View Full Version : [CRYSIS] Cryengine 2 Editing
ThePlague
February 19th, 2011, 01:33 AM
I'm trying to learn Cryengine 2 atm, so when 3 is released I can make some things for Crysis 2. The engine seems really good, but what i'm not liking with the editor so far is heightmap terrain. Now, I know there is a way to import things like crates (http://maxedgaming.com/tutorials/kb_show.php?id=118), but does anyone know if it's possible to model whole levels in 3ds max, and import them into the engine?
=sw=warlord
February 19th, 2011, 02:47 AM
, but does anyone know if it's possible to model whole levels in 3ds max, and import them into the engine?
You could but why would you want to?
You could import the level as a object and set it in the level without terrain or water and go that way but really, you wouldn't beable to use vegetation or other useful tools and you certainly couldn't use voxels.
If you really insist on going that route make your level and buildings as different entities that way if you change your mind about something later you can edit one without fucking over the other.
ThePlague
February 19th, 2011, 12:42 PM
See, I didn't know that. Thanks.
And what's the best way to create heightmaps? I tried using the terrain generator a bunch of times, but it kept coming up with just one big hill in the middle. :\
=sw=warlord
February 19th, 2011, 01:03 PM
A good technique is to create your heightmaps using a external tool and importing the heightmap.
Here's a good tutorial. (http://wiki.crymod.com/index.php/Create_Terrain_using_L3DT)
Roostervier
February 19th, 2011, 02:58 PM
you could always edit the terrain by hand so it looks just the way you want it to. i mean that would require some effort, but usually when you're into modding/mapping you aren't opposed to putting effort into something.
=sw=warlord
February 19th, 2011, 03:19 PM
you could always edit the terrain by hand so it looks just the way you want it to. i mean that would require some effort, but usually when you're into modding/mapping you aren't opposed to putting effort into something.
There's a difference between making effort by sculpting by hand and using the assistance of using a tool to help create the original shape.
Even in 3D modelling you start out with a composite shape, using this tool is no different.
ThePlague
February 19th, 2011, 04:53 PM
Are there any references to show how big the player is (units wise), so I can create something correctly to size in 3ds max?
=sw=warlord
February 19th, 2011, 05:32 PM
Are there any references to show how big the player is (units wise), so I can create something correctly to size in 3ds max?
You can import a example model of the players rig into 3ds max from the examples folder.
Crytek released a SDK that allows you to import the players physique to make you're own bipeds over allowing easier importation.
Also last I heard the 3ds max metric unit size is the same as crysis' ingame unit sizes.
Skarma
February 24th, 2011, 06:12 PM
Since Crysis 2 was leaked with the debug database files (which would NOT happen with an intentional leak), I have been examining and updating the SDK interfaces, structs, and enums for CryEngine 3. So far I have finished updating these header files: IEntity, IEntitySystem, IGame, IGameFramework, and ISystem. From what I have updated so far, these interfaces are almost identical -- only a few additions and removals from each. Derived pure virtual interfaces are much more difficult to reverse such as IActor. Has anyone heard about any sort of SDK or MOD tools for the new engine?
{XG}Gijs007
March 4th, 2011, 08:09 AM
Has anyone heard about any sort of SDK or MOD tools for the new engine?
those will be released later on, they are currently working on finishing cryengine 3 and making crysis 2, when its finished they will license them for company's who want to make their own games.
it might be released to the public as well just like with crysis.
check here for more info: http://crytek.com/cryengine/cryengine3/overview
Powered by vBulletin® Version 4.2.5 Copyright © 2024 vBulletin Solutions Inc. All rights reserved.