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Old (#1)
As it has gone public finally, here's the according Master Thread for technical questions and tips for the CryEngine 3.

Links to start with:

Here's an awesome compilation made by Ark, Thanks so much for doing this!

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 e-freak; 04-13-2012 at 01:04 PM..
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Ark's Avatar
Old (#2)
Why no XSI support like the original game? Do the original XSI exporters still work from Crysis?
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e-freak's Avatar
Old (#3)
XSI support is on hold (at least for now). I don't know if it works, cause I've never worked in-depth with the C1 XSI Exporter but if you can define the RC.exe (or it's respective folder) then you might be able to run that with the CE3 Exporter.

Are you trying to compile static or skeletal meshes?
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Old (#4)
Mainly cgf/cga files. I'll try the RC stuff, thanks for the help.
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e-freak's Avatar
Old (#5)
Someone on Crymod claimed that it is still possible to use XSI, although you might need Crysis Wars installed to use its old RC (which in most cases still works for CGFs and CGAs).

http://www.crymod.com/viewtopic.php?f=315&t=68591
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Old (#6)
Cheers, i'll give that a shot.
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Old (#7)
Awesome, we'll aid as much as we can.
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HAL's Avatar
Old (#8)
Awesome guys!

Can I somehow sync my max Unit scale with the exporter? I ran into the issue that upon exporting a mesh which has a "normal" size in max (set to metric) my mesh is really really tiny in the sandbox after the export. In addition the exporter rebuilds the mesh kinda wonky due to the small size.
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e-freak's Avatar
Old (#9)
If you set Max to Centimeters it should work just fine (if you want to make sure what it is, rescale the Object in the Editor and basically take the multiplier to figure out which scale you need to set max to. I once forgot that I had Inches on so after rescaling I saw that it was 2.5 times smaller)
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Old (#10)
Yes, we use either cm or meters to work with. A regular human is 180cm's tall, so just make a block with that height for reference scale before exporting.

(And always reset your xform before exporting, I recommend even assigning it to a hotkey)
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HAL's Avatar
Old (#11)
thank you
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HAL's Avatar
Old (#12)
New question here.

I want to export a mesh from max to crysis 2 sandbox.

The mesh consists of one main object and 4 subobjects assigned to it via schematic view.

For every part I have set up a material in max as a multi material.
The material with the sub materials exports fine from max;

But I just cant assign them to the different parts because they are all merged.



export files per node and merge all nodes unchecked.


I have my materials set up properly, I get it into sandbox fine, but still.. whether I export just the main mesh and have the other ones exported via hirarchy or I selected all of them in the object export Its still one object, I can only assign one material, the mesh isnt divided into subojects or something.

Checking/unchecking merge all nodes doesnt change anything besides the yellow wireframe stuff moving one meter unit up if I uncheck merge all nodes.

e:// forgot material ids and the crytekshader... which didnt change anything ...

Should this work or cant this work anyway?


SOLVED


something was messed up with the material ids

Last edited by HAL; 07-07-2011 at 01:23 PM..
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Ark's Avatar
Old (#13)
Is it still possible to create full volumetric lights like in the SB2?

I've applied both a light-shape texture and a material from the lightbeams folder to the light, yet the actual volumetric effect isn't visable.

Heres how i used to do it in SB2: http://www.crymod.com/wiki/index.php...te_Light_Beams

EDIT: I managed to get it sorted thanks so some guys over at crymod. For anyone else that would like to know, you have to enable r_pointslightshafts 1 and enable PostEffect on the light. Although it doesn't look properly implemented yet as it doesn't respect projection textures, so your stuck with omni lights.

Last edited by Ark; 07-28-2011 at 07:27 AM..
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Old (#14)
http://crytek.com/news/crytek-releas...free-of-charge

Wooooh!
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Old (#15)
Question for ya! How do i get my freshly exported object to show up in the brush list without a restart?

[EDIT]And ten seconds later i find the amazing "reload button" :P Can't see anything i import into the engine though

Last edited by sltrOlsson; 08-18-2011 at 04:27 PM..
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Old (#16)
Your CGF file need to be in the "game/object" folder to appear in the brush list
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hostilis's Avatar
Old (#17)
I'm trying to export a test rig (.caf) from 3ds max 2012 to CE3 sdk. After clicking the export bones button I got an error which is:

Unable to find root CBA file for: C:*****\****\*****\CE3\Game\animations\TestRig\Tes tRig.caf
Was searching upwards for a directory containing a file Animations/Animations.cba
Failed to save animation range into C:*****\****\*****\CE3\Game\animations\TestRig\Tes tRig.caf

I tried googling the animations.cba and other said that it is located inside the animations.pak and I need to put it inside the folder where the .caf is located. I tried opening the .pak using winrar and can't find animations.cba.

Where can I find the animations.cba?

by the way I'm following this tutorial: http://freesdk.crydev.net/display/SD...ing+Animations
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e-freak's Avatar
Old (#18)
OK, let's go through this:

The CAF File is an animation, not a rig! CAF is the abbreviation for Crytek Animation File.

What you need first is a CHR file (a Character) which contains a Skinned Mesh and a Skeleton.

Once you have the CHR file you create a chrparams file (basically a definition file for the character's resources) and you need to add an entry to the Animations.cba (The Can't Be Arsed file or Crytek Batch Animation iirc) which will make sure the engine reads all the correct Animations and parses them to the correct Skeletons.

The Animations.cba should be placed once (not for every single character but once in once per Installation of the SDK) in the Animations root folder and if it's not there you can extract it from the Animations.pak file (PAK files resemble the folder structure and are just packed for distributions sake and write-protection).

I don't know if you are using Maya or Max but this Tutorial's Maya Part from the C2-ModSDK should contain all the necessary steps (and if anything is missing, beat me up cause I wrote it):
http://sdk.crydev.net/display/SDKDOC3/Exporting+Assets
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Old (#19)
I successfully exported and created a .chr file but I'm still stucked at exporting the bones because I encounter the error I posted earlier.

I'm still confused because I can't find the animations.cba file even inside the animation.pak.

Here is the screenshot of the model and bones:



It is just a simple box that has a bend animation as I want to know the logic before diving to something complex.

Here is the screenshot of the contents of my animations.pak:



there is a animations.img file inside the pak, I've tried opening it using the notepad. It contains tons of ascii symbols which I can't understand but there are destination paths written inside.

Here is a sample:

q n   q 8p   q q   q s   q $u   q    animations/1st_person/arms_fp/arms_deselect.caf Yy$ @ @ @ @ @ @ @ @ A 0A ?& ?  .3 ? 8? 8?I ) ) q    animations/1st_person/arms_fp/arms_idle.caf

I'm using 3ds max 2012 and the free cryengine sdk not the mod sdk

Thanks for the help, I appreciate it.
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e-freak's Avatar
Old (#20)
OK I can't find the Animations.cba either, but here's an example one:

Code:
<Definitions>

    <Platform Name="PC" CompressionMultiplier="1.0" />
    <Platform Name="PS3" CompressionMultiplier="1.0" />
    <Platform Name="X360" CompressionMultiplier="1.0" />


    
    <AnimationDefinition>
        <Model File="/../Objects/Maya/MyAnimObject.chr"/>
        <Animation Path="Animations/Maya"/>
        <Database Path="Animations/MyAnimObject.dba"/>
        <COMPRESSION value="20"/>
        <FOOTPLANTS value="NO"/>
        <AUTOCOMPRESSION value="0"/>
        <LOCOMOTION_LOCATOR value="NO"/>
        <SpecialAnimsList>
        </SpecialAnimsList>
    </AnimationDefinition>  
    
           
   
</Definitions>
basically just put this into Game/Animations/Animations.cba as a new text file.
every new model you add is another <AnimationDefinition> Block just added there.
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Old (#21)
I finally exported the .caf and .chr correctly but I can't preview it inside the sandbox 3. Whenever I open the file inside the character editor It gives me an error: "Loading of character objects/testrig.chr failed."


Here is the content of my animations.cba

<Definitions>

<Platform Name="PC" CompressionMultiplier="1.0" />
<Platform Name="PS3" CompressionMultiplier="1.0" />
<Platform Name="X360" CompressionMultiplier="1.0" />



<AnimationDefinition>
<Model File="/../Objects/TestRig.chr"/>
<Animation Path="Animations/TestRig"/>
<Database Path="Animations/MyAnimObject.dba"/>
<COMPRESSION value="20"/>
<FOOTPLANTS value="NO"/>
<AUTOCOMPRESSION value="0"/>
<LOCOMOTION_LOCATOR value="NO"/>
<SpecialAnimsList>
</SpecialAnimsList>
</AnimationDefinition>



</Definitions>

Here's the testrig.chrparams

<?xml version = "1.0"?>
<Params>
<AnimationList>
<Animation name = "#filepath" path = "animations\TestRig"/>
<Animation name = "TestRig" path = "TestRig.caf"/>
</AnimationList>
</Params>


Thanks for the help.
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XRevan23's Avatar
Old (#22)
I have a question, I have a scene in Cryengine 3 SDK and wanted to know if and how I could get rid of those statistic in the upper right hand corner, and also if their is a way to view wireframe and level coloration like in UDK. Also is their a way to mirror a asset in the editor.

Last edited by XRevan23; 10-09-2011 at 10:51 PM..
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e-freak's Avatar
Old (#23)
Mirroring of assets - no.

Static in the top right corner? The Debug Info is r_DisplayInfo 0. The Vignetting is r_HDRVignetting 0, and the additional Grain is controlled by r_HDRGrainAmount (and through the Time of Day Editor).

Wireframe is in the Viewoptions. What is Level Coloration in UDK? Just Diffuse without lighting?
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Old (#24)
For wireframe just press F3.

But that wireframe is a bit confusing, I prefer "r_showlines 2" myself.
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Old (#25)
ok thanks e-freak and hp, i can just mirror the objects in max then and import as another iteration, then for the level coloration i can just turn off the diffuse.
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