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

Improving your sky with clouds


Clouds are just one example of the various object types and features supported in CryENGINE 3.

Getting ready

You should have the level live_create_small open.

How to do it...

Let's use the different cloud entities available to us to populate our sky with:

  1. Drag a Cloud entity into the level.

  2. Place it at above 1000 meters (Z value = 1000).

  3. Make sure that the Cloud entity is selected, so that its properties are displayed in the RollupBar, then click the MTL <No Custom Material> icon.

  4. This opens the Material Editor, where you can select the the desired Cloud Material. Make sure that the Common.Cloud Shader is selected in the Material settings.

  5. Scale it by selecting the Scale tool from the Toolbar, making sure to select all three axes.

  6. In order to enable cloud movement, set the AutoMove property to True and set a fade distance to 100 to make them fade in when they reach the edge of the box in which they are moving.

  7. Then, you need to define how big the box (SpaceLoopBox...