Author : winged doom


Reply
Reply
 
Thread Tools Display Modes
e-freak's Avatar
Old (#26)
Oh, you mean coloration in terms of only getting the Lighting without any Diffuse colors? That's fairly simple with e_DefaultMaterial 1
Cinematic Artist - CVG - Crytek
Linkedin profile
Offline , polygon, 709 Posts, Join Date Sep 2008, Location Germany, Darmstadt  
   Reply With Quote

XRevan23's Avatar
Old (#27)
yeah thats what i meant thanks
Offline , triangle, 270 Posts, Join Date Sep 2008, Location Los Angeles, Ca,USA Send a message via Skype™ to XRevan23  
   Reply With Quote

franman's Avatar
Old (#28)
I'm having problems running the CryMaxTools installation.

I've tried running the copyToMax.bat and assigned it to C where 3ds max was installed; when I open 3Ds max I click on CryMaxTools at the top and the pull down menu only shows "animation" as an available option and clicking on "animation" doesn't do anything.

Because the Crytech site is down can anyone tell me how to properly do a manual install to 3Ds Max?

If this comes in handy the version build I'm using is v3_3_7_2572
Offline , null, 16 Posts, Join Date Feb 2009,  
   Reply With Quote

[HP]'s Avatar
Old (#29)
Mmm, is max installed to another folder other than the default? (Even tho in theory it shouldnt matter, the bat should search for it)

Anyway, you can just copy it by hand, just put the CryArtistTools.ms file in the "..\3ds Max 20xx\Scripts\" folder.
Offline , dedicated polycounter, 1,830 Posts, Join Date Aug 2007, Location derp land  
   Reply With Quote

franman's Avatar
Old (#30)
Don't you mean the LoadCryMaxTools max script? I did a text search and nowhere does it say CryArtistTools. Anyways I copied it to Scripts folder as you specified but reopening Max again nothing happens.

Also I have two internal hard drives I save the 3Ds Max installer on one drive and installed the actual 3D application program on the C drive.
Offline , null, 16 Posts, Join Date Feb 2009,  
   Reply With Quote

Ark's Avatar
Old (#31)
Couple of more questions if anyone would be kind enough answer:

1. Does the Irradiance volume remove the restriction on multiple overlapping deferred lights?

2. Does the "Wet" shader still exist that was previewed in the GDC videos? http://www.gametrailers.com/video/gd...cam-part/63097

3. Is there an option to change a lights cone angle turning it into a spotlight or do i have to handle this through a projection texture?

4. Is there a plan to add the DX11 features to the free SDK instead of the C2 SDK?

5. Is there a way to add your own post-process effects without writing code? All I'm after is a simple desaturate by screen depth.

Last edited by Ark; 01-11-2012 at 07:56 AM..
Offline , dedicated polycounter, 1,416 Posts, Join Date Aug 2009, Location UK  
   Reply With Quote

e-freak's Avatar
Old (#32)
2, 3, 4 and 5:
2: I think they used a rain entity in that presentation (Rollup Bar - Entity - Environment - Rain)
3: Projection Texture it is. As soon as you put a texture in the Lights parameters for projection it will turn into a projector. Use the Angle Parameter to control its cone angle and radius to control the distance.
4: Afaik yes
5: Desaturate by screen depth - I'd try fog in the Time of Day Editor.
Cinematic Artist - CVG - Crytek
Linkedin profile
Offline , polygon, 709 Posts, Join Date Sep 2008, Location Germany, Darmstadt  
   Reply With Quote

Ark's Avatar
Old (#33)
Thx for the replies e-freak, really appreciated.

Going back to question 2. i don't think its the rain entity, as the effect in the video seems to be a option on the lights, maybe a light function?

But thx anyways!
Offline , dedicated polycounter, 1,416 Posts, Join Date Aug 2009, Location UK  
   Reply With Quote

Ark's Avatar
Old (#34)
Here's a list of Tutorials that I've compiled. There mainly from Bookmarks that I have collected over the years. I have some more Bookmarked somewhere, that are on a backup, mostly SE2/CE2.

A few of them are for Sandbox 2/Cryengine 2, a lot of them still apply to the new Cryengine 3 as far as i can see.


Official Docs

Cryengine 3 Free SDK - Community - http://freesdk.crydev.net/display/COMMUNITY/Home
Cryengine 3 Free SDK - Console Commands - http://freesdk.crydev.net/display/CRYAUTOGEN/Home
Cryengine 3 Free SDK - Cryengine Free - http://freesdk.crydev.net/display/SDKDOC8/Home
Cryengine 3 Free SDK - Sandbox Manual - http://freesdk.crydev.net/display/SDKDOC2/Home
Cryengine 3 Free SDK - Asset Creation - http://freesdk.crydev.net/display/SDKDOC3/Home
Cryengine 3 Free SDK - Technical Documentation - http://freesdk.crydev.net/display/SDKDOC4/Home
Cryengine 3 Free SDK - Scripting Manual - http://freesdk.crydev.net/display/SDKDOC5/Home

Sample Assets - http://www.crydev.net/dm_eds/files/G...ple_Assets.zip

Crysis 2 SDK - SDK Fundamentals - http://sdk.crydev.net/display/modsdk/Home
Crysis 2 SDK - Sandbox Manual - http://sdk.crydev.net/display/SDKDOC21/Home
Crysis 2 SDK - Asset Creation - http://sdk.crydev.net/display/SDKDOC3/Home
Crysis 2 SDK - Scripting Manual - http://sdk.crydev.net/display/SDKDOC5/Home

Cryengine 2 SDK - Sandbox Manual - http://www.crydev.net/wiki/index.php...andbox2_Manual
Cryengine 2 SDK - Asset Creation - http://www.crydev.net/wiki/index.php...Asset_Creation
Cryengine 2 SDK - Community Tutorials - http://www.crydev.net/wiki/index.php...entation_Index
Cryengine 2 SDK - Sandbox and Asset Creation Docs - http://doc.crydev.net/
Cryengine 2 SDK - Official Sandbox 2 Tutorials - http://www.veoh.com/list/c/officialSB2Tuts


Sandbox 2/3 Editor

Written

Parallax Occlusion Mapping in Cryengine 3 - http://www.simonfuchs.net/folio/tut02_pom.htm
Glass in Cryengine 3 - http://www.simonfuchs.net/folio/tut0...stic_glass.htm
Decals in Cryengine 3 - http://www.simonfuchs.net/folio/tut04_decals.htm
Various tutorials for Sandbox 2 Editor - http://maxedgaming.com/tutorials/kb_categorie.php?id=2
More various tutorials for Sandbox 2 Editor - http://konakona.nbtxathcx.net/sb2/index.php
Porting Crysis/Crysis Wars maps to Crysis 2 - http://www.crymod.com/viewtopic.php?...b4fc475570ac56
Custom Boids - http://www.n-a-i-m-a.com/?page_id=162

Videos

27 Videos covering various aspects of Sandbox Editor 3 - http://www.youtube.com/playlist?list...D&feature=plcp
AI Path Helicopter - http://vimeo.com/6561754
Materials - http://vimeo.com/2120458
Terrain - http://vimeo.com/29622990
VEOH Crymod Channel: Multiple Videos on Sandbox 2 Editor http://www.veoh.com/list/c/TutorialChannel
Weather, Lightning Storm and Sound - Caves - Character Editor (1/2) - Character Editor (2/2) - Multiple Videos on the Sandbox Editor - http://www.youtube.com/user/Xanthoch...h?query=crysis
12 Videos covering various aspects of Sandbox 3 - http://www.crydev.net/newspage.php?news=80741
Space Scene - http://www.crydev.net/viewtopic.php?f=321&p=803297
Realistic Terrain (Maya, Mudbox, Word Machine 2 and Sandbox) - http://www.crydev.net/newspage.php?news=76145
Setting up Multiplayer - http://www.crydev.net/viewtopic.php?f=291&t=71057
Solids - http://www.crydev.net/newspage.php?news=70471
Decals in Cryengine 3 - http://eat3d.com/free/cryengine3_decals
Glass in Cryengine 3 - http://eat3d.com/free/cryengine3_glass
Parallax Occlusion Mapping in Cryengine - http://www.3dmotive.com/training/fre...3/?follow=true
World of Level Design Tutorials covering Sandbox 3 Editor - http://www.worldofleveldesign.com/ca...gine_3_sdk.php
Terrain Layers and POM - http://www.crydev.net/newspage.php?news=64323
Importing Textures without Photoshop/Crytiff - Various Tutorials on Cryengine 2/3 - http://dorten.net/Downloads/Tuts/
Basic AI - http://www.rancid1.com/tophat/whats-next/
Custom Weapons and Equipment - http://www.crymod.com/viewtopic.php?...b4fc475570ac56

Paid

Sandbox CookBook http://www.crydev.net/newspage.php?news=69255 -
EAT3D Cryengine 3 - Volume 1 - An Introduction and Application (1/3) - http://eat3d.com/cry3_intro_vol1
EAT3D Cryengine 3 - Volume 2 - An Introduction and Application (2/3) - http://eat3d.com/cry3_intro_vol2
EAT3D Cryengine 3 - Volume 3 - An Introduction and Application (3/3) - http://eat3d.com/cry3_intro_vol3


3ds Max

Written

Getting Stearted: Max to Cryengine - http://www.simonfuchs.net/folio/tut0...ng_started.htm
Cloth - http://www.crydev.net/viewtopic.php?t=35508

Videos

Full Body Animation - http://vimeo.com/1431695
Building modeling and export (1/3) - http://vimeo.com/8249572
Building modeling and export (2/3) - http://vimeo.com/9239074
Weapon Setup and Export - http://vimeo.com/6952715
Weapon Rigging, Animating and Export - http://vimeo.com/28498622
Material Export (1/2) - http://vimeo.com/4174072
Material Export (2/2) - http://vimeo.com/4174535
Importing Custom Characters, Rigs and Animations (1/3) - Importing Custom Characters, Rigs and Animations (2/3) - Importing Custom Characters, Rigs and Animations (3/3) - MAX custom Textures and Models (1/2) - MAX custom Textures and Models (2/2) - MAX Vegetation (1/2) - MAX Vegetation (2/2) - Models, Textures and Vegetation - Replacing Character Models - Procedural Destruction - http://www.crymod.com/viewtopic.php?...b4fc475570ac56
Exporting models from Max - http://maxedgaming.com/tutorials/cry...ine-2-118.html
MAX to Cryengine 3 Asset Pipeline - http://eat3d.com/free/cryengine_3dsmax
Max Weapon Rigging and Skinning - http://www.crymod.com/viewtopic.php?...b4fc475570ac56


XSI

Written

Exporting Materials from XSI - http://maxedgaming.com/tutorials/cry...n-xsi-185.html
Material Options from XSI - http://maxedgaming.com/tutorials/cry...ine-2-181.html
Exporting Models from XSI - http://maxedgaming.com/tutorials/cry...d-tool-24.html

Videos

Animations - http://vimeo.com/channels/45102#3820864
Pickable Objects - http://vimeo.com/channels/45102#3999768
Pickable Objects v1.5 - http://vimeo.com/channels/45102#4444442
XSI Parenting - http://vimeo.com/channels/45102#4014043
Bone Setup - http://vimeo.com/channels/45102#4710253
Multiple Animations - http://vimeo.com/15923750
XSI Export 101 - http://vimeo.com/5125205
XSI Animation (1/2) - http://vimeo.com/6183375
XSI Animation (2/2) - http://vimeo.com/6182627
XSI LOD's and Collisions - http://vimeo.com/6290887
XSI custom Textures and Models (1/4) - SI custom Textures and Models (2/4) - X
XSI custom Textures and Models (3/4) - XSI custom Textures and Models (4/4) -

Maya

Written

Custom Grass - http://joopson3d.tumblr.com/post/907...to-cryengine-3

Videos

Rigging for Cryengine - http://vimeo.com/23987112
Weapon Exporting - http://www.rancid1.com/cdk/cdk-tutorial-weapon-pipeline
Enhanced Maya Exporter - http://www.crydev.net/newspage.php?news=71279
Custom Grass - Maya First Person Arms Rig - http://www.rancid1.com/cdk/maya-and-the-cdk


Photoshop

Written

Exporting .dds for Cryengine - http://maxedgaming.com/tutorials/cry...gine-2-82.html


SketchUp

Videos

SketchUp for Cryengine - http://www.crydev.net/newspage.php?news=72791


C++

Videos

Implementing a 3rd person camera - -


Related Websites

CryDev Forums - http://www.crymod.com/forum.php
CryDev Tutorial Forum - http://www.crymod.com/viewforum.php?f=291
A good run through on the unique features in CE3 - http://www.crymod.com/viewtopic.php?f=126&t=69239


I'll try to keep this updated with any new tutorials that become available and see if i can find my backed up bookmarks.

Please let me know if any go missing/down/wrongly linked and I'll try my best to fix them.

Last edited by Ark; 01-18-2012 at 04:06 AM..
Offline , dedicated polycounter, 1,416 Posts, Join Date Aug 2009, Location UK  
   Reply With Quote

[HP]'s Avatar
Old (#35)
Maybe e-freak can also update the first with all that info?

Awesome share man, thanks a lot!
Offline , dedicated polycounter, 1,830 Posts, Join Date Aug 2007, Location derp land  
   Reply With Quote

WhiteNorthStar's Avatar
Old (#36)
Arc... sweet holiness! That is an awesome assembly of knowledge... thank YOU !

I'm bookmarking it, I haven't seen it on CryDev, but imho it should be a sticky there.
Offline , vertex, 43 Posts, Join Date Nov 2010,  
   Reply With Quote

e-freak's Avatar
Old (#37)
Just saw the update! Updating OP! Thanks for the compilation!!!
Cinematic Artist - CVG - Crytek
Linkedin profile
Offline , polygon, 709 Posts, Join Date Sep 2008, Location Germany, Darmstadt  
   Reply With Quote

NuRiXx's Avatar
Old (#38)
Thanks for the subject. There are very helpfull stuffs.
Offline , null, 2 Posts, Join Date Feb 2012, Location Caesar, Turkey Send a message via Skype™ to NuRiXx  
   Reply With Quote

ParoXum's Avatar
Old (#39)
Just thought I'd post this here:

3.4.0 - DX11

http://www.crydev.net/newspage.php?news=88053

Last edited by ParoXum; 04-13-2012 at 11:03 AM..


Vincent Mayeur - Environment Artist
Offline , polycounter, 873 Posts, Join Date Feb 2009, Location Belgium  
   Reply With Quote

Wesley's Avatar
Old (#40)
With the new glass stuff, does the new dirt layer mean that lighting/shadows will be affected by it?

I wanted to have areal grungy window, but the god rays and the light on the floor look as if the window is clean.
Offline , polygon, 669 Posts, Join Date Jan 2010, Location Edinburgh  
   Reply With Quote

[HP]'s Avatar
Old (#41)
It probably does not affect lighting, it would if it's alpha test, but I don't think it is.
Offline , dedicated polycounter, 1,830 Posts, Join Date Aug 2007, Location derp land  
   Reply With Quote

EzMeow's Avatar
Old (#42)
The new glass shadow get affected by the alpha test from the diffuse.
Offline , triangle, 418 Posts, Join Date Sep 2008, Location Nottingham UK  
   Reply With Quote

bac9-flcl's Avatar
Old (#43)
Just wanted to share some advice on the Editor. Couple of things have been bugging me for a long time, and only recently I've figured how to fix or explain them.

1. If you are using Parallax Occlusion Mapping feature in your materials, you may be familiar with this issue:


^ PoM off


^ PoM on

To avoid incorrect self-shading (especially pronounced under projector lights) make sure to change the HeightBias parameter (becomes available in material properties after enabling PoM flag) from default value of 1 to 0.


^ HeightBias = 1


^ HeightBias = 0

2. Do not use DestroyableLight Entity in SDK 3.4.0 (build 3410) as a shadow casting light source, it's bugged. If you need a shadow casting lamp consisting of geometry and a light source, I'd recommend to use the Light Entity coupled with a Brush into a Prefab for the moment. Not as customizable setup as DestroyableLight (lacking destructibility, for one), but at least shadow maps aren't broken like this:






3. Release 3.4.0 included some changes in shadow map rendering. As you may have noticed, shadow maps casted by every light source have a significantly more pronounced shadow acne. Previously that was solved by tuning these CVARs:

e_ShadowsConstBias=1 [ ]
e_ShadowsLodBiasFixed=1 [ ]
e_ShadowsLodBiasInvis=0 [ ]
e_ShadowsSlopeBias=1 [ ]
r_ShadowsBias=8e-005 [ ]

These, though, are now obsolete and would not affect the shadow maps in any way. Shadow bias is now configured individually for each Light Entity with a new ShadowBias parameter. Default value is 100. The value of 500 is, in my opinion, good for most light sources. Additionally, you can now configure shadow map update rate for each light source to improve performance. Unfortunately, these new parameters aren't yet mentioned in the official documentation.

Additionally, and most importantly, these parameters weren't implemented for the DestroyableLight Entity class, leaving it (as traditional global CVARs are now obsolete) without ANY way to fix shadow acne. That's a second reason why it's best not to use DestroyableLight in the current build.

From what I've heard, none of these problems persist in current internal builds (DestroyableLight Entities work great there and so on), but we're stuck with 3.4.0 until early 2013, so there's that.

4. Some of you may have noticed that terrain is completely unaffected by some ToD settings like ambient light levels. Took me a while to realize that, I've previously blamed everything from too bright diffuse texture to terrain layers settings:



Again, it's a bug of the current build that I expect will be fixed in the future, but for the moment, I've stumbled into a workaround solution.

Enabling the e_GsmCastFromTerrain CVAR should work most of the time. If the terrain still looks wrong, there is a way to force lighting conditions with cloud shadows.

Just specify any CloudShadowTexture in the Environment tab, set the ExtendLastShadowLODMinSpec to 1. Funny thing is, cloud shading is completely broken in this build (texture is not being loaded for some reason), but some kind of influence bugged cloud shading provides seems to be just what's needed there. Terrain lighting wakes up and behaves properly:




As far as I see, nothing is darkened additionally and shadow mask itself is not taken into account (this build won't render cloud shadows properly). It's a 100% lit terrain that (for some obscure reason triggered by aforementioned Environment changes) started taking ToD values into account. Unfortunately, broken cloud shadow masks out direct sun light everywhere, so use that only as a last resort for overcast weather. For other cases, e_GsmCastFromTerrain 1 is as far as it should go.

Now, you probably know that e_GsmCastFromTerrain is a CVAR enabling the shadow casting from terrain. Obviously, that can be somewhat undesirable, as it brings problems like shadow acne, flickering on distant LODs and performance drop, not to mention it's not really benefiting for most, relatively flat landscapes. But, again, until the next release it's what we have as a workaround.

5. A warning here: opening the Change Tile Resolution window and hitting OK without explicitly selecting the resolution from dropdown menu (for example, in a case when you realize you'd like to keep an existing value) results in selection of 64x64 tile resolution upon closing the window. It's a simple oversight (window won't load an existing value properly) and will be fixed later (probably), but for the moment, be careful not to lose your terrain work like that:



6. If you've tried to place sample assets into your levels, you're probably familiar with a peculiar look they have.





This overly dark appearance is not your problem (some would think there is some problem with lighting setup on their levels). It's just that lots of materials (characters, weapons, helicopter, some environment assets), were configured with extremely low diffuse color parameters, at times being practically black. That was done to match everything to at times very dark environments of the Forest example level, but these values look unsightly on any level with neutral lighting conditions.

I'm not sure why other means to achieve lower environment brightness weren't used on Forest (ToD?), but tweaking hundreds of materials to make scorched dark images out of diffuse textures (while losing color in the process) seems counter-productive. Not to mention that being example assets, they will confuse some new users who will wonder why everything looks so inconsistent on their maps.

So, just nevermind and use your own assets. :) Also, here is a quote from Crytek community manager:

Quote:
We're completely overhauling the assets for a big release next year
These assets be configured better, I hope. :)

7. Material Editor is unloading a material and directories that were opened in it every time you close the window. Not a bug, but extremely inconvenient if you're working with a material from some folder hidden five subfolder levels below. So, either keep the window open or make use of "Pick Material from Object" and "Get Item From Selected Object" tools. There are some issues with these, though, and I want to warn about them.

"Pick Material from Object" tool is unable to open the same material twice during a session. Once you need to find some material for second round of editing or something else, clicking on objects gives you nothing, tool is just not functional. Try not to throw your keyboard at your screen like I often do and let's hope this bug will be fixed in the next release. Good thing is, issue is partially compensated by "Get Item From Selected Object" tool, which works every time. Sadly, it has no use in selecting materials from terrain or other unusual sources. So while editing these, try not to close Material Editor to avoid lengthy manual searches in the material library.

***

That's probably all I can remember for now. :)

Last edited by bac9-flcl; 10-20-2012 at 03:47 PM..
Offline , null, 19 Posts, Join Date Oct 2012,  
   Reply With Quote

Visceral's Avatar
Old (#44)
I have dropped the plugin file CryExport14_64.dlu in my Plugins folder but when i try to change the shader from Blinn to CryShader Max crashes, every time. When i open max i get the box that said that it found the Cryengine root folder and that rc something is found.
Any help here?
Offline , polygon, 644 Posts, Join Date May 2010, Location Sweden  
   Reply With Quote

Dibbz's Avatar
Old (#45)
I've just started using Cry Engine 3 and I noticed in the materials whatever tile you set to the diffuse slot it replicates in the normal slot. Is there a way to break this link? There is a seperate tile function in the normal channel but the material only seems to read tile information from the diffuse. This also seems to happens with blend maps in the custom channels on the material.
Offline , vertex, 25 Posts, Join Date Jan 2012, Location UK  
   Reply With Quote

e-freak's Avatar
Old (#46)
On most shaders all textures share the Diffuse Tiling APART from the Detail Map. You could switch the Normalmap to the Detail Map slot and get a lot more control over it (including Normal strength) and assuming you are tiling the Diffuse more than the "Detail" could put a generic Detail Normal Map into the "real" normal Map slot.
Cinematic Artist - CVG - Crytek
Linkedin profile
Offline , polygon, 709 Posts, Join Date Sep 2008, Location Germany, Darmstadt  
   Reply With Quote

Visceral's Avatar
Old (#47)
No one knows? Ill just make a thread in Tech Talk.
Offline , polygon, 644 Posts, Join Date May 2010, Location Sweden  
   Reply With Quote

e-freak's Avatar
Old (#48)
Any other shaders installed that might interfere? Which version of Max are you using? (CryExport14 should be max2012 afaik) Did you try reinstalling/redownloading the CrySDK? (in case any files got corrupted)?

The RC is the command line tool to convert assets from source format to CryEngine optimized format. Its important that Max knows where to find it, but it should only appear once, not every time you run Max.
Cinematic Artist - CVG - Crytek
Linkedin profile
Offline , polygon, 709 Posts, Join Date Sep 2008, Location Germany, Darmstadt  
   Reply With Quote

Visceral's Avatar
Old (#49)
Okay finally some answers.

Well i downloaded a fresh copy of Max 2012 from student area of autodesk. I dont have any other plugins installed so no conflicts there. I didnt have any issues installed the CrySDk but if you think redownloading that might help then ill get on it.

I had to manually setup the patch to my Cryengine 3 root folder beacuse i have my CrySDK on my D: drive instead of my C:.

Thanks for your reply, after much investigating i dont get any wiser. PC is my last hope :P
Offline , polygon, 644 Posts, Join Date May 2010, Location Sweden  
   Reply With Quote

womball's Avatar
Old (#50)
Is there any tutorials on how to get a custom character, textured, materials edited on it, and ready for presentations? Is SSS shaders and metal shaders covered?
Offline , spline, 101 Posts, Join Date Oct 2010, Location Delaware  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2012 A. Risch