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

Making it rain in your level


Rain can be an essential part of your level. There are some advanced rain techniques available to you within the CryENGINE that will allow you to enable object interaction with the rain and localized wet areas. This recipe will change a map to a rainy scene.

There are two distinct techniques to achieve rain in the CryENGINE. The following example will explore both the particle-only technique and the deferred rain entity.

Getting ready

You should have the forest level Forest.cry open in the Editor.

How to do it...

We will begin by using the particle-only technique to create our first rain:

  1. Drag-and-drop the ParticleEffect entity into your level from the Particle tab of the DataBase View. The particles are named as follows:

    rain.rain.space_loop = (libName).(subfolderName).(effectName)

  2. The settings for how the rain.rain.spac>e_loop functions, can be adjusted via its property settings on the Particle tab of the DataBase View.

  3. Adjust the Countscale of the Particle...