View Full Version : Video tut - 3DsMax to CryEngine3
Very straightforward tut on exporting your stuff into the engine.
Enjoy, and drop some feedback if you will! :)
http://eat3d.com/free/cryengine_3dsmax
http://i.imgur.com/fUo1h.jpgh.jpg (http://eat3d.com/free/cryengine_3dsmax)
PS* Excuse the tuga accent! ahah
Bear in mind, this techniques shown in the video work exactly the same for both the C2 SDK (The one I used in the video) AND the Free SDK.
Also, in the end of the movie, I forget to mention the LOD debug command, which is e_debugdraw3 (You'll see a 1/3 on the objects pivot, meaning you are currently seeing LOD 1 out of 3)
megalmn2000
09-22-2011, 06:51 PM
Thanks Helder! :)
monster
09-24-2011, 01:12 PM
Great tutorial!
that's awesome share , thanks [HP]!
monster
09-26-2011, 12:52 PM
The video's not working anymore. Would you have an alternate download?
metalliandy
09-26-2011, 02:41 PM
The video's not working anymore. Would you have an alternate download?
The video is working fine here. Try cleaning your cache :)
SanderDL
09-29-2011, 01:46 AM
I must be doing something stupid here. I'm using the Cryengine 3 free SDK but when I export the model I cannot find it in the engine.
I've tried putting cfg file in:
C:\Cryengine\Editor\Objects\
C:\Cryengine\Game\Levels\Testmap\
Neither seems to work.
Watch the tutorial again, you are exporting it to the Levels folder, I say that the objects must be exported to the Objects folder, like this:
\Crysis2\GameCrysis2\Objects\YourProp (If you are using C2)
\CryENGINE_v3_3_5_2456_FreeSDK\Game\Objects\YourPr op (On the free SDK)
IxenonI
09-29-2011, 02:41 AM
Donīt forget to press reload in the editor when you are exporting a new mesh and your editor is already open....
SanderDL
09-29-2011, 05:31 AM
Thanks a lot. I now see what the problem was. There was no Objects folder in the game folder. So I just assumed that it would be the Editor/objects in the SDK version. So I just created the map myself and now it works.
Yes, the contents of the Object folder will override everything that's in the Objects.PAK as well. :)
And yes, you need to create it manually.
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