificial Intelligence
Introduction
Placing the enemy AI
Generating the AI navigation
Forbidden boundaries
Forbidden areas
Setting up the interior navigation
Debugging the AI triangulation
Narrowing the AI's FOV to allow attacks from behind
Respawning AI
Chapter 6: Asset Creation
Introduction
Installing the CryENGINE 3 plugin for 3D Studio Max
Creating textures using CryTIF
Setting up units to match CryENGINE in 3ds
Basic material setup in 3ds
Creating and exporting static objects
Creating and exporting destroyable objects
Using advanced material editor parameters to create animation
Creating new material effects
Creating image-based lighting
Chapter 7: Characters and Animation
Introduction
Creating skinned characters for the CryENGINE
Ragdoll and physics for characters
Creating animation for your character
Previewing animations and characters for Sandbox
Creating upper body only animations
Creating locomotion animations
Animating rigid body geometry data
Chapter 8: Creating Vehicles
Introduction
Creating a new car mesh (CGA)
Creating a new car XML
Giving more speed to the car
Increasing the mass to push objects with the car
Defining a sitting location
Setting up multiple cameras for the car
Need for a machine gun
Giving the car a weak spot
Chapter 9: Game Logic
Introduction
How to beam the player to a tag point from a trigger
Making the AI go to a location when the player enters a proximity trigger
Debugging the Flow Graph
Creating a kill counter
Rewarding the player for reaching a kill goal
Displaying the player's health through a Flow Graph
Changing the player camera through key input
Creating a countdown timer
Chapter 10: Track View and Cut-Scenes
Introduction
Creating a new Track View sequence
Animating a camera in the Track View
Triggering a sequence using the Flow Graph
Animating entities in the Track View
Playing animations on entities in the Track View
Using console variables (CVars) in the Track View
Using track events
Chapter 11: Fun Physics
Introduction
Low gravity
Hangman on a rope
Tornadoes
Constraints
Wrecking ball
Rock slide
Chapter 12: Profiling and Improving Performance
Introduction
Profiling performance in the Sandbox
Saving level statics
Enabling the debug draw modes
Optimizing the levels with VisAreas and portals
Using light boxes and light areas
Activating and deactivating the layers
Index
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