CRYENGINE
How to install CryTools | Getting Started
updated
For over 20 years, Crytek has been pushing the boundaries of games with disruptive technology and gameplay innovation at the heart of our success. And we'll be doing the same for the next 20 years. If you're seeking your first role in games or you already have experience and you are looking for a new place to build your career, we are growing and hiring. We have a wide range of positions available across our game teams, on the CRYENGINE team, and other roles across the business. You can browse our open jobs on our careers site. crytek.com/career
We offer studio, hybrid, and remote-first jobs with competitive salaries, great benefits, and a positive work environment. Whether you want to work on world famous IP, forge the future of the gaming technology that powers them and other games around the world, or play a vital role in a number of crucial support functions, it’s a great time to press start on your career at Crytek.
Our team is passionate about what we do, and we are looking for people who are dedicated and driven. If you're ready to take your next, or first, step in game development, we have multiple open positions across Crytek. We value diversity and actively encourage people from all backgrounds to apply for roles, so check out our careers page for all our open jobs. crytek.com/career
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
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While playing through Hunt, the team discusses Viper, the first non-binary Legendary Hunter on Hunt's roster, and Sophia, an agender character. During the show, the team head into the Bayou with these two Hunters while discussing various topics and answering questions from viewers who tuned into the live broadcast. Topics include the historical research that goes into creating authentic Hunters and their gender identities, developing the character journey, environmental storytelling, and more.
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00:00 Introduction
02:05 Cheating on how to create a 2D Character
04:42 Creating A Pixel Character
07:40 Creating a Character with Particle Editor
11:40 Creating an Animation and Character with the Material Editor
18:30 Animating Textures and using it in the Material Editor
24:19 Adding the 2D Pixel Character to the Character Tool
28:40 Creating the Logic of Movement
44:34 Final Test and Questions
In this tutorial, Roman creates and edits a 2D character with full movement so a player can explore a level. Roman shows you how to add various animations to the character, from idle animations to running and jumping, and demonstrates how to modify those animations too. The tutorial covers best practices for naming conventions, adding particle effects, joint attachments, and more.
You'll be shown how to set controls for your moveable character, add checkpoints and portals to your level, and how to take collisions into account. Throughout, Roman provides practical step-by-step instructions and advises where to source assets to complete the tutorial. By the end, you will have created a moveable character in a level that can be used as the basis for a side-scrolling platform, puzzle, or adventure game.
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Last Kingdom is a Medieval strategy game from indie developers Blue Iron Labs that is in development right now. We recently caught up with Blue Iron Labs on our official CRYENGINE Twitch channel, which, if you didn't know already, is home to all kinds of great content. Remember to subscribe so you don't miss out on future streams, and your chance to interact with the guests live. But if you didn't catch the live show, we're pleased to present you with a recording of the 60-minute plus discussion that takes a deep dive into the game and the development process. It's packed full of indie-game dev insight.
You can find out more about Last Kingdom by visiting www.lastkingdomgame.com, where you can also learn how to support the team on Patreon, contribute to the game's development, and receive rewards at different tiers.
Patreon: patreon.com/lastkingdom
00:00 Introduction
02:10 Why create games on CRYENGINE?
03:40 What kind of a game is Last Kingdom?
06:00 Whats your experience with Game Development?
07:35 Why using CRYENGINE for your Game?
15:30 Discord Community of CRYENGINE
25:00 Expanding the Community
31:10 Gameplay Elements of Last Kingdom
34:20 How much of the Engine required modification?
42:00 Campaign of Last Kingdom
43:20 Where can I get Assets for my Game?
51:00 How to help Last Kingdom
52:35 What influenced Last Kingdom
54:40 The future of Last Kingdom, what are your plans?
01:02:00 General Questions in Last Kingdom and CRYENGINE
01:12:14 Outro
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CRYENGINE Twitch Channel: twitch.tv/cryengine
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#IndieGame #CRYENGINE #Developer
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00:00 Introduction
01:06 Refining the Player.h
15:10 Refining the Player.cpp
33:20 Adding Crouching to the Player.h
01:03:24 Adding Crouching to the Player.cpp
01:06:00 Implimenting the Player in CRYENGINE
The tutorial builds on the previous episodes in the series. The first shows you how to create a player-controlled character from scratch with traditional WASD movement and mouse-look functionality. The second shows you how to add a sprinting mechanic, and the third episode shows you how to add jumping. By completing those tutorials, you will gain a grounding in C++ and produce the file required to complete this new course.
Episode 1 – Create a player character with C++
youtube.com/watch?v=63PuJoVoQMg
Episode 2 – Create player walking and sprinting mechanics in C++
youtube.com/watch?v=xWExyPNIW30
Episode 3 – Add a jump mechanic to your player character
youtube.com/watch?v=85hiBjsGClI
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#cpp #cryengine #gamedevelopment
By following the tutorial and using the .cpp and .h file you created during the first episode (youtu.be/xWExyPNIW30), you will finish with a player-controlled character that jumps and moves through the air!
00:00 Introduction
01:01 Modifying the Header
02:16 Adding Jumping Logic
05:52 Testing Jump Values in CRYENGINE
07:04 Modying Air-Ratio-Control
08:12 Using our Jumping
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#cryengine #tutorial #programming
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#cryengine #artwork #lasers
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#cryengine #artwork #nighttime
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#cryengine #artwork #tad
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#cryengine #artwork #worldcreator
By following along with the tutorial and using the .cpp and .h file that you created during the first tutorial, you will finish with a player-controlled character that can sprint, which you can drag and drop into your own projects.
00:00 Intro
00:48 Forward Declaration
03:44 Creating Player State
04:54 Adding Member Variable
05:40 Defining the Add Member
08:18 Adding Input
11:22 Adding Sprint Logic
13:36 Sprinting in game
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#cryengine #cpp #programming
Chapters:
00:00 Introduction
03:09 Creating and Preparing our Project
11:09 Adding Components
22:20 Adding WASD Controls
58:35 Adding Mouse-Control
01:31:20 Outro
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#CRYENGINE #tutorials #playercontroller
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0:00 Intro
2:40 Changing the player character in CRYENGINE
4:50 Environment presets for the community
10:40 A Tutorial on "Super Realistic Lighting"?
16:50 ASMR tutorials from Brian! Hehe
18:40 What we do at the CRYENGINE team
22:00 Secret games at Crytek?
24:10 Creating tutorials and running into issues
27:50 Involving the community in creating Tutorials?
30:00 Ambassador programm!
40:50 What else are we doing here?
43:00 Additions to the written documentation of CRYENGINE?
53:21 Whats the most exiting thing in future updates, for Brian?
55:30 Were there some bribes involved, to get Brian to do this?
56:30 Is CRY-Engineer a protected "job-description"?
58:45 What about the AI-documentation?
1:01:30 Custom Shaders?
1:03:40 Outro
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#CRYENGINE #Tutorials #Learning
0:00 Intro Summary
2:24 Required Software
2:55 Adding ActionScript to 'Play' Button in Adobe Animate
5:27 Exporting and Converting .swf/.gfx
6:33 Explaining the .XML
07:27 Adding the Menu, Cursor and Play Button into CRYENGINE 5.7 LTS
13:29 Adding ActionScript to 'Mute' Button in Adobe Animate
14:35 Updating the .XML for the Mute Button
15:04 Adding the Mute Button into CRYENGINE 5.7 LTS
19:14 Adding ActionScript to 'Quit' Button in Adobe Animate
20:20 Updating the .XML for the Quit Button
20:46 Generate a Solution
21:27 Adding Quit Function to the game via C++
25:45 Build and Launch CRYENGINE 5.7 LTS from Visual Studio
26:07 Adding the Quit Button into CRYENGINE 5.7 LTS
Video Producer and Tutorial Author Nick Gillin hosts the second episode of our new CRYENGINE 5.7 UI tutorial series. This practical tutorial shows you how to use Schematyc to implement a functioning main menu. Nick takes you step-by-step through the process using Galaxsys, a twin-stick shooter game sample that you can download for free from the CRYENGINE Asset Database. We recommend that you download it before you watch the tutorial so you can follow along. You'll be shown how to add a menu with clickable buttons to the game and learn the basics of the Schematyc workflow. You will be able to apply what you learn to your own projects.
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#UI #CRYENGINE #UIdesign
0:00 Introduction
3:15 Additional updates to LTS in the future?
6:52 How long will LTS be supported?
10:48 Will we have more modular game components?
13:21 Will there be any Asset Updates for LTS?
17:19 Can we expect an Oculus APK extrension or support for consoles?
23:25 Maintenance of features in the editor, like any visual scripting tools?
28:28 Tutorials on the new features of LTS?
31:00 Raytracing in CRYENGINE
32:55 DirectX 12 support in LTS?
34:50 Why did we decide to delete older CRYENGINE versions?
40:18 Ambassador Programm for our CRYENGINE versions!
55:00 Any new updates to the CRYENGINE.com?
1:00:00 Outro
The AMA was a great open forum with a wide range of areas covered, and we would like to take this moment to thank everyone again for participating.
Will we have additional updates to LTS and how long will it be supported?
Have a listen to our AMA & if you want to ask questions please join our discord server!
Topics discussed included the forthcoming 5.7 Long Term Support Update, future CRYENGINE Beta program for licensees and partners, the transition of the CRYENGINE Marketplace to a free asset database, and general game dev and marketing support for indie game developers. The high-level vision for the future of the engine also featured, including discussions about tool integrations that the team is looking into, improving the engine's user experience, and new and emerging technologies.
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Learn how to master UI with our new tutorial series. Hosted by CRYENGINE Video Producer and Tutorial Author Nicholas Gillen, the series will give you broad and deep practical knowledge about how UI functions are implemented in CRYENGINE 5.7 LTS and an understanding of what has changed since previous versions of the engine.
00:00 Introduction
00:40 Software Requirements
01:10 Tutorial Steps
01:49 Creating a .cryproject
02:21 Adobe Animate Project Settings
04:20 Creating a Static Crosshair
06:32 Exporting the Crosshair
08:00 Converting the Crosshair .swf to a .gfx
10:14 Directory Structure
10:29 Creating and Explaining the .xml
14:52 Adding 'CryScaleForm' line to .cryproject file
15:42 Implementing the Crosshair into CRYENGINE
18:12 Animated Crosshair Intro
18:38 Adobe Animate Project Settings
19:07 Creating Animated Crosshair in Adobe Animate
23:22 Applying Action Script 3.0 to Crosshair
26:10 Exporting the Animated Crosshair
26:25 Converting the Animated Crosshair .swf to a .gfx
27:07 Directory Structure
27:25 Creating an .xml With Functions
29:40 Adding the Animated Crosshair in CRYENGINE
33:35 Outro
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#CRYENGINE #UI #CROSSHAIR
The AMA was a great open forum with a wide range of areas covered, and we would like to take this moment to thank everyone for participating. Topics discussed included the forthcoming 5.7 Long Term Support Update, future CRYENGINE Beta program for licensees and partners, the transition of the CRYENGINE Marketplace to a free asset database, and general game dev and marketing support for indie game developers. The high-level vision for the future of the engine also featured, including discussions about tool integrations that the team is looking into, improving the engine's user experience, and new and emerging technologies.
0:00 Introduction
6:15 What is coming to 5.7, what happened to items removed from the roadmap?
8:40 What does LTS actually mean?
9:55 When will we get more info about the next release?
11:10 What happened to the Beta program?
12:47 When will the marketplace submissions work again?
14:35 Do you plan to modernize GameSDK?
15:45 Whats happening with Flowgraph?
18:20 Oculus VR Pipeline vs Steam VR Pipeline
20:13 What about GitHub?
24:20 Will the next Cryengine use a brand new framework or retain some old systems?
26:00 Will the next Cryengine have some form of a new Game UI support?
26:28 For new features, what can we expect? Ray Tracing, new animation system etc.?
27:03 Will there be more consistent communication, even if the news is that there are no news?
29:10 What's one of the biggest lessions the Cryengine team has learned with COVID and developing towards 5.7?
33:35 What is happening to different editors (Terrain, Material, ...)?
38:17 Will Cryengine support Intel XESS, AMD FSR and NVIDIA DLSS?
39:25 What new rendering features are the team looking at in the future?
41:00 Is Cryengine going to partner with some third-party hardware and software providers?
43:42 Is there a plan to make the engine more appealing to game developers?
50:42 What is the plan for Vulkan and mobile support?
52:53 Will systems like the new animation system be added to the LTS or the Beta Program?
53:43 Will the Beta Program also include internal developments that you are testing? (i.e. things developed for Crysis 4)
55:37 How often will the community get updates about the future of the engine?
58:52 Wrapup
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00:00 Introduction to Breeze
01:35 What does a Brand Manager do?
04:41 CRYENGINE x Indie Developers
07:35 Publishing for Indie Developers, Where To Start?
09:20 Pitching Your Project to Publishers
18:06 Managing Your Expectations
23:40 Publisher or Crowdfunding?
29:00 Experiences as an Indie Developer
34:44 Creating Prototypes for Publishers?
41:00 Competing in the World of Indie Games
42:35 Your First Project to Publishers
49:30 Building a Community / Community Management
51:30 Your Game Becomes A Product
55:35 Crowdfunding Done Right!
01:07:00 Platforms that Could Help you Reach More People
01:14:00 How WE can Help You!
01:16:00 Reach out to Companies!
01:18:20 How to Act as an Community Manager
01:23:50 Our Indie Developers
01:32:10 Outro
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#Marketing #IndieGames #HowTo
00:00 Intro
01:40 Basic Information in CRYENGINE
08:44 Debug View Modes
13:30 Proxy Debug
17:20 Understanding the Console & Erros
26:30 Profiling Techniques: r_profiler 1
30:35 Profiling Techniques: r_profiler 2
35:15 The Problem with SSR
42:40 PerHud Debug Mode
46:50 Debugging in Visual Studio
57:21 Testing the Debug Code in Editor
01:01:30 Additional Tips & Tricks in C++
01:26:40 Outro
Take a deep dive into the world of debugging as your regular host, Junior Evangelist Roman Perezogin, is joined by Support Engineer Joshua Nuttall and Technical Community Manager Jeremy Wade.
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#cryengine #debugging #gamedev
00:00 Intro
01:55 Audio Control Editor
04:30 Testing the Sound
07:10 Firing up FMOD
08:00 FMOD Player Walk Sound
10:40 Global Sound in FMOD
15:10 From FMOD to CRYENGINE - Footsteps & Jumping
24:30 Useful CVARS for Audio (Debug Info)
30:00 Debugging / Adjusting (CVARS & Mannequin Editor)
35:00 Adjusting with the Live Update Feature FMOD
42:10 Ocean Audio Layer in FMOD
43:10 Area Audio Setup in CRYENGINE
01:21:30 Outro
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#audio #audiodesign #cryengine
00:00 The Incredible Breeze Intro
01:40 Particles of Breeze
07:50 Jump and Land Particle
10:30 Particle Profiler / Profiling your Level
17:25 Questions: Material Surface Effects
23:20 Falling Leaves Particle
24:00 Render: Sprites
24:30 Spawn: Rate
27:45 Life:Time and Motion
37:45 Appearance of the Particle
52:25 Lighting of a Particle
55:40 Questions: Creating Foam of the Ocean?
01:07:00 Galaxsys Project
01:09:00 Moving a Mesh Inside a Particle
01:10:00 An Epic Cat and It's Fur!
01:29:50 Outro
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#VFX #Particles #CRYENGINE
0:00 Intro
01:19 The Seagull Particle
01:50 Components of the Particle Editor
04:15 The Spawn Count of the Parent and the Child Component
09:27 Render Features
11:25 Spawn Count of the Child Component
17:31 Life Time Feature
18:45 Field: Size Feature
21:15 Appearance: Opacity
24:00 Appearance: Lighting
39:20 Appearance: Material
41:21 Appearance: Texture Tiling
51:00 Location: Sphere on Parent and Child Component
01:03:40 Motion: Physics on Parent and Child Component
01:27:45 Angles: Rotate2D
01:29:00 Outro
Documentation: docs.cryengine.com/display/CEMANUAL/Particle+Effect+Features
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#particles #effects #cryengine
00:00 Introduction to Breeze
08:50 The current light in Breeze
09:30 Environment Editor: Sun
14:00 Sun's Shadow
15:30 Environment Probes Explained
18:30 Svogi (Total Illumination)
23:28 CVars that are useful when lighting a scene
27:05 Environment Probes around Breeze
39:00 Sun & Atmosphere Colors
43:20 The Night Sky
01:02:30 Tweaking The Dark Environment
01:10:30 Adding Light Effects to Gameplay Elements
01:16:45 Tips & Tricks about Lighting A Scene
01:19:00 Interior Lighting
01:34:30 Outro
Environment Editor Lighting Series:
youtube.com/playlist?list=PLpCgy91Y5vMtO9Aghbbf5k6YPtd8HteSs
Learn more:
Lighting & Environment Master Class:
youtube.com/watch?v=eQZN_jAJciM
Rendering Pipeline:
youtube.com/watch?v=34S3onEr3r8
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#lighting #cryengine #gameengine
Today’s episode will help you build out your understanding of animation in CRYENGINE following the previous step-by-step animation tutorials. Animation Programmer Claudio Freda joins your regular host Junior Evangelist Roman Perezogin to deliver you a comprehensive overview of the animation system in CRYENGINE
00:00:00 Intro
00:04:26 Character Animations
00:05:12 Mannequin Editor
00:11:24 Blendspaces
00:18:04 Mannequin Editor Setup
00:26:00 Splitting Jump, Falling and Landing
00:33:00 Mannequin Configuration Files
00:38:35 Scope Layers/Additive Animations
00:41:00 C++ Animation Code Explained
00:44:00 C++ Player Animation Initialization
00:47:30 C++ Explaining IActionsPtr's
00:48:27 C++ Controlling Animations/Actions
00:55:01 Questions
00:57:41 C++ Testing, Fixing and Tuning the Logic
01:22:20 C++ Blendspace Parameters in Code
01:28:50 Answering Questions
01:38:40 Outro
Make sure to bookmark the Playlist to keep up-to-date and check out the previous episodes to learn even more from the CRYENGINE Summer Academy 2021:
youtube.com/playlist?list=PLpCgy91Y5vMthPN4vM2ETwbfVybkUV-1D
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#cpp #animation #cryengine
This practical tutorial lasts just under 30 minutes and shows you how to code, set and tweak the parameters for animation, and set idling animations for when no movement is taking place.
00:00 Intro
02:26 Creating Variables
04:32 Reset Animations
05:31 Init Variables
06:44 Initialize
08:13 Reset Event
09:52 Update Animations
19:50 Setting Variables
21:08 Testing Animation
22:05 Attaching fuel to character
26:10 Testing Fuel Attachment
26:50 Outro
Make sure to bookmark the Playlist to keep up-to-date and check out the previous episodes to learn even more from the CRYENGINE Summer Academy 2021:
youtube.com/playlist?list=PLpCgy91Y5vMthPN4vM2ETwbfVybkUV-1D
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#cpp #coding #animations #cryengine
Blendspace Example File & Written Documentation:
docs.cryengine.com/display/CEMANUAL/Tutorial+-+Character+Pipeline+-+Using+a+Blend+Space+File
Tutorials mentioned:
Blendspace Tutorial: youtube.com/watch?v=FIMV_wLv63A
Mannequin Quick Setup: youtube.com/watch?v=EIWeZn3w8aE
00:00 Intro
01:30 Dropping the example file
02:20 Character Tool
03:50 Blendspace Editor
04:05 Blendspace Preview
05:10 Examples
08:30 Annotations
10:26 Outro
Make sure to bookmark the Playlist to keep up-to-date and check out the previous episodes to learn even more from the CRYENGINE Summer Academy 2021:
youtube.com/playlist?list=PLpCgy91Y5vMthPN4vM2ETwbfVybkUV-1D
Further Learning:
Blendspaces Documentation: docs.cryengine.com/display/CEMANUAL/Blendspaces
Mixamo Examples with Reorientation: youtube.com/watch?v=0qo9QVaDVos&list=PLpCgy91Y5vMvJf5paeVo9m1d6erdkKO1s
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#cpp #blendspaces #tutorial #animation
00.00 Intro
01:47 Creating The Component
03:46 Holding Fuel Variables For Player
04:51 Pickup Logic
06:30 Revive
07:02 Testing Pickup
08:03 Creating Collection Zone Component
09:30 Creating Variables
11:44 Gameplay Started Event
12:14 Enter Area Event
15:37 Debug Rendering
17:05 Testing
21:45 Outro
Make sure to bookmark the Playlist to keep up-to-date and check out the previous episodes to learn even more from the CRYENGINE Summer Academy 2021:
youtube.com/playlist?list=PLpCgy91Y5vMthPN4vM2ETwbfVybkUV-1D
This is an extra episode in our coding tutorial mini-series presented by Support Engineer Joshua Nuttall. These step-by-step tutorials use Visual Studio and CRYENGINE and assume that you have a basic understanding of C++ programming. In case you missed the previous episodes, we recommend that you catch up with the previous episodes in this mini-series:
Episode #6: youtube.com/watch?v=AY3t7EZAzQI
Episode #6 A: youtube.com/watch?v=I2h01qQ5buM
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#cpp #gamemechanics #cryengine
00:00 Intro
01:54 Adding Physics Post Step Event
02:18 Creating Useful Variables
03:02 Exposing New Cvars
04:22 Implementing The Physics Post Step
05:15 Get Living Status
05:45 Getting The Surface Type
07:42 Bounce Logic
11:00 Changing the Physicalize
13:26 Testing
14:05 Outro
Make sure to bookmark the Playlist to keep up-to-date and check out the previous episodes to learn even more from the CRYENGINE Summer Academy 2021:
youtube.com/playlist?list=PLpCgy91Y5vMthPN4vM2ETwbfVybkUV-1D
This is an extra episode in our coding tutorial mini-series presented by Support Engineer Joshua Nuttall. These step-by-step tutorials use Visual Studio and CRYENGINE and assume that you have a basic understanding of C++ programming. In case you missed the previous episodes, we recommend that you catch up with the previous episodes in this mini-series:
Episode #6: youtube.com/watch?v=AY3t7EZAzQI
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
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#cpp #gamemechanics #cryengine
00:00 Intro
01:55 Creating Classes
05:08 Creating Component
07:33 Reflect Type
14:31 Adding Variables
16:31 Register Type
22:25 Testing Component Registration
23:34 Exposing Variables
24:20 Adding Events
25:12 Handling Trigger Enter
25:29 Testing Variables in Editor
26:15 Variable Defaults
26:43 Loading Geometry
28:00 Loading Material
29:41 Physicalize Object
31:31 Adding the Trigger
38:13 Updating Editor Properties
39:07 Handle Update Event
44:02 Preview Rendering
47:47 Testing in Editor
Make sure to bookmark the Playlist to keep up-to-date and check out the previous episodes to learn even more from the CRYENGINE Summer Academy 2021:
youtube.com/playlist?list=PLpCgy91Y5vMthPN4vM2ETwbfVybkUV-1D
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#cpp #gamemechanics #cryengine
00:00 Intro
01:15 How to get Visual Studio
01:40 Introduction to Josh
02:20 Explaining the project / template
04:38 Changing the player character
05:54 Removing the shooting mechanic
06:41 Adding new inputs
10:00 Changing movement
14:38 Adding Console Variables
21:45 Changing the camera
25:20 Testing in-game
25:45 Outro
Make sure to bookmark the Playlist to keep up-to-date and check out the previous episodes to learn even more from the CRYENGINE Summer Academy 2021:
youtube.com/playlist?list=PLpCgy91Y5vMthPN4vM2ETwbfVybkUV-1D
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
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#cryengine #cpp #programming
00:00 Introduction
01:07 Agenda
01:46 PBR (Physically Based Rendering)
07:45 Exporting high resolution textures to specific hardware platforms
08:33 The 3 basic texture types used for characters
09:19 Character-related shaders
10:35 Character head demo in engine
11:57 Setting custom FOVs to showcase character
12:54 Setting up a test background and lighting
13:40 Folder organization for character assets
15:58 Protyping a character asset in Max
19:17 Creating a new level in the engie
20:51 Moving an object's pivot in Max
21:29 Modifying an object's pivot in Max
23:21 Pivots and geometry precision
24:10 Creating a character material in engine and syncing it with Max
26:37 Creating a new material in engine
28:37 Syncing an engine material to and model in Max
30:17 Testing multi-materials in engine
30:40 Converting a material to a multi-material
34:07 Placing a background behind the head
35:39 Adding lights to the scene
37:42 Generating a cube map
38:20 Testing various cubemaps on an asset
39:12 Adjusting the angle of the sun
Abdenour draws upon years of experience to deliver an in-depth presentation showing character art preparation workflows that you can use in your own projects.
The presentation covers everything from prototyping a character asset in Max to setting up the asset in CRYENGINE, including syncing materials, lighting, and testing it in the engine.
Find out more on the topic with our Documentation pages:
PBS - docs.cryengine.com/pages/viewpage.action?pageId=44959238
CryToolsInstaller (for exporting assets to CE) - docs.cryengine.com/display/CEMANUAL/CryToolsInstaller
CE Exporter in 3ds Max - docs.cryengine.com/display/CEMANUAL/CRYENGINE+Exporter+in+3dsMax
CE UI in Maya - docs.cryengine.com/display/CEMANUAL/CRYENGINE+User+Interface+in+Maya
Creating Character Definitions (Character Setup) - docs.cryengine.com/display/SDKDOC2/Creating+Character+Definition+-+Character+Tool
Character Params File - docs.cryengine.com/pages/viewpage.action?pageId=23307999
This Master Class is aimed at users with some experience of game development and CRYENGINE.
If you are completely new to CRYENGINE, we recommend that you download our beginner's course:
cryengine.com/marketplace/product/CEMP-2019
Or you can watch the tutorial on our YouTube channel:
youtube.com/watch?v=FAXHqKvuPF4&list=PLpCgy91Y5vMvZp9_UQivhhK588pvaUtBZ
Subscribe to our channel and click the bell icon to get notifications for the latest tutorials from CRYENGINE.
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#CharacterArt #3dsmax #GameDesign
Throughout the video, Tom gives fascinating insights about creating AAA games and his own indie passion project, Ramiwo. This episode runs for over an hour and is packed full of great recommendations, tips, guidance, and lessons.
00:00:00 Intro
00:00:22 Introducing Tom Deerberg
00:02:26 Introducing the level Tom built
00:04:18 Why low poly art?
00:06:55 From Blender to CRYENGINE
00:11:50 Concept and research behind the Island design
00:14:00 Lighting design
00:16:50 How did Tom begin his career?
00:19:50 Working on the dream project - Crysis 3
00:20:28 Next dream project!
00:21:50 Making games and prototypes from scratch
00:23:45 Ramiwo - experimental CRYENGINE game by Tom & Matto
00:28:20 Introducing the Designer Tool
00:33:29 Working on vegetation assets
00:36:20 Daily work with envornment in CRYENGINE
00:38:10 Favourite part of working with CRYENGINE
00:39:50 Working with environment assets
00:45:37 Working on Tree assets
00:47:10 How to stay consistent with art assets
00:52:50 Adding wind to bend vegetation
00:55:40 Ambient occlusion, decals, shaders
01:01:24 Tesselation
01:03:20 About workflows between modelling and engine
01:04:34 Answering questions from the stream audience
01:07:10 Tom's next personal project?
01:11:20 Motivation behind making games
01:14:15 More questions from audience
Make sure to bookmark the Playlist to keep up-to-date and check out the previous episodes to learn even more from the CRYENGINE Summer Academy 2021:
youtube.com/playlist?list=PLpCgy91Y5vMthPN4vM2ETwbfVybkUV-1D
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
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#lowpoly #environment #cryengine
0:00 Introduction to material effects surface types
1:15 Behavior defined in surface type settings
2:09 Defining surface types in SurfaceTypes.xml
3:44 Defining collision surface pairs in MaterialEffects.xml using Excel
5:15 Importance of item order in MaterialEffects.xml
5:31 Defining special surface types in code and referencing in MaterialEffects.xml
6:09 Surface type pair collision behavior in depth
7:19 Particle attributes and material effects
7:28 Exposing particle properties using Attributes
11:16 Target feature
13:39 Using t_scale to see issues and adjust parameters
14:20 Particle debugging cVars
In this episode, Viktor presents advanced particle design techniques.
Learn how to define surface types and create material effects, ensuring that collisions between any two material types produce the desired reactions.
Those reactions include generating particle effects, spawning decals, playing audio cues, and responses that produce the correct friction and elasticity, damage accumulation, breakages and piercings, and more.
Viktor also demonstrates how to expose particle properties to the sandbox editor using attributes and how to send particles between a source and target to create effects like lighting bolts.
The debugging process for particle effects is also covered.
New to this Master Class? Catch up here
Episode One:
youtube.com/watch?v=npPlJ0npfVQ
Episode Two:
youtube.com/watch?v=-t5YkZPc_4g
The Master Class uses the free Game SDK Sample Project as a learning aid. Download it for free from The CRYENGINE Marketplace:
cryengine.com/marketplace/product/CRYENGINE%20GameSDK%20Sample%20Project
This Master Class is aimed at users with some experience of game development and CRYENGINE.
If you are completely new to CRYENGINE, we recommend that you download our beginner's course:
cryengine.com/marketplace/product/CEMP-2019
Or you can watch the tutorial on our YouTube channel:
youtube.com/watch?v=FAXHqKvuPF4&list=PLpCgy91Y5vMvZp9_UQivhhK588pvaUtBZ
Subscribe to our channel and click the bell icon to get notifications for the latest tutorials from CRYENGINE.
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#ParticleEffects #VFX #GameDesign
Links mentioned in the video:
Vegetation Editor UI: docs.cryengine.com/display/CEMANUAL/Vegetation+Editor
Vegetation Asset Setup: docs.cryengine.com/pages/viewpage.action?pageId=24285889
0:00 Intro to the tutorial
0:24 Introduction to "Breeze"
01:20 Small Island introduction
02:12 Creating a new level
02:30 Generating our Island
03:45 Creating paint layers for our Island
05:43 Creating groups in the vegetation tool
06:23 Adding brushes to our group
06:43 Vegetation Brush Settings
10:53 Using terrain layers within the vegetation tool
11:28 Painting the grass with the paint tool
11:43 Editing settings on the run
12:08 Forest group in the vegetation editor
14:55 Beach / Adding rocks to our vegetation Editor
15:25 Align the terrain normals to our brushes
16:25 Setting up the min elevation on our rocks
17:00 Outro
Make sure to bookmark the Playlist to keep up-to-date and check out the previous episodes to learn even more from the CRYENGINE Summer Academy 2021:
youtube.com/playlist?list=PLpCgy91Y5vMthPN4vM2ETwbfVybkUV-1D
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
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#procedural #leveldesign #cryengine
Viktor takes you on a hands-on tour of the Particle Editor, building a detailed explosion effect from start to finish, including spawning flying debris that starts fires wherever it lands.
Viktor is one of the leading experts in this field, and throughout the presentation, you'll be shown practical techniques and workflows that you can apply to your own projects.
Watch part one of this Master Class to get up to speed:
youtube.com/watch?v=npPlJ0npfVQ
00:00 Building an explosion effect
00:31 Spawn:Rate vs. Spawn:Count
00:58 Spawn:Count - Amount, Delay, Duration, Restart
02:02 Curve modifier to modify particle size over time (age)
02:33 Appearance:Lighting - making explosion glow
02:49 Appearance:Material - setting the glow material
03:36 Appearance:Opacity - additive blend mode
04:08 Appearance:Opacity - Soft Intersect - blending particle with meshes
05:37 Render:Sprites - Camera Offset - moving glow towards camera on spawn
07:01 Adding fire to the explosion
09:26 Timing of components firing within particles
10:37 Angles:Rotate2D
11:29 Velocity features and timing
12:21 Adding an animated fireball texture
12:54 Naming animated textures strategically
13:06 Working with animated sprite sheets
14:04 Adding randomization to Life:Time
14:20 Understanding random Life Time values
15:35 Animation settings for tiled (animated) textures
16:57 Making lighting emissive
17:07 Adding smoke to the explosion
18:36 Sort order when rendering particles
19:35 Sort Bias
20:42 Location:Sphere - moving the smoke outward
22:30 Adding a second layer of thin smoke in front of the fireball
23:12 Techniques for larger explosion with slow-dissipating smoke
24:18 Adding sparks to the explosion
25:33 Adding light to the explosion
26:26 Controlling light over time
26:45 Controlling the radius of light feature
27:37 Affecting volumetric fog with light
28:11 Animating light intensity over time
29:07 Field:Size with a light component
30:04 Adding audio to a particle effect
30:40 Spawning ribbons to add streaks
36:29 Spawn Fraction
40:19 Particles and wind
40:49 Modifying or disabling wind's effect on particles
41:06 Adding turbulence to motion
41:23 Motion:Physics - Local Effectors - Turbulence (Simplex)
43:05 Adding noise to smoke movement
45:30 Motion:Collisions - making particles aware of proxies
47:24 Motion:Collisions options
50:01 Making flying debris start fires when colliding with objects
51:38 Detecting collisions with Motion:CryPhysics
53:12 Particles and synchronization
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
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#ParticleEffects #VFX #GameDesign
Links mentioned in the video:
Chinese Garden: cryengine.com/marketplace/product/CEMP-1867
Designer Tool Docs: docs.cryengine.com/display/SDKDOC2/Designer+Tool
Designer Tool Bridge Tutorial: youtube.com/watch?v=Xz6_vqWe7Hg
Designer Tool Lathe Tutorial: youtube.com/watch?v=HVsbldDltsA
Designer Tool Smoothing Tutorial: youtube.com/watch?v=xY5TvIngbNg
00:00 Introduction
00:14 Breeze Introduction
01:00 What's in that video?
01:45 An overview of our tasks in this video!
02:30 Designer Tool Introduction
02:50 Starting with a cylinder to create a key
03:15 Settings of the cylinder
04:50 Making an offset tool to our key!
05:20 Extrude Tool
06:00 Extruding the base of the key
06:20 Loop Cut Tool
07:25 Exporting the key as a .cgf
08:00 Creating a building with a box
08:15 Roof & the interior of our building
09:14 Doors and windows
10:10 Creating a chest inside the building
10:45 Bevel Tool
11:45 Making the gameplay a bit more complex
12:30 Creating additional platforms on the building
13:10 Testing our new platforms
14:00 Outro
Make sure to bookmark the Playlist to keep up-to-date and check out the previous episodes to learn even more from the CRYENGINE Summer Academy 2021:
youtube.com/playlist?list=PLpCgy91Y5vMthPN4vM2ETwbfVybkUV-1D
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
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Music used in this video:
Music: @Epidemic Sound : Royalty Free Music
ES_Summer Beat - Qeeo
#cryengine #designertool #prototyping
0:00:00 - Introduction & course overview
0:01:08 - Using GameSDK sample assets for learning
0:01:34 - tool palette layout (single monitor)
0:01:59 - Opening the Woodland sample level
0:02:29 -The live particle building workflow
0:02:53 - Creating a new particle and adding it to a level
0:03:12 - Adding a particle by dragging from particle editor vs. building components
0:03:58 - Default properties of a particle emitter component
0:04:14 - Methods of accessing the particle editor tool
0:04:31 - Particle editor tool panel layout
0:05:43 - Overview of particle editor tool panels
0:06:11 - Interface - Effect Tree
0:06:44 - Navigation in the Effect Graph panel
0:06:48 - Customizing mouse behavior
0:07:04 - Toolbar buttons in Effect Graph
0:07:25 - Converting PFX1 effects to PFX2
0:07:39 - Adding components to the Effect Graph
0:07:51 - Using effect presets
0:08:27 - Understanding components and features
0:08:34 - Inserting and arranging features
0:08:57 - Impact of feature order
0:09:17 - Copying features across component
0:09:31 - Copying feature settings across components
0:10:00 - Enabling/disabling multiple versions of a feature for testing
0:10:40 - Disabling, hiding, and soloing component
0:11:42 - Adding features to a component
0:12:44 - When feature order affects the result
0:14:17 - Linking components in parent/child hierarchy
0:17:25 - Summary of feature categories
0:17:38 - Spawning and distribution overview
0:18:09 - Movement after spawning overview
0:18:28 - Projecting onto terrain or water overview
0:18:39 - Initial velocity overview
0:18:51 - Alignment and rotation overview
0:19:13 - Rendering overview
0:19:42 - Auxiliary features overview
0:20:34 - 5 ways of particle rendering
0:21:25 - Ribbons
0:22:08 - Decals
0:22:21 - GPU vs. CPU sprites
0:24:01 - Location:Appearance features
0:24:14 - Field features
0:24:42 - Field:Color
0:25:09 - Field:Size
0:25:19 - Field:Size modifiers
0:28:59 - Domain Scale and Domain Bias
0:34:40 - Field:Color modifiers
0:35:24 - Appearance modifiers
0:36:16 - Appearance:Lighting
0:38:06 - Appearance:Lighting - Diffuse
0:38:38 - Appearance:Lighting - BackLight
0:40:56 - Appearance:Lighting - Curvature
0:41:41 - Appearance:Lighting - Receive Shadows
0:43:16 - Appearance:Opacity - Blend Mode
0:46:36 - Creating particle textures
0:50:31 - Appearance:TextureTiling
0:58:41 - normal maps for particles
0:59:17 - Materials for particle normal maps
1:01:43 - Particle glow maps
Featuring advice and workflows that you can use on your own projects, take your VFX implementation to the next level with a comprehensive deep dive into CRYENGINE's particle effect system.
In part one, Viktor introduces the topic and shows you a practical particle building workflow.
You'll be shown how to create a new particle and add it to a level, with a complete overview of the Particle Editor and the tools and panels at your disposal.
Viktor also explains components and their features and covers different ways to render particles, apply appearance modifiers, and create textures and maps for particles.
The Master Class uses the free Game SDK Sample Project as a learning aid. Download it for free from The CRYENGINE Marketplace:
cryengine.com/marketplace/product/CRYENGINE%20GameSDK%20Sample%20Project
This Master Class is aimed at users with some experience of game development and CRYENGINE.
If you are completely new to CRYENGINE, we recommend that you download our beginner's course:
cryengine.com/marketplace/product/CEMP-2019
Or you can watch the tutorial on our YouTube channel:
youtube.com/watch?v=FAXHqKvuPF4&list=PLpCgy91Y5vMvZp9_UQivhhK588pvaUtBZ
Subscribe to our channel and click the bell icon to get notifications for the latest tutorials from CRYENGINE.
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#ParticleEffects #VFX #GameDesign
Timestamps:
00:00 Introduction to Breeze
01:10 Introducing the World
01:35 Low Poly Assets in Breeze
02:00 Introducing the gameplay
02:45 Interview with Matthias Otto
20:50 Introducing the Designer Tool
22:05 Particles we used in Breeze
23:30 Character & Animations in Breeze
24:25 Blendspaces & Mannequin
24:51 Audio in Breeze
25:25 Outro
Make sure to bookmark the Playlist to keep up-to-date and check out future episodes to learn even more from the CRYENGINE Summer Academy 2021:
youtube.com/playlist?list=PLpCgy91Y5vMthPN4vM2ETwbfVybkUV-1D
The CRYENGINE Summer Academy is aimed at both newcomers to CRYENGINE and those with an intermediate level of experience. You will learn the fundamentals of game development for all kinds of projects. Hosted by Junior Evangelist Roman Perezogin, the expanded fifteen-part series uses Breeze’s beautiful, stylized island, home to a little platforming robot with big dreams, as a learning aid. He is accompanied by members of our team who have created award-winning Crytek games to provide further expert insight, tips, tricks, advice, and new tutorials.
The series will include C++ coding tutorials and will also cover character animation, gameplay logic, level design, lighting, environment assets, particle effects, audio, and more. You will be armed with a wealth of knowledge about our engine and game creation as we roll out the course with regular episodes from today and continuing over the summer.
You don't want to miss any future live streams? Than follow us on Twitch! twitch.tv/cryengine
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Music used in this video:
Music: @Epidemic Sound : Royalty Free Music
ES_Summer Beat - Qeeo
#cryengine #gamedev #gamedesign #platformer #tutorial
00:00:00 Introduction
00:00:18 Intro to game audio: linear media
00:00:31 Agenda
00:05:45 Thinking in terms of conditions
00:07:20 Thinking in real time
00:07:37 Audio production
00:08:50 Processing audio through DAW software
00:10:24 Processing audio through audio middleware
00:12:03 Overview of audio setup in CRYENGINE
00:14:37 Dealing with ambience (echo, reverb)
00:16:26 Working with audio code- overview
00:17:01 abstraction and audio middleware
00:17:52 High level overview of audio code design
00:18:59 Core concepts - audio system
00:24:56 Audio Controls Editor overview
00:26:01 Overview: Executing global functionality
00:27:25 Overview: Executing object-specific functionality
00:29:18 Overview: Executing object-specific functionality withint explicitly handling audio objects
00:29:53 Overview: Executing functionality via entities
00:32:35 C++ demo
00:33:32 Enabling audio debugging cVars using a .cfg file
00:34:50 Onscreen debugging information through s_DrawDebug
00:36:15 the Audio Controls Editor
00:36:49 Importing audio files into an ACE library
00:37:18 Assiging an imported audio file to a trigger
00:44:16 Executing object-specific functionality withint explicitly handling audio objects
00:45:29 Making audio follow an entity
00:48:58 Creating an aux audio object on an entity
00:52:35 Flo introduces Dominik's lesson
00:53:22 Hands-on middleware tutorial
00:53:37 ACE, sound banks, and triggers
00:55:35 Finding the sample project source files
00:56:10 The fMod interface
00:56:41 Importing audio files into an FMOD event
00:57:02 Understanding multi-instruments in FMOD
00:57:40 Creating a sound bank
00:58:07 Assing an audio event to a sound bank
00:59:02 Adding a sound bank to a CRYENGINE audio library
01:00:09 Add an audio trigger to a library
01:00:39 Organizing audio entities in Level Explorer
01:01:16 Adding a trigger spot to a level
01:01:42 Making an ambient sound loop continuously
01:02:25 Snapping entities to geometry
01:02:46 Audio debugging
01:04:31 Creating a sound for a particle effect in FMOD
01:04:50 Creating a 3D event in FMOD
01:05:57 Adding a loop region to a multi-instrument in FMOD
01:08:37 Preparing ACE triggers while sound banks are still being created
01:10:08 Adding audio to a particle effect
01:11:48 Setting up attentuation in FMOD
01:13:04 Adding a parameter in FMOD
01:14:10 Adding an EQ effect in FMOD
In under 90 minutes, the presentation introduces audio production, an overview of the core concepts in CRYENGINE's audio system, the audio setup process in CRYENGINE, and more.
The presentation also includes a Middleware tutorial using FMOD as an example.
This section contains an overview of the FMOD interface, adding trigger spots to a level, making ambient sounds that loop continuously, creating a sound bank for particle effects, the debugging process, and more.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
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#AudioDesign #FMOD #GameDesign
Breeze is an 8-part tutorial series featuring guests and speakers from the Crytek HQ in Frankfurt, sharing their knowledge and insights while building a slightly different kind of CRYENGINE game. The invited guests will join Cry-Journey on Breeze-Island and talk about character animation programming, gameplay logic, level design and lighting, environment assets, particle effects, marketing tips for indie devs and much, much more.
Stay tuned for new releases! And enjoy the Breeze.
#AchievedWithCRYENGINE #GameDevTutorial #Platformer
Breeze Summer Academy 2020 re-cap is only the beginning - as we have much in store for the summer season 2021. Like, share and subscribe to always be up to date and for even more CRYENGINE content, follow us on Twitch: twitch.tv/cryengine
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
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Music: @EpidemicSoundRoyaltyFreeMusic
ES_Summer Beat - Qeeo
00:00:00 - Editing shaders
00:00:42 - The Environment Editor
00:01:27 - Curve editor and dynamic time of day
00:02:21 - Enabling volumetric fog
00:05:59 - Sun specular multiplier
00:06:51 - Skybox settings
00:07:38 - Setting up a skybox texture in Photoshop
00:09:11 - Creating the sky material
00:09:33 - Fine tuning skybox materials in environment editor
00:11:39 - Volumetric fog settings in environment editor
00:12:50 - height (top) - volumetric fog
00:13:35 - density (top) - volumetric fog
00:14:01 - global density - volumetric fog
00:14:56 - global fog and interiors - volumetric fog
00:15:47 - Ramps with global - volumetric fog
00:17:11 - Fog color (atmosphere) - volumetric fog
00:17:47 - Anisotropy (atmosphere) - volumetric fog
00:18:43 - Color (sun radial) - volumetric fog
00:19:08 - Anisotropy (sun radial) - volumetric fog
00:19:33 - Radial blend factor - volumetric fog
00:19:43 - Range - volumetric fog
00:20:39 - In-scattering - volumetric fog
00:21:20 - Extinction - volumetric fog
00:21:40 - Analytical fog visibility - volumetric fog
00:22:06 - Final density clamp - volumetric fog
00:22:10 - Variables - Sky Light
00:23:17 - Night sky multiplier settings
00:24:24 - Volumetric clouds
00:25:41 - cloud shading
00:26:37 - Sun Rays Effect
00:27:42 - Advanced properties - tweaking ocean
00:27:56 - HDR tone mapping settings
00:29:18 - HDR saturation
00:29:24 - HDR color balance
00:30:17 - HDR exposure values (EV)
00:31:51 - Disabling HDR eye adaptation
00:32:24 - HDR EV auto compensation
00:32:35 - HDR bloom amount
00:33:18 - Filters
00:34:11 - Filters - photofilter color
00:34:15 - depth of field
00:34:49 - particle sorting issues with depth of field
00:35:53 - Shadows
00:37:00 - Constants
00:37:42 - Constants: Sun
00:37:59 - Constants: Moon
00:38:44 - Constants - Wind
00:39:20 - Breeze proxies
00:39:38 - Constants - cloud shadows
00:40:17 - Constants - Color Grading
00:42:41 - Constants - Total Illumination
00:44:30 - SVOGI - injection multiplier
00:45:43 - SVOGI - sky color multiplier
00:46:06 - sky color multiplier and fog top color+multiplier
00:47:08 - Constants - Total Illumination - Use TOD Sky Color
00:48:08 - Constants - Global Illumination - Specular Amplifier
00:48:16 - Constants - Global Illumination - Diffuse Bias
00:48:52 - Constants - Global Illumination - Cone Max Length
00:49:01 - Seeing the SVOGI voxel grid with e_svoDebug
00:49:45 - SVOGI - Update Geometry
00:50:50 - SVOGI - Min Node Size
00:51:25 - SVOGI - Low Spec Mode
00:52:03 - Constants - Total Illumination Advanced - Integration Mode
00:52:23 - SVOGI - Integration Mode
00:52:51 - Constants - Total Illumination Advanced - Number of Bounces
00:53:18 - SVOGI - Translucent Brightness
00:54:12 - Volumetric fog components
01:01:22 - fog volumes wind influence and noise
01:03:47 - Clip volumes to constrain lights and fog in interiors
01:11:23 - Vis Areas
01:12:27 - Portals with vis areas
01:13:56 - Projector light components
01:16:19 - project light shadows and minimum shadow graphics
01:16:48 - Limitations on shadow casters
01:17:03 - Modifying the maximum number of shadow casting lights
01:17:29 - Shadow bias settings on light components
01:17:48 - Attenuation bulb size - light components
01:18:33 - fog settings for light components
01:19:25 - SVOGI's bounce light and light components
01:19:56 - Attenuation bulb size and SVOGI
01:20:16 - light component animation settings
01:20:43 - creating custom light animations
01:20:55 - View Ratio property and seeing distant lights
01:22:03 - setting view dist ratio for light components
01:22:27 - Point light component
01:23:18 - area lights
01:24:12 - area lights and attenuation bulb size
01:24:50 - area lights and projection textures
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
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#EnvironmentArt #LevelDesign #GameArt
00:00:00 - Introduction
00:00:35 - Exporting textures from Photoshop: albedo, normal, gloss, etc.
00:02:36 - Creating materials in Photoshop
00:05:38 - Debugging: seeing various textures with View Modes
00:06:43 - Support for additional textures
00:06:57 - Vegetation opacity maps
00:08:27 - Exporting textures from Substance Designer
00:09:17 - .DDS and .cryasset file formats
00:09:45 - Exporting 3D meshes from 3DS Max
00:10:43 - Setting up the 3DS Max exporter tools
00:13:49 - Adding LODs for static assets
00:17:30 - Adding a physics proxy for a static object
00:19:03 - Setting up materials in 3DS Max
00:22:30 - Surface types in materials
00:24:17 - Placing .CGF models as brushes
00:24:34 - Placing .CGF models using vegetation editor and terrain paint layers
00:25:44 - Placing .CGF models procedurally using terrain paint layers and vegetation editor
00:27:02 - Placing .CGF models as physicalized entities
00:28:39 - Archetype entities
00:29:30 - Prefabs
00:30:09 - Setting up vegetation bending using 3DS Max vertex colors
00:37:58 - Vegetation touch bending in grass vegetation (physics-driven)
00:40:59 - Seeing vegetation bones with p_drawHelpers
00:44:31 - Exporting CGF models to OBJ to edit in 3DS Max
00:52:04 - Creating a collision proxy for an object
01:00:03 - Breakable object setup
01:11:50 - Debug draw modes
01:14:31 - Using e_DebugDraw modes to optimize assets
This presentation is aimed at experienced developers and shows you all the stages required to create environment assets for your scenes using 3DS Max and CRYENGINE.
In around 75 minutes, you'll learn how to create physicalized static and dynamic meshes like rocks or buildings, physics proxies, and texture maps.
The presentation also shows you how to make vegetation that responds to both wind and collisions with physicalized objects.
Other topics covered include moving assets between 3DS Max and CRYENGINE and the debug and optimization process.
If you are completely new to CRYENGINE, we recommend that you download our beginner's course:
cryengine.com/marketplace/product/CEMP-2019
Or you can watch the tutorial on our YouTube channel:
youtube.com/watch?v=FAXHqKvuPF4&list=PLpCgy91Y5vMvZp9_UQivhhK588pvaUtBZ
Subscribe to our channel and click the bell icon to get notifications for the latest tutorials from CRYENGINE.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
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#EnvironmentArt #LevelDesign #GameArt
Animation Rigging with Maya - Alex Raab
Start Topic
00:00 Introduction
00:35 Installing tools for 3DS Max
01:43 Opening the rig
02:25 Working with pre-existing rigs
02:38 Understanding .CDF files
03:50 Understanding skinning
04:35 Bringing a skinned Maya character into the engine
06:34 Exporting a .SKIN file from Maya
06:57 Coordinate systems in Maya vs. CRYENGINE
08:10 Assigning a texture to the character in Maya
10:55 Exporting the character from Maya
12:47 Creating a new .CDF character in CRYENGINE
13:46 Defining the skeleton
17:45 Assigning a material in Character Tool
19:43 Defining an animation folder for a .CDF character
21:22 Exporting animations from Maya
25:14 Examining the .CDF file format
25:38 Skeleton extensions
39:12 Setting up Look Inverse Kinematics (IK)
41:03 Constraint aim modifier
45:41 Setting up a leg IK
49:57 Summary
In our latest CRYENGINE Master Class, Lead Technical Artist and master rigger Alexander Raab delivers an invaluable, practical presentation covering the animation rigging process using CRYENGINE and Maya. Alexander draws upon his years of experience to walk you through proven-in-production workflows in a presentation that is an essential watch for anyone involved in, or wanting to learn about, the animation rigging process.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
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#cryengine #masterclass #tutorial
Game Programming - Alex Klinger
Start Topic
0:00:00 Introduction
0:00:22 About the speaker
0:00:32 Agenda
0:01:39 The game Plug-In
0:02:02 Implementing a game plug-in: initialization
0:03:44 Game plug-in: system events
0:04:45 Game plug-in: updates
0:05:49 Entities: what is an entity?
0:07:21 Entity links - logical
0:08:53 Entity linking - physical (parent-child)
0:09:34 IEntity class
0:10:23 Entity GUID
0:11:34 Entities: creating entities
0:12:34 Entities: members, functions, slots/components
0:12:54 Entities: global and local transforms
0:13:26 Entities: flags
0:14:14 Entity component system
0:17:28 Writing a custom component
0:19:43 How to use the entity system: query entities
0:20:14 Creating entities through code
0:20:39 Finding entities without knowing their GUID
0:20:49 Removing entities through code
0:21:05 Working with entities by layer
0:21:43 Handling input through Action Maps
0:23:34 The input component in player.h
0:24:54 Adding a new mapping to the defaultprofile.xml
0:25:25 Physics: physicalizing entities
0:25:40 Physics: the resting property
0:26:41 Physics: rigid vs. static types
0:27:10 Physics: buoyancy
0:27:28 Physics: simulation parameters
0:28:25 Physics: collider components
0:29:25 Physics: render vs collider meshes
0:31:10 Physics: constraint components
0:31:33 Physics: point constraint component
0:31:51 Physics: line constraints component
0:33:49 Physics: plane constraint component
0:38:36 Physics: setting parameters with pe_action
0:39:16 Physics: querying status of entities
0:40:27 Physics: controlling entities en masse through pPhysicalWorld
0:41:13 Physics: raycasting using RayTraceEntity
0:42:06 Areas
0:45:07 Overview of using areas through custom Flow Graph nodes
0:46:25 Console variables
0:48:27 Creating and using custom cVars
0:49:57 Debugging and drawing
0:52:01 Logging with CryLog
0:52:54 Finding the saved editor.log file
0:53:27 Debugging and drawing helpers
0:54:13 Debug drawing: the pAuxGeomRenderer
0:54:44 Practical lessons
0:54:54 Creating a solution
0:55:18 Creating a new project from Launcher
0:55:54 Finding a project home folder from the Sandbox
0:56:20 Generating a solution for a new project
0:57:15 Setting the startup project in Visual Studio
0:57:39 Compiling the project for the first time
0:58:13 Confirming a successful build
0:58:36 Launching the project in Sandbox from Visual Studio
0:58:50 Running multiple instances of the editor
0:59:04 First test of a project in Sandbox
1:00:03 Moving the camera to an entity even when you can't see it
1:00:23 Visual Studio navigation basics
1:01:15 Adding code to the gamePlugin.cpp file
1:01:29 Coding a custom cVar (Console Variable) to GamePlugin.cpp
1:03:51 Including needed header (.h) files
1:04:30 Making use of a custom cVar
1:05:13 Compiling the modified code and launching the editor
1:06:04 Assigning logic to a custom cVar in player.cpp
1:07:15 Retrieiving the current value of a custom cVar
1:10:03 Coding a custom entity component
1:18:43 Adding logic to your custom entity component
1:22:26 Summary
1:22:55 Going further and community help
Software Engineer Alexander Klinger delivers our latest CRYENGINE Master Class, providing an introduction to CRYENGINE 5.6 aimed at C++ game programmers and game designers who would like to develop their understanding of game programming in our engine.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
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#masterclass #c++ #gameprogramming
0:00:00 - Introduction
0:00:50 - Graphics APIs support
0:00:58 - Support for VR operating systems
0:01:09 - Course goals
0:01:42 - Code modules relevant to rendering pipeline
0:02:22 - Tasks handled by Cry3DEngine module
0:02:29 - Tasks handled by RenderDLL module
0:02:47 - Module responsibilities
0:03:19 - 3DEngine tasks
0:03:46 - RenderDLL tasks
0:03:58 - Pipeline sequence
0:04:28 - Thread synchronization between 3DEngine and RenderDLL
0:04:59 - Complexities introduced by pipeline method
0:05:23 - Use of command buffer
0:06:36 - RenderView
0:07:18 - Multi-buffering alternative strategy
0:07:59 - Important classes
0:11:02 - CBrush class dependency hierarchy
0:12:52 - 3DEngine Execution Flow
0:15:52 - 3DEngine boot profiler analysis
0:19:47 - Octree Traversal
0:23:51 - Permanent Render Objects (PRO) optimization
0:25:21 - 3DEngine useful cVars
0:27:37 - Rendered - RenderDLL
0:28:12 - Rendering: API layers
0:33:22 - Renderer: important classes
0:34:24 - Low-level API
0:36:40 - High-level API
0:46:27 - High-level API: draw call generation
0:51:40 - High-Level API: Draw call generation - primitive render pass
0:59:13 - High-Level API: Draw call generation - scene render pass
1:02:22 - High-Level API: Draw call generation - 3DEngine data transfer
1:04:05 - Renderer: general structure
1:08:01 - Standard graphics pipeline
1:08:21 - Standard graphics pipeline: high level overview
1:11:57 - Graphic piplines stage: SceneGBuffer
1:13:44 - Graphics pipeline stage: ShadowMap
1:14:55 - Graphics pipeline stage: tiled shading
1:15:40 - Graphics pipeline stage: scene forward
1:17:32 - Graphics pipeline stage: tonemapping
1:18:08 - Graphics pipline stage: color grading
1:18:48 - Graphics pipeline stage: post anti-aliasing
1:20:36 - Renderer - useful cVars
1:22:32 - Shader system
1:23:51 - Shader system
1:24:42 - Scene object shaders
1:25:54 - Pipeline utility shaders
1:26:27 - Permutation system
1:29:25 - Frequently used shaders
1:30:16 - Shader compilation
1:30:57 - Remote shader compiler
1:31:30 - Shader cache
1:32:57 - Editing shaders in the sandbox
CRYENGINE is famous for its real-time rendering power, allowing you to produce beautiful and ultra-realistic worlds.
This Master Class provides detailed insights into every stage of image processing.
Anyone involved with compiling and modifying CRYENGINE directly from source code will find this Master Class invaluable.
If you are completely new to CRYENGINE, we recommend that you download our beginner's course:
cryengine.com/marketplace/product/CEMP-2019
Or you can watch the tutorial on our YouTube channel:
youtube.com/watch?v=FAXHqKvuPF4&list=PLpCgy91Y5vMvZp9_UQivhhK588pvaUtBZ
Subscribe to our channel and click the bell icon to get notifications for the latest tutorials from CRYENGINE.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
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#cryengine #masterclass #tutorial
Introduction to Sandbox - Brian Dilg
Start Topic
0:00:00 Introduction
0:00:09 Using the Launcher
0:01:00 Using shell extensions
0:02:42 Using GameSDK assets in a non-GameSDK level
0:05:04 Customizing tool layouts
0:07:13 Creaitng a new level
0:11:25 Using entity components to add an entity
0:11:46 Empty entities and helpers
0:13:21 Using the selection, move, rotate, and scale gizmos
0:14:27 Basic camera navigation in Sandbox editor
0:14:54 moving the camera instantly to any object(s)
0:16:59 Orbiting the camera around selected object(s)
0:18:11 Testing physics
0:18:39 Adding a Rigidbody component
0:20:01 Global wind and atmospheric pressure
0:20:24 Brushes vs. physicalized meshes
0:21:00 The resting property
0:21:11 The physics tool
0:21:46 Seeing an object's mass using the Physics tool
0:23:23 Changing the mesh model
0:23:58 Changing thumbnail sizes in folder windows
0:24:11 Snapping objects to the terrain and understanding pivots
0:25:00 Using Get Physics State
0:26:26 Renaming entities
0:26:52 Folders and layers in Level Explorer
0:27:15 Hiding layers and entities
0:27:20 Freezing (locking) entities
0:28:44 Environment Editor
0:29:53 Transform properties
0:30:13 Modifying values by dragging, typing, or clicking
0:31:49 Changing sun settings in an environment preset
0:33:13 Saving an environment preset
0:34:13 Saving a custom tool layout
0:34:52 Physics point constraints
0:35:26 Wireframe view
0:37:12 Absolute world vs. parent/child coordinates
0:37:51 Limiting degree of movement on physics constraints
0:39:02 Physics line constraints
0:42:07 Physics plane constraints
0:42:43 Damping
0:44:23 Mass vs. density
0:46:21 Modifying the heightmap using the Terrain Editor
0:47:42 Reversing the direction of terrain sculpting brushes
0:48:49 Ocean and terrain heights - default, custom
0:49:28 Hiding and repositioning ocean and terrain
0:50:30 Custom ocean height
0:51:07 Generating procedural terrain
0:51:44 Camera collisions with objects or terrain
0:52:31 Adding an environment probe to add ambient light and specular reflections
0:55:26 Setting preferences for helpers
0:56:58 Generating cubemaps for environment probes
0:59:03 Environment probe and cube maps names
0:59:41 Using environment probes in interiors
0:59:58 Fine tuning environment probe settings
1:01:20 Using terrain paint layers
1:02:47 Making terrain textures height- and slope-dependent
1:05:26 Using a water volume to create a lake
1:06:37 Snapping to terrain
1:11:02 Assigning a material to a mesh
1:11:50 The console tool
1:15:06 Using the material editor
1:17:59 Adding a brush to the level
1:19:25 Repositioning objects while modifying terrain height
1:20:39 Dynamically repositioning entities while sculpting terrain
1:21:21 Using the Vegetation Editor
1:26:43 Setting vegetation to bend in the wind
1:27:34 Graphics spec and performance
1:28:12 Using Display Info to monitor frame rate and other performance and memory information
1:29:43 Setting the active layer
1:30:09 Disabling physics on background layers
1:31:01 Layer checkout and team development methods
The Sandbox Editor is the heart of CRYENGINE video game development.
This presentation provides you with an essential overview of the interface's core features.
You'll also receive advice on how to organize and manage your work with the Sandbox Editor, so you can develop an effective workflow, whether you are developing alone or as part of a team.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
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#cryengine #masterclass #tutorial
00:00 Intro
01:15 Mannequin Editor, opening it
01:24 Loading up preview file
01:55 Fragments
03:10 Idle
05:20 Walk
05:45 Test
05:55 Outro
The video shows you how to use the Mannequin editor to set up a character with basic locomotion.
First, Roman shows you how to import and set up a character in the editor.
You’ll learn how to use fragments to map new animations to existing logic in the code.
Roman then explains how to apply an idle animation to your character and add blendspaces to create movement.
#Animation #Mannequin #PlayerCharacter
New to the series? Get up to speed by watching the tutorials below:
Part 1: Use 3DS Max to reorient animations for use in CRYENGINE
cryengine.com/news/view/character-pipeline-reorienting-animations-3ds-max
Part 2: Use Maya to reorient animations for use in CRYENGINE
cryengine.com/news/view/character-animation-pipeline-reorienting-animations-in-maya
Part 3: Use Blender to reorient animations for use in CRYENGINE
cryengine.com/news/view/character-animation-pipeline-reorienting-animations-in-blender
Part 4: Export and Import geometry and animation assets with 3DS Max, Maya, and Blender
cryengine.com/news/view/character-animation-pipeline-export-import-assets-with-3ds-max-maya-and-blender
Part 5: Make a playable character
cryengine.com/news/view/character-animation-pipeline-tutorial-making-a-playable-character
Part 6: Introduction to blendspaces and how to use them
cryengine.com/news/view/character-animation-pipeline-tutorial-blendspaces
To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE.
If you are completely new to CRYENGINE, we recommend that you download our beginner’s course:
cryengine.com/marketplace/product/CEMP-2019
Or, you can watch the tutorial on our YouTube channel:
youtube.com/watch?v=FAXHqKvuPF4&list=PLpCgy91Y5vMvZp9_UQivhhK588pvaUtBZ
Subscribe to our channel and click the bell icon to get notifications for the latest tutorials from CRYENGINE.
CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com
Subscribe: youtube.com/cryengine?sub_confirmation=1
Add us on Twitter: twitter.com/cryengine
Follow us on Facebook: facebook.com/cryengineofficial
Join the discussion on our Forum: forum.cryengine.com and/or CRYENGINE Discord: discord.gg/cryengine
Browse our Marketplace: cryengine.com/marketplace


