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

Using advanced material editor parameters to create animation


In many cases, it is required to animate textures scrolling or oscillating in their uv space. This can be used efficiently for things like computer screens or TV screens that have animated noise.

Getting ready

The Sandbox must be open and you must have applied a basic material to a solid.

How to do it...

Let's start using some of the advanced material parameters available to us:

  1. Clicking a + sign beside any of the texture slots will open some advanced parameters for the texture.

  2. In this recipe, let's set an interference texture shipped with the SDK to the Decal slot of an object.

  3. Next, set the TypeU parameter to constant moving.

  4. Now, set the rate and amplitude to 1 and 1.5 respectively.

  5. Set the glow to 1 so that you can observe this particular texture scrolling through the uv space of the object.

You can now make all kinds of variations using these parameters and can experiment using animation on the diffuse slot and other textures!

How...