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

Basic material setup in 3ds


Before using textures and the advanced shading on objects, the CryENGINE needs the object to have a material ready to be read by the engine. These materials are stored as .MTL files.

In this recipe, you will learn how to create a material using 3ds Max and translate that material's information into an MTL file.

Getting ready

In this example, we will create a material for a basic prop with a texture and collision. To begin, open 3ds.

How to do it...

Let's set up our material for export to the engine:

  1. Open the Material Editor in 3ds Max by pressing the keyboard shortcut M.

  2. Create a new Multi/Sub-Object material in the first material slot by clicking the Standard button.

  3. Select Multi/Sub-Object from the dialog that opens.

  4. Next, set the number of sub materials to two by clicking the Set Number button in the newly created material.

    Note

    CryENGINE 3 supports up to 32 sub materials; however, every sub-material that is rendered will add to the overall draw call count of the asset...