User manual CRYTEK FARCRY CRYENGINE SANDBOX EDITOR 1.1

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Manual abstract: user guide CRYTEK FARCRY CRYENGINE SANDBOX EDITOR 1.1

Detailed instructions for use are in the User's Guide.

[. . . ] 1. 1 Version USER MANUAL CryEngine® Sandbox Far CryTM Edition CRYENGINE® SANDBOX ­ FAR CRYTM EDITION User Manual CryEngine® Sandbox - Far CryTM Edition Crytek GmbH Coburg · Germany T able of Contents INTRODUCTION ACKNOWLEDGEMENTS NAVIGATION i ii iii Other Objects Lighting Dynamic Lighting Static Lights MAP CREATION Terrain Automatic Terrain Generation Height Maps Direct Terrain Editing Surface Texture Terrain Layers Surface Texture Layer Masks Layer Painter Lighting and Environment Vegetation Walkthrough 1 2 3 4 6 7 8 9 10 10 12 14 ARTIFICIAL INTELLIGENCE Placing AI Objects Controlling AI Actions Anchor Points AI Paths Restricting AI Movement Movement in Non-Standard Areas AI Vehicles Land and Sea Vehicles Concluding Words Animals Pigs OBJECTS Object Placement Placing Standard Objects Grouping and Linking Objects Object Management Toolbar Placing Area Objects Organising Objects Layers Select Object Window Hide by Category The Entity Library Destroyable and Physicalized Objects Doors and Switches Particle Effects Elevators and Flying Foxes 17 18 19 20 21 22 22 22 23 23 24 24 24 24 INTERNAL AREAS Floors and Ceilings VisAreas and Portals Walls Doors 55 56 58 58 EVENTS Simple Events Triggers More Complex Events Adding Impulse Elevators Walkthrough 49 50 50 50 51 53 Walkthrough 32 33 33 33 36 37 39 39 44 45 45 46 Walkthrough 26 27 27 28 30 Lighting Dynamic Lights Radiosity Lights Fake Lights Creating Holes in the Terrain Walkthrough 59 60 60 61 62 63 CUT SCENE EDITOR Introduction Key Concepts The Sequencer Tool Bar Creating a Cut Scene Placing objects for the scene Moving Objects 94 94 95 96 96 96 98 99 100 100 101 MULTIPLAYER MAPS Free For All and Team Deathmatch Spawn and Spectator Points Adding Weapons Vehicles Assault Maps Spawn Points Objectives Other Options Buildable Objects Walkthrough 67 68 69 70 71 71 73 75 75 77 Cameras Animating Objects Directing Playing your Cut Scenes Walkthrough MODDING Scripting Creating New Entities Setting Entity Properties Creating Methods and Events Example Entity Script 104 105 105 106 107 111 112 115 117 159 162 168 174 176 SINGLE PLAYER MISSIONS Setting Up Mission Scripts HUD instructions Game Instructions Movie Instructions Console Commands Miscellaneous Save Points Walkthrough 79 80 81 83 83 83 83 84 85 Particle Effects Editor Materials Editor Appendix A: Map Creation Tables Appendix B: Object Property Tables Appendix C: AI Tables Appendix D: Events Tables Appendix E: Light Types Appendix F: Music Engine Data Appendix G: Scipting and Editing SOUNDS Sound Spot Sound Presets Area Sound Presets Sound Preset Object EAX Sound Presets Music Engine Walkthrough 87 87 89 90 90 91 92 FAR CRYTM Introduction The remit of this user manual is to explain the workings of the CryEngine Sandbox editor, in terms of level editing within the domain of the Far CryTM game. The documentation is designed to enable the user to create multiplayer maps, levels and combinations of levels that are as complex and detailed as any of the levels or multiplayer maps released with the game. That means that the user should, with the skills learned from using the manual, be able to produce multiplayer maps and levels of the quality of anything provided with the game, but only if that user has the requisite level design skills. What the manual does not provide is information that explains how to modify the game engine itself, so that it performs differently to that which is provided. [. . . ] Sets height of path; must be zero for path to work. Unknown for this tool. Appendix Object Property Tables A detailed list of all the known properties of objects at time of documentation. BUTTON AI AIPath: defines a path for AI entities. Naming convention: n_PATH Parameter Width Height AreaID GroupID Closed DisplayFilled Range T/F T/F ForbiddenArea: defines the area where an AI can or can't walk. Parameter Width Height AreaID GroupID Closed DisplayFilled Explanation Unknown for this tool. Range T/F T/F AINavigationModifier: defines an area within Forbidden Area to allow AI entity to traverse it. Parameter Width Height AreaID GroupID Closed DisplayFilled Explanation Unknown for this tool. If 0 and closed it will generate a space where the AI will work as if indoors, with waypoints, etc. If it has a value it will generate this space at this height. Everything above or below will be considered outdoor. Everything inside will be considered indoor. Range T/F T/F AIHorizontalPlane: defines a plane for the ocean and water that the AI will see as "soft-cover". That means a plane will block the AI's view, like dense foliage. 117 FAR CRYTM Parameter Width Height AreaID GroupID Closed DisplayFilled Explanation Unknown for this tool. Display closed area filled. Range T/F T/F AIPoint: point for AI navigation within an area, usually NavigationModifier area. Parameter Waypoint Hide Point Entry Point Exit Point Explanation Defines object as being used as a point for the AI entity to move to. Defines object as being used as a point for the AI entity to hide at. Defines object as being used to allow the AI entity to enter or exit a NavigationModifier area. Defines object as being used to allow the AI entity to enter or exit a NavigationModifier area. Range Radio Radio Radio Radio AIAnchor: action modifier for nearby AI entities. Parameter Action Explanation Determines he action carried out by AI entity. Range List 118 FAR CRYTM BUTTON Area Shape: defines an area to be used in conjunction with another object, e. g. area trigger. Parameter Width Height AreaID GroupID Closed DisplayFilled Explanation Unknown for this tool. Range T/F T/F AreaBox: same as shape, but with a fade property and a set rectangular shape. Parameter AreaID FadeInZone Width Length Height GroupID Explanation Unknown for this tool. Determines if there is a fade area inside the box. Range AreaSphere: same as AreaBox, but a set sphere shape. Parameter AreaID FadeInZone Radius GroupID Explanation Unknown for this tool. Determines if there is a fade area inside the box. Range WaterVolume: defines a volume of water. [. . . ] Time in seconds for the particle to fade to zero size. This time is measured so that the end coincides with the end of the particle's life time. For example, if a particle has life time of 5 seconds, and Size FadeOut of 2, the particle will start to shrink after 3 seconds. Size FadeIn Size FadeOut Particle Rotate Settings Parameter Rotation x, y, z Rotation Variation Initial Angles x, y, z Initial Angles Variation Explanation Sets rotation speed around the three axes (degrees per second). Sets percentile variation in rotation speed. [. . . ]

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