Book Image

CryENGINE 3 Cookbook

By : Dan Tracy, Sean P Tracy (USD)
Book Image

CryENGINE 3 Cookbook

By: Dan Tracy, Sean P Tracy (USD)

Overview of this book

With every successive console generation, the cost, time, and complexity of developing games has grown. Meet CryENGINE3, a middleware engine that is the perfect fit for most developers allowing users to exceed current generation quality standards while using less people and time than ever thought possible.The CryENGINE3 CookBook is packed full of recipes for junior and senior developers alike. It covers everything from creating photo realistic architectural visualizations to implementing advanced physics such as ragdoll and tornado effects. Topics covered include the sandbox, level layout, environment creation, AI, character creation, creating vehicles, and game logic. Every recipe is designed to add AAA quality to your games. The CryENGINE3 SDK has many tools immediately available to developers of all disciplines. For designers the book has recipes for building up your own levels and populating your levels with intelligent AI and photo realistic assets. For artists we have recipes for practical workflow tools and techniques used when working with the advanced CryENGINE shaders and materials. For animators we have recipes that will bring your creations to life using skinned characters and advanced animation systems like locomotion groups. Finally for programmers we have recipes that show how to employ the core mechanics behind entities such as vehicles and weapons while also utilizing the strengths of the physics engine to create a unique and exciting game.
Table of Contents (18 chapters)
CryENGINE 3 Cookbook
Credits
About the Authors
www.PacktPub.com
Preface
Index

Creating a global volumetric fog


In this recipe, you will interact with the HDR effects and learn to manipulate the global fog and other fog effects such as volumetric fog.

Getting ready

You should have Forest.cry open in the Editor and have completed the Creating your first time of day using the basic parameters recipe earlier in this chapter.

How to do it...

As we will soon be adjusting the fog color, to be able to visualize it easier being multiplied on top of the haze created by the HDR sky, we must set its multiplier:

  1. Open the Time Of Day dialog and ensure that the advanced time of day settings are displayed.

  2. Set the FogColorMultiplier to 10, so that we can easily see our color changing.

  3. Next, select a color for the fog.

    Note

    A good technique is to copy the color of the sun to warm the map or the color of the sky to cool it.

  4. In the following final screenshot, I have used the sky color of RGB 150, 200, 210 for the fog.

  5. Next, let's adjust the atmosphere height. This parameter defines the atmosphere...