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Crysis Tutorials

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Crysis Tutorials Empty Crysis Tutorials

Beitrag von Admin Sa Okt 29, 2011 12:15 am




















































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Beitrag von Admin Sa Okt 29, 2011 12:22 am

Und ein bissl was ist auch in Deutsch zu finden:














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Beitrag von Admin Do Mai 24, 2012 11:37 pm

http://www.moddb.com/mods/cryreconnanowarrior/tutorials/crysis-sb2-custom-ai-actions-tutorial

http://maxedgaming.com/tutorials/kb_categorie.php?id=2&sid=a376f1a15e7387f192fa460cef2cce83

http://www.veoh.com/list/c/ZapWizard

http://tutorials.downloadroute.com/search/
Suchen nach "crysis"

http://www.incrysis.com/forums/viewtopic.php?id=17358

http://doc.crydev.net/AssetCreation/frames.html?frmname=topic&frmfile=BreakableObjects.html

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Beitrag von Admin Di Mai 29, 2012 5:45 pm

Konsolenbefehle siehe hier.
Snd vor allem wichtig, um das HUD loszuwerden:
http://crysis.4thdimension.info/forum/showthread.php?t=2893
Konsole öffnen und dann: cl_hud=0

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Beitrag von Admin So Feb 22, 2015 5:49 pm

I wrote a little manual that explains step by step how to use your own model on the sdk skeleton and his animations.
1)Create a folder gamesdk/object/customcharacters/your character name/*.*
2)From assets 3_3_5, search the folder called “agent” and copy/paste in the new folder the file .max.
3)Rename the file as your character name, open layer manager, click on bip->select highlighted objects->go main menu->export selected objects as .obj; open a new file and import it(as single mesh), save the file as sdk reference(that allows me to have a less chaotic file pratical and easy to menage but if you prefer you can select bip layers and hide the others). Merge your custom model(don’t change unit setup).
4)Align/rescale your custom model to fit the reference skeleton, use the existing modifier(or simply add a physique) to match it perfectly; align all pivots to 0,0,0(very important)-> go utilities->reset xform->reset selected and collapse all modifier. Save.
5) material:
Model's material has to be a multimaterial, in my opinion almost one for the body and one for the head but you can use more(remember that is better to use separated meshes); you've to open your material textures in Ps, in my case I've 6textures(diff,spec,norm for head and body); save them in crytiff format(diffhq for diffuse, specHq for spec, normhq for normals and remember for normals to save as *_ddn.tif) and place those textures in a subfolder(gamesdk/object/customcharacters/your character name/textures/*.*)
6)Open the other max file(named as your character) and merge the file model, it fits perfectly the sdk_skeleton; now unhide all and delete all not-yours meshes(even lods), apply cyskin to head and add Bip01 head, neck and eyes bones; apply cryskin to body and add all bones(but phys); open material editor and pick multimat from one of your meshes in a empty slot and call it as your character name, goto cryexporter and be sure you have selected the material in max and the editor is open then “create material”, save as yourcharactername.mtl; be sure in export nodes window there are skeleton_character and all mesh we want to attch and go export file nodes(export file per nodes checked) as chr, then reexport all as .skin, resave.
5)open character editor in the engine and load skeleton character, select skin attachment and click on new in the menu, write head and from window menu select head.skin, then repeat with body and body.skin and etc for each mesh. Click on apply(for each one). At the and save as yournamecharacter.cdf.
6)If something goes wrong with automatic material creation go for manually setup: go in material editor, in the folder create a new multisubmaterial called yournamecharacter->put number of material(for me 2)->use the .dds textures in the textures folder(we created the first at the beginning); at the end assign material to selection.
7)copy from animations\human\male\player.chrparams to our folder renaming it as skeleton_character.chrparams. If we want make our character using an animation we have to use flowgraph(gamestart node and playanimation node), if we want our character as player we have to go in folder script\entities\actor open the file player with notepad and search for 3 strings that contain the reference model, change the reference with our model(create a backup-copy of player before).

Probably 3_3_5 reference is outdated, but I think we can use in this pipeline Bishop reference, can I ask for a MAX 2013 version of that?Thank you very much!

http://www.cryengine.com/community/viewtopic.php?f=323&t=123007

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Beitrag von Admin So Feb 22, 2015 5:54 pm

http://cgi.tutsplus.com/articles/cryengine-3-cookbook-sample-chapter-how-to-create-a-new-vehicle-in-cryengine-3--cg-10763

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