Index
A
- abstraction layer, CryENGINE input system / A layer of abstraction
- Action event
- about / The input event system
- creating / Creating a new Action
- setting up / Setting up an Action event
- Action Map, adding / Adding an Action mapping
- trigger option / Trigger options
- analog input / Analog input
- modifiers / Modifiers
- console commands, triggering / Triggering console commands
- in code / Action events in code
- Action listener, setting up / Setting up a new Action listener
- PlayerInput / Extending PlayerInput
- custom ActionMaps / Custom Action Maps
- in FlowGraph / Action events in FlowGraph
- Action Filters
- about / Filtering Actions
- creating / Creating Action Filters
- eAFT_ActionPass mode / Creating Action Filters
- eAFT_ActionFail mode / Creating Action Filters
- using / Using Action Filters
- Action listener
- setting up / Setting up a new Action listener
- Action Map
- about / Game actions, Action Maps
- multiple Action Maps / Multiple Action Maps
- adding / Adding an Action mapping
- ActionMapManager
- about / Game actions
- AI
- AnimEx nodeTopicnabout / Other animation nodes
- Anim nodeTopicnabout / Other animation nodes
- AIAction
- creating, for mechanic AI / Creating an AIAction
- action, selecting / Selecting actions
- action, creating / Creating the action
- action, setting up / Setting up the action and state changes
- state changes, setting up / Setting up the action and state changes
- debugging / Debugging AIActions
- analogCompareOp mode / Analog input
- analogCompareVal mode / Analog input
- analog input, Action event
- about / Analog input
- animation
- selecting, with CryMannequin / Selecting animations
- starting, with CryMannequin / Starting animations
- playing, with TrackView / TrackView
- triggering, from FlowGraph / Triggering animation from FlowGraph
- playing, with code / The code
- Animation Graph
- about / Introducing CryMannequin
- Animation state
- animation system, CryENGINE
- about / The CryENGINE animation system
- automatic phoneme extraction
- about / Automatic phoneme extraction
- automatic playback
- about / Lip sync playback
B
- beautification passes / Performance considerations
- Beyond Compare / Getting the latest files from your version control
- binaries / Identifying CryENGINE project files to be excluded from version control
- bug
- about / QA pipeline in larger scale teams
- tracking, software / QA pipeline in larger scale teams
- build
- preparing / Preparing your build
- code, compiling / Building a release candidate
- first level, auto loading / Auto-loading the first level
- PAK files, shipping / PAK files
- debug features, removing / Removing all debug features
- size, reducing / Reducing your build size
- shaders / Shaders
- buildbot / Creating your custom build script
- BuildBotPath / Writing your own script
- BuildLog.txt / Wrapping it up
- builds
- nightly builds, creating / Creating nightly builds
- server, setting up / Setting up a build server
- operating system / Operating systems
- scripts / What build scripts should do
- custom build script, creating / Creating your custom build script
- own script, writing / Writing your own script
- latest files, getting / Getting the latest files from your version control
- code, compiling / Compiling the code
- assets, compiling / Compiling the assets
- automated builds, scheduling / Scheduling automated builds
- build script
- custom build script, creating / Creating your custom build script
- own script, writing / Writing your own script
- build server
- setting up / Setting up a build server
- build size
- reducing / Reducing your build size
- BuildSourcePath / Writing your own script
- BuildTargetPath / Writing your own script
- BuildWithLogFile.bat / Wrapping it up
- BuildWorkPath / Writing your own script
C
- C++
- used, for creating nodes / Creating flow graph nodes using C++
- camera
- working with / Working with cameras
- target, manupulating / Camera targets
- switching / Switching cameras
- camera tag-points
- using / Using camera tag-points
- camera target
- manupulating / Camera targets
- characters head
- exporting, for facial setup / Exporting the character's head
- Client/Server function / The Client/Server functions
- code
- compiling, for build / Building a release candidate
- coding
- for animation / The code
- commercial indie game
- legal issues / Things to consider for indies
- MobyGames / MobyGames
- component node
- about / Component nodes
- console commands
- triggering / Triggering console commands
- copyright
- about / Copyright
- credits
- about / Credits
- CryENGINE
- performance tests / Automated performance tests
- new version, integrating / Integrating a new version of CryENGINE, Integration
- issue tracking / Understanding issue tracking in CryENGINE
- Lua script, utilizing in / Understanding the relevance of the Lua script in CryENGINE
- animation system / The CryENGINE animation system
- CryENGINE 3 / The CryENGINE animation system
- CryENGINE 3.5 / Introducing CryMannequin
- CryENGINE game
- performance, optimizing / Optimizing performance
- level, optimizing / Optimizing levels
- shadows, optimizing / Optimizing shadows
- vegetation, optimizing / Vegetation
- layers, optimizing / Layers
- testing / Testing and QA
- errors / Errors and warnings
- warnings / Errors and warnings
- legal issues, tackling / Tackling legal issues
- CryENGINE license
- about / CryENGINE license
- CryENGINE projects
- production pipeline / What is a production pipeline?
- version control system / Version control for CryENGINE projects
- VCS, selecting for / Selecting a VCS for CryENGINE projects
- excluded files, identifying / Identifying CryENGINE project files to be excluded from version control
- CryENGINE Sandbox
- using / Don't stop getting better
- keyboard shortcuts / Getting faster with keyboard shortcuts
- customizing / Customizing Sandbox
- custom commands, exploring / Exploring Sandbox custom commands and macros, Sandbox custom commands and macros
- macros, exploring / Exploring Sandbox custom commands and macros, Sandbox custom commands and macros
- video recording / Video recording
- mesh editing / Mesh editing
- PAK files, managing / Managing PAK files
- multiple objects, renaming / Renaming multiple objects
- CryENGINE Sandbox window layout
- customizing / Customizing the Sandbox window layout
- saving / Saving and loading layouts
- loading / Saving and loading layouts
- CryInput
- about / A layer of abstraction
- CryMannequin
- about / Introducing CryMannequin
- game and animation logic, splitting / Splitting up the game and animation logic
- purpose / Understanding CryMannequin's purpose
- animation, selecting / Selecting animations
- animation, starting / Starting animations
- Fragments / Fragments, Fragment IDs, and Tags
- Fragment ID / Fragments, Fragment IDs, and Tags
- Tag / Fragments, Fragment IDs, and Tags
- CryMannequin track
- about / CryMannequin tracks
- custom ActionMaps / Custom Action Maps
- customization, CryENGINE Sandbox / Customizing Sandbox
- customization, CryENGINE Sandbox window layout / Customizing the Sandbox window layout
D
- .DDS file / Identifying CryENGINE project files to be excluded from version control, Compiling the assets
- 3D object
- assigning, to Lua script entity / Assigning a 3D object to an entity
- 3ds Max
- facial expression library, creating in / Creating expressions in 3ds Max
- dataflow, Lua script entity
- in multiplayer environment / Understanding the dataflow of Lua entities in a multiplayer environment
- data format, flow graph / Flow graph data format and storage
- DCC tool / Mesh editing
- deep selection range / Using the deep selection feature
- deep selection shortcuts
- using / Using the deep selection feature
- dependencies, installer
- checking / Dependencies
- digital content creation tools
- DirectX End-User Runtime / Dependencies
- DLC / DLCs and patches
- draw call
- about / Draw calls
E
- Editor table / Creating a new Lua-based entity
- effect tracks
- adding, to TrackView sequence / Using effect tracks in a TrackView sequence
- embedded flow graph
- about / Embedding the flow graphs
- emotions
- adding, for lip sync quality / Quality – adding emotions
- engine callback
- about / Using engine callbacks
- using / Using engine callbacks
- URL, for documentation / Using engine callbacks
- Engine depot
- about / The engine depot
- EntityId
- entity node
- about / Entity nodes
- with dynamic EntityId input / The entity nodes with dynamic targets, A more complex application of dynamic EntityIds
- with invalid EntityId input / What happens if we input the wrong EntityId?
- ports, adding to / Adding ports to an entity flow graph node
- entity slots
- using / Using entity slots
- environmental SmartObject
- about / Environmental SmartObject
- errors, CryENGINE game
- log verbosity / Log verbosity
- expression
- using, for facial animation / Using expressions
- eye candy
- types / Types of eye candy
- performance consideration / Performance considerations
F
- F/G key
- for highlighting link / F/G – link highlighting
- facial animation
- facial sequence, creating / Creating facial sequences
- facial sequence, using / Using facial sequences in the engine
- expression, using / Using expressions
- facial bone rig
- requirements / Bone rig requirements
- Facial Editor / Creating a facial setup for a character
- facial expression library
- used, for creating facial setup / Using facial expression libraries
- creating / Creating a new facial expression library
- manually creating / Manually creating a library
- automatic creation / Automatic creation
- bone rig requirements / Bone rig requirements
- creating, in 3ds Max / Creating expressions in 3ds Max
- creating, morphs used / Creating a Facial Library with Morphs
- mapping / Mapping the library
- facial sequence
- about / Facial animation
- creating / Creating facial sequences
- using / Using facial sequences in the engine
- using, in TrackView editor / Inside the TrackView editor
- using, inTrackView editor / Inside the TrackView editor
- using, in FlowGraph node / Inside the FlowGraph node
- facial setup
- creating / Creating a facial setup for a character
- characters head, exporting / Exporting the character's head
- creating, facial expression library used / Using facial expression libraries
- new expression, creating / Creating expressions
- fast-loading, PAK files
- about / Fast-loading PAK files
- FlowGraph
- used, for triggering animation / Triggering animation from FlowGraph
- PlayAnimation node / The PlayAnimation node
- AITopicnAnim node / Other animation nodes
- AITopicnAnimEx node / Other animation nodes
- flowgraph
- used, for controlling post processing effects / Postprocessing effects and the flow graph
- material FX graph / Using material FX graphs
- flow graph
- usage / Who uses the flow graph system?
- features / A more complex application of the flow graph
- nodes / Types of nodes
- data format / Flow graph data format and storage
- creating / Flow graph data format and storage
- keyboard shortcut / Let's take a shortcut
- embedding / Embedding the flow graphs
- FlowGraph node
- facial sequence, using / Inside the FlowGraph node
- Fragment ID
- Fragments
- FSQ file
- about / Facial animation
G
- .GFX export / Identifying CryENGINE project files to be excluded from version control
- .GFX file / Identifying CryENGINE project files to be excluded from version control
- Game Action
- about / Game actions
- Action Map / Action Maps
- Action event, creating / Creating a new Action
- Action event, reacting to / Reacting to Action events
- Action Filters / Filtering Actions
- Input event, reacting to / Reacting to Input events
- game and animation logic
- splitting, with CryMannequin / Splitting up the game and animation logic
- game log, outputs
- errors / Errors and warnings
- warnings / Errors and warnings
- logs / Errors and warnings
- GameStop
- about / CryENGINE license
- GameToken
- about / GameTokens
- libraries / The GameToken libraries
- reacting, to its modified value / Reaction to a game token changing its state
- GraphTokens variable / The GraphTokens variable
- Lua function, accessing / Accessing the Lua functionality
- GameToken libraries
- about / The GameToken libraries
- Git / Selecting a VCS for CryENGINE projects
- Goto Selection shortcuts
- using / Using the Goto Selection feature
- GraphTokens
- about / The GraphTokens variable
H
- Handedness
- about / Thinking about hand placement
- head-up display (HUD) / Creating a custom material FX graph
- holdRepeatDelay attribute / OnHold parameters
- holdTriggerDelay attribute / OnHold parameters
I
- icon
- creating, for executable file / An icon for your executable
- Input event
- about / The input event system
- reacting to / Reacting to Input events
- coding / Code
- FlowGraph / FlowGraph
- Input event name
- for keyboard / Keyboard, Mouse
- for mouse / Mouse
- for XBox 360 controller / Xbox 360 controller
- for PS3 controller / PS3 controller
- input system, CryENGINE
- about / The CryENGINE input system
- CryInput / A layer of abstraction
- abstraction layer / A layer of abstraction
- Input event / The input event system
- Action event / The input event system
- InstallAware / Selecting an installer
- installer
- creating / Creating an installer
- zip file / A ZIP file
- selecting / Selecting an installer
- dependencies / Dependencies
- icon, creating for executable file / An icon for your executable
- InstallShield Express / Selecting an installer
- issue tracking
K
- keyboard
- Input event name / Keyboard
- keyboard shortcut, flow graph
- Q key / Q – node quick search
- F/G key / F/G – link highlighting
- Shift + Ctrl + V / Ctrl + Shift + V – paste nodes with links
- keyboard shortcuts, CryENGINE Sandbox
- about / Getting faster with keyboard shortcuts
- layout / Thinking about hand placement
- object editing mode / Object editing modes
- object alignment shortcuts / Aligning objects
- deep selection shortcuts / Using the deep selection feature
- Goto Selection shortcuts / Using the Goto Selection feature
- camera tag-points / Using camera tag-points
- top five shortcuts / Top five shortcuts
L
- Launcher
- about / Auto-loading the first level
- layers, CryENGINE game
- optimizing / Layers
- legal issues, CryENGINE game
- copyright / Copyright
- credits / Credits
- CryENGINE license / CryENGINE license
- lens flare editor
- about / The lens flare editor
- lens flare effect, creating / Creating a new lens flare effect
- lens flare effect, assigning to light / Assigning a lens flare effect to a light
- lens flare effect, adding to sun / Lens flare effects caused by the sun
- lens flare effect
- creating / Creating a new lens flare effect
- assigning, to light / Assigning a lens flare effect to a light
- adding, to sun / Lens flare effects caused by the sun
- lens flares
- about / Lens flares
- lens flare editor / The lens flare editor
- level
- preparing, for mechanic AI / Preparing the level
- setting up, for mechanic AI / Getting the level ready
- level, CryENGINE game
- optimizing / Optimizing levels
- configuration files / Level configuration files
- level configuration files
- about / Level configuration files
- Linked state
- lip sync feature
- about / The Lip Sync feature
- manually creating / Manual lip synching
- automatic phoneme extraction / Automatic phoneme extraction
- automatic playback / Lip sync playback
- quality / Quality
- log spam
- about / Errors and warnings
- log verbosity
- about / Log verbosity
- Lua debugger
- using / Using the Lua debugger
- control keys / Using the Lua debugger
- Lua function
- accessing / Accessing the Lua functionality
- Lua script
- used, for creating nodes / Creating flow graph nodes using the Lua script
- utilizing, in CryENGINE / Understanding the relevance of the Lua script in CryENGINE
- entity / Lua-based entities
- state machine, using / Using the state machine
- script bind, using / Using script binds
- script bind, calling / Calling script binds
- script bind, creating / Creating new script binds
- engine callback, using / Using engine callbacks
- Lua debugger, using / Using the Lua debugger
- Lua script entity
- creating / Lua-based entities, Creating a new Lua-based entity
- 3D object, assigning / Assigning a 3D object to an entity
- entity slots, using / Using entity slots
- physics, setting up / Setting up physics
- in multiplayer environment / Making an entity multiplayer-ready
- dataflow, in multiplayer environment / Understanding the dataflow of Lua entities in a multiplayer environment
- Client/Server function / The Client/Server functions
- Remote Method Invocation (RMI) / The Remote Method Invocation definitions
M
- macros
- mapping, facial expression library / Mapping the library
- material effect
- testing / Testing the new material effect
- debugging / Debugging material effects
- material FX graph
- about / Using material FX graphs
- using / Using material FX graphs
- creating / Creating a custom material FX graph
- material effect, testing / Testing the new material effect
- material effect, debugging / Debugging material effects
- mechanic AI
- building / Creating a new SmartObject rule
- level, preparing / Preparing the level
- SmartObject rule, creating / Creating the SmartObject rule
- SmartObject class, creating / Creating the SmartObject classes
- SmartObject state, creating / Creating the SmartObject states
- state pattern, creating / Creating a SmartObject state pattern
- AIAction, creating / Creating an AIAction
- level, setting up / Getting the level ready
- mesh editing
- about / Mesh editing
- MobyGames
- about / MobyGames
- modifiers, Action event / Modifiers
- morphs
- used, for creating facial expression library / Creating a Facial Library with Morphs
- mouse
- Input event name / Mouse
- Movement state
- multiple Action Maps
- about / Multiple Action Maps
- multiple animation layers
- about / Multiple animation layers
N
- navigational SmartObject
- about / Navigational SmartObject
- new expression
- creating / Creating expressions
- nightly builds
- creating / Creating nightly builds
- nodes
- about / Types of nodes
- entity node / Entity nodes
- component node / Component nodes
- entity node, ports adding to / Adding ports to an entity flow graph node
- creating, Lua script used / Creating flow graph nodes using the Lua script
- creating, C++ used / Creating flow graph nodes using C++
- Notepad
- about / Notepad
- Nullsoft NSIS / Selecting an installer
O
- object alignment shortcuts
- used, for aligning objects / Aligning objects
- object editing mode
- Movement / Object editing modes
- Rotation / Object editing modes
- Scale / Object editing modes
- testing / Test it!
- Object state pattern
- about / Setting up the User and Object class
- setting up / Setting up the User and Object class, The state pattern
- OnHit() callback function / The Client/Server functions
- onHold attribute / Trigger options
- OnInit() function / Creating a new Lua-based entity
- onPress attribute / Trigger options
- OnPropertyChange() function / Creating a new Lua-based entity
- onRelease attribute / Trigger options
- OnReset() function / Creating a new Lua-based entity
- Overdraw
- about / Overdraw
P
- P4GT
- P4VS
- about / Visual Studio
- PAK file / Compiling the assets
- PAK files
- managing / Managing PAK files
- shipping / PAK files
- fast-loading / Fast-loading PAK files
- particle editor
- about / The particle editor
- particle effects
- about / Particle effects
- working with / Working with particle effects in CryENGINE
- creating, workflow / Working with particle effects in CryENGINE
- particle editor / The particle editor
- creating / Creating a new particle effect
- particle parameters, customizing / Customizing the particle parameters
- tweaking / Tweaking the effect
- modifying, at runtime / Particle effects at runtime
- particle parameters
- customizing / Customizing the particle parameters
- Perforce
- performance, CryENGINE game
- optimizing / Optimizing performance
- performance consideration, eye candy
- Overdraw / Overdraw
- draw call / Draw calls
- performance tests
- about / Automated performance tests
- level statistics used / Using level statistics to profile the performance of a level
- phoneme extraction
- using, for lip sync quality / Quality – phoneme extraction
- Physics proxies
- about / Mesh editing
- PlayAnimation node
- about / The PlayAnimation node
- PlayerInput
- Handler function, creating / Creating a new handler function
- Handler function, registering / Registering your handler function
- ports
- adding, to entity node / Adding ports to an entity flow graph node
- post processing effects
- controlling, with flowgraph / Postprocessing effects and the flow graph
- controlling, with TrackView / Postprocessing in TrackView
- pressDelayPriority attribute / OnPress parameters
- pressTriggerDelay attribute / OnPress parameters
- pressTriggerDelayRepeatOverride attribute / OnPress parameters
- production pipeline
- project-related tasks / What is a production pipeline?
- project branch
- about / Project branch
- Properties table / Creating a new Lua-based entity
- PS3 controller
- Input event name / PS3 controller
Q
- QA
- about / Quality assurance processes
- pipeline, in larger scale teams / QA pipeline in larger scale teams
- pipeline, in smaller teams / QA pipeline in smaller teams
- pipeline / Working without a QA pipeline
- Q key
- for quick node search / Q – node quick search
- quality, lip sync
- phoneme extraction / Quality – phoneme extraction
- visimes / Quality – visimes and phonemes
- emotions, adding / Quality – adding emotions
- Quality Assurance (QA) team
- about / Testing and QA
R
- Remote Method Invocation (RMI)
- Rename Object(s) feature
- about / Renaming multiple objects
- Rule Properties window
- about / The Rule Properties window
- Rules List window
- about / The Rules List window
- Rules window
- about / The Rules and Tasks windows
S
- Sandbox
- about / Sandbox
- script bind
- about / Using script binds
- using / Using script binds
- calling / Calling script binds
- creating / Creating new script binds
- shader permutation
- about / Shaders
- shaders
- about / Shaders
- shadows, CryENGINE game
- optimizing / Optimizing shadows
- shared folder
- working from / Working from a shared folder
- Shift + Ctrl + V
- for pasting nodes with links / Ctrl + Shift + V – paste nodes with links
- SmartObject
- about / What are SmartObjects?
- debugging / Debugging SmartObjects
- AIActions, debugging / Debugging AIActions
- SmartObject action
- SmartObject class
- about / The concept of the SmartObject system
- creating, for mechanic AI / Creating the SmartObject classes
- SmartObject library
- about / The SmartObject library
- SmartObject rule
- about / The concept of the SmartObject system
- creating, for mechanic AI / Creating the SmartObject rule
- testing / Testing the SmartObject rule
- troubleshooting / Troubleshooting
- SmartObject, debugging / Debugging SmartObjects
- SmartObject state, changing, from Lua / Changing states from Lua
- SmartObject rule, categories
- environmental SmartObject / Environmental SmartObject
- time-based SmartObject / A time-based SmartObject
- navigational SmartObject / Navigational SmartObject
- SmartObjects editor
- about / The SmartObjects editor
- SmartObject library / The SmartObject library
- SmartObjects editor window
- about / The Window layout of the SmartObject editor
- Rules and Tasks window / The Window layout of the SmartObject editor, The Rules and Tasks windows
- Rules List window / The Window layout of the SmartObject editor, The Rules List window
- Rule Properties window / The Window layout of the SmartObject editor
- SmartObjects system
- SmartObject state
- about / The concept of the SmartObject system
- creating, for mechanic AI / Creating the SmartObject states
- changing, from Lua / Changing states from Lua
- SmartObject system
- basic concept / The concept of the SmartObject system
- SmartObject system, elements
- SmartObject class / The concept of the SmartObject system
- SmartObject state / The concept of the SmartObject system
- SmartObject rule / The concept of the SmartObject system
- SmartObject action / The concept of the SmartObject system
- state machine
- using / Using the state machine
- about / Extending the state machine
- Animation state / Understanding the state machine hierarchy
- Linked state / Understanding the state machine hierarchy
- Movement state / Understanding the state machine hierarchy
- creating / Creating a new state
- triggering / Triggering the new state
- state pattern
- creating, for mechanic AI / Creating a SmartObject state pattern
- User / User and Object
- Object / User and Object
- about / The state pattern
- User state pattern, setting up / The state pattern
- Object state pattern, setting up / The state pattern
- Steam
- about / Testing and QA
- SVN / Selecting a VCS for CryENGINE projects
T
- .TIF file / Compiling the assets
- Tag
- Target
- about / CryENGINE license
- Tasks window
- about / The Rules and Tasks windows
- time-based SmartObject
- about / A time-based SmartObject
- top five shortcuts
- Shift + Space / Top five shortcuts
- Space bar / Top five shortcuts
- Ctrl + T / Top five shortcuts
- F key / Top five shortcuts
- H key / Top five shortcuts
- track events
- using / Using track events
- TrackView
- used, for playing animation / TrackView
- multiple animation layers / Multiple animation layers
- CryMannequin track / CryMannequin tracks
- about / Postprocessing in TrackView
- used, for controlling post processing effects / Postprocessing in TrackView
- effect tracks, adding to sequence / Using effect tracks in a TrackView sequence
- track events, using / Using track events
- TrackView editor
- facial sequence, using / Inside the TrackView editor
- trigger option, Action event
- about / Trigger options
- OnPress parameters / OnPress parameters
- OnHold parameters / OnHold parameters
- OnRelease parameters / OnRelease parameters
- troubleshooting, SmartObject rule / Troubleshooting
U
- useAnalogCompare mode / Analog input
- user profile
- about / User profiles
- modifying / Modifying user profiles
- DLC / DLCs and patches
- patch / DLCs and patches
- User state pattern
- about / Setting up the User and Object class
- setting up / Setting up the User and Object class, The state pattern
V
- VCS
- about / Version control for CryENGINE projects, What version control does for you
- shared folder, working from / Working from a shared folder
- selecting, for CryENGINE projects / Selecting a VCS for CryENGINE projects
- Perforce / Selecting a VCS for CryENGINE projects
- SVN / Selecting a VCS for CryENGINE projects
- Git / Selecting a VCS for CryENGINE projects
- setting up / Setting up version control for CryENGINE
- Sandbox / Sandbox
- CryENGINE project excluded files, identifying / Identifying CryENGINE project files to be excluded from version control
- vegetation, CryENGINE game
- optimizing / Vegetation
- video recording
- about / Video recording
- visimes
- creating, for lip sync quality / Quality – visimes and phonemes
- Visual Studio
- about / Visual Studio
X
- XBox 360 controller
- Input event name / Xbox 360 controller
Z
- zip file
- about / A ZIP file