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Index
CRYENGINE Game Development Blueprints
Table of Contents CRYENGINE Game Development Blueprints Credits About the Authors About the Reviewers www.PacktPub.com
Support files, eBooks, discount offers, and more
Why subscribe? Free access for Packt account holders
Preface
What this book covers What you need for this book Who this book is for Conventions Reader feedback Customer support
Downloading the example code Downloading the color images of this book Errata Piracy Questions
1. Getting Started
Downloading the starter-kit Installing the starter-kit
Part 1 Part 2
Important classes within the starter-kit Compiling our game Summary
2. Creating a Playable Character
Implementing player lives
Part 1 – the player code Part 2 – the GameRules code The big picture
Implementing player movement and rotation
The big picture
Making a camera follow the player
The big picture
Summary
3. Implementing Weapons and Ammo
Creating a weapon class
Creating the IWeapon interface Creating the AWeapon abstract base class Creating the CBlaster weapon class
Creating an ammo class
Creating the IAmmo class Creating the AAmmo abstract class Creating the CFireBallAmmo class
Creating ammo events Summary
4. Creating an Enemy AI
Registering a new AI class Detecting the player and preventing mobility Shooting the player Extending the AI Summary
5. Creating User Interfaces
Creating the Flash UI content for our menus
Creating the main menu Creating the end game menu
Creating UI elements Implementing a game menu system in C++ Summary
6. The Modeling Workflow for Game Characters and Tools
Getting started Installing the CRYENGINE SDK Installing CryTools An overview of the modeling workflow
Blockout Highpoly modeling Lowpoly modeling UV mapping Texturing and materials
Summary
7. Highpoly Modeling
Blockout Highpoly Using DynaMesh Highpoly sculpting techniques Sculpting out the forms Adding the forms Adding more details Adding fine details The hair system Exporting the highpoly mesh Summary
8. Lowpoly Modeling
Creating the lowpoly model Tools Getting started Topology and edgeflow
Good and bad topology
Building the lowpoly
Creating UVs Adding the eyes
Naming and organizing a Maya scene
Naming Layers
LODs
Creating LODs
Summary
9. Texturing and Materials
Baking Baking the fur and alphas Efficient psd setup Using masks Basics of PBR texturing Exporting maps Exporting a mesh and materials into CRYENGINE Importing the mesh by using CRYENGINE Material Editor File check and handover Summary
10. Building the Character Rig
Getting started Scene settings in Maya Authoring the deformation skeleton in Maya
The deformation skeleton rules
Building the rig
Setting up the hitboxes
Creating the phys proxies for the character
Applying the phys proxies material
Building the character's animation rig
Creating the animation skeleton Creating the controllers Rigging the arm
The fingers The clavicle Cleaning up the arm controllers
Rigging the spine
The upper body controller The head Cleaning up the spine controllers
Rigging the leg
Cleaning up the leg controllers
Rigging the tail
Cleaning up the tail controllers
Enhancing the deformations
The forearm twist The upper arm twist
Finalizing the rig
Summary
11. Exporting the Character to CRYENGINE
Getting started Art asset file types
The Crytek Geometry Format The Character format The Skinned Render mesh The Crytek Geometry Animation
Creating the export groups in Maya
Exporting with y axis up
The Character Editor
Debugging in the Character Editor Creating the character definition file
Exporting the animations to the engine
The Character Parameters file The Skeleton List file
The physicalized attachments Summary
12. Initial Level Blockout and Setup
Action bubble level design
References and 2D layout Design considerations
Level content
Setting up user preferences, hotkeys, and toolbox macros
User preferences
The Auto Backup action The Fill Selected Shapes action The Display Dimension Figures action The View Pane layout
Hotkeys
The Fast Rotate action The Convert action The Simulate Objects action The Switch Camera action
The Toolbox Macros feature
Adapting the premade SDK content
Level duplication Exporting objects Exporting the world
The heightmap Terrain layers Vegetation instances Time Of Day and Lighting
Using and understanding source files
Layers Mass editing content Stat tracking Fixing broken content The .cry and .pak files
Summary
13. The Flow Graph Workflow
Using Flow Graph containers
Host entities Splitting logic over multiple Flow Graphs
Using Game Tokens to create cleaner Flow Graphs
Creating Game Tokens Using Game Tokens Graph Tokens
Laying out Flow Graphs to aid readability
Creating comment boxes Using comment boxes
Thinking modularly to future-proof our work
Basic events Test-friendly scripting
Summary
14. Scripting Gameplay Content
Scripting the main level flow and events
Event examples
Triggers
AreaTrigger ProximityTrigger
Setting up an event listener
Working with events
AI navigation and sequences
Navigation mesh Cover surfaces AISequence
Uninterruptible sequences
Adding inventory Animation events Ending sequences
Interruptible sequences
Looping movement Bookmarking
Using the Mannequin editor
Getting familiar with the interface
The preview workflow Working with fragments
Adding effects to fragments
Procedural layers
Adding a new fragment
The Character Editor window Creating fragment entries
Adding the AnimLayer
Adapting AI tasks based on player actions
Game Token states State control Task scripting Advanced conditional logic
Multiple area triggers AND gates
Implementing objectives and checkpoints
Defining the objective information Using the MissionObjective entities Activating the objective Organizing the objective logic Adding checkpoints
Summary
15. Maintaining Our Work
Skipping through the level flow
Spawnpoint entities The tags system
Advancing the state of other level elements
Debug location triggers
Advancing complex AI sequences
Extending support to mid-playthrough updates
Debugging setup issues
Game Token debugging AI debugging
Summary
Index
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