View Full Version : Cryengine 3 help
ThePlague
June 7th, 2013, 06:13 PM
I created my second vehicle not too long ago, the warthog from Halo CE, but it has issues.
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I used and edited the .xml file of the humvee for it to work, but it seems very front heavy. As soon as I get ingame or render physics the back wheels disappear and it tips frontward.
Here is the .xml file:
http://pastebin.com/2rkQHDuV
(http://pastebin.com/2rkQHDuV)My first vehicle worked fine (the square one), but this one seems to like to derp.
Zeph
June 7th, 2013, 07:36 PM
Looks like you've done goofed the UDP. Just how much mass did you put in the front?
ThePlague
June 8th, 2013, 12:38 AM
Left it all default that came from the humvee.
Zeph
June 8th, 2013, 11:28 PM
UDP is set in Max when setting up your model. Since you've got that lol example vehicle, I'm guessing you were following the CE Cookbook?
ThePlague
June 9th, 2013, 01:10 AM
No, I followed this tutorial and a youtube one:
http://www.packtpub.com/article/how-create-new-vehicle-cryengine-3
http://www.youtube.com/watch?v=4kLT61R8eTA (http://www.packtpub.com/article/how-create-new-vehicle-cryengine-3)
Zeph
June 9th, 2013, 01:59 AM
In this article by Dan Tracy, author of CryENGINE 3 Cookbook, we will cover:
It came from the cookbook.
I'm not going to sit through a Richmar tutorial to see exactly where it is, but it's wherever you placed the box representing mass in Max (right clicking it and setting user defined properties). I haven't gone looking, but the lua/xml interfaces pull out every property/field and expose them to code so you should be able to find that property in Sandbox. Open up the vehicle editor and look around for things pertaining to mass.
Even with the front-heavyness, the wheels shouldn't disappear like that. Get the mass thing worked out and we can look into the wheel thing.
ThePlague
June 9th, 2013, 02:05 AM
Thing is, I never setup any dummies for mass. I just created it using dummies for things like seats and lights.
Zeph
June 9th, 2013, 02:56 AM
Your XML has it. Go into the vehicle editor and set it to zero.
edit: Actually, this makes a lot of sense now considering how the simulation runs under the render node for the vehicle. I always thought that the box you set up in Max gets updated through physicalization after init based on the XML but it looks more like it just creates a box based on the attributes and and sets the collision mesh as a parent to this new box with the position on a local slot's TM.
If this is the case, it's likely that your back wheels are taking damage and getting destroyed.
ThePlague
June 9th, 2013, 03:02 PM
http://i6.minus.com/i1h0CHhsvkYUu.png
I changed the mass to 500, the original was 3500. It's still doing it, but not as bad. I think it has to deal with the massbox. Any clue about it?
=sw=warlord
June 9th, 2013, 08:16 PM
Try changing the dimensions and the orientation.
Zeph
June 9th, 2013, 08:25 PM
Short of re-exporting the model with a massbox with the correct position and UDPs, you can try adjusting the size so that it is only inside the vehicle's render geometry.
edit: the massbox seems to be entirely applied by a translation matrix. Position's Vec3 is exposed and can reposition that box. I don't recommend using size unless you can 100% confirm it's not affecting the scale. Non-uniform scaling is horribly broken in the Free SDK builds that have been released.
Tnnaas
June 13th, 2013, 10:13 PM
I just got started into using CE3, and I didn't want to make a new thread that could be addressed in one reply. Besides, it's kind of related.
Before jumping into the XML files and breaking things, I figured I might ask: how can I adjust camera height on vehicles? Say I want to achieve a Scorpion-esque camera view with the Abrams or a Warthog-like view with the Humvee. Can anyone give me a brief run-down on how to do that?
Zeph
June 15th, 2013, 12:47 AM
I know that helpers are used for pretty much everything positionally in vehicles, but glossing over the documentation I don's see anything in particular for manipulating camera positioning. If you want to try downloading the source assets and looking through the hummer file you might be able to find it.
http://www.crydev.net/dm_eds/files/General_Downloads/CryENGINE_FreeSDK_v3_3_5_Sample_Assets.zip
Tnnaas
July 1st, 2013, 01:39 PM
Well, I plunged into the files and after a good couple of hours looking hard into it I couldn't find anything, so I moved on. I might take another look at it with fresher eyes, but I've got another problem that's plaguing me now.
- - - - -
http://puu.sh/3sFyb.PNG
Trying to use Voxel objects to make cliffs and I've run across a bit of an issue with how shaders are showing up on the object. I already made one object (an arch made of stone) and it turned out perfect with absolutely no issues, so this problem is a bit bewildering to me. I double-checked the voxel volume setups and the ones for the arch match the ones for the cliffs. SmartBaseColor is enabled.
- - - - -
http://puu.sh/3sFS1.PNG
So then I disabled SmartBaseColor in the VoxelObject parameters and that happened. That is the only setting that seems to change anything, and when I enable it, it causes the arch to basically suffer from the same issue. The only difference between the cliff and the arch at this point is the material they are using.
- - - - -
http://puu.sh/3sG7o.png
These are the current settings for every voxel object in the game editor. Playing with everything besides SmartBaseColor doesn't change a thing. And before you ask, yes, I tried using the material brush in the voxel painter. Besides only darkening it a little bit, it solved nothing.
Also, I've been using the Free SDK (http://freesdk.crydev.net/display/SDKDOC2/Creating+Voxel+Objects) documentation trying to solve this issue as well as searching for solutions on Google, and I've come up dry. This place was pretty much the last place I wanted to visit for something like this, but I'll appreciate all the help I can get.
Zeph
July 1st, 2013, 02:11 PM
Well, unfortunately terrain based things are kinda legacy. Crytek has started shifting to relying on geometry exported from CCTs as a foundation for gameplay instead of heightmaps.
I'm guessing that toggling that changed the base bitmap that you were painting with.
You'll probably have to start the painting of the shaders from scratch.
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