User manual CRYTEK FARCRY CRYENGINE SANDBOX EDITOR 1.1

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[. . . ] 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. [. . . ] Click Entity and select the BuildableObject object from the Others directory. Place the object on the map - it probably looks like a giant yellow duck. To turn the BuildableObject into a buildable wall, change the object's properties as shown. 77 FAR CRYTM 3. Place another buildable object on the map, some distance away from the wall, where you want an engineer class to construct the wall from. To allow your engineer class to construct the wall, the constructor needs to be programmed to trigger the unbuilt wall. In the Input/Output Events for the constructor, click the On Building event, and then select the unbuilt wall. Then click the On Built event, and click the unbuilt wall again, but this time change the event to built. 78 FAR CRYTM 7 Chapter Single Player Missions You can use the CryEngine Sandbox editor to create entire levels, and then link those levels together to create an entire game. Y Demo: Comment1 our single player missions are likely to be more complicated than any multiplayer map that you create. You will need to tie a series of events together, from mission start to mission end, and update the player on what he has to do, etc. , even linking one mission to another to create an entire game or sub-game. The missions are also a lot more freeform than multiplayer, and you will have to decide for yourself how things will proceed. That means that this chapter will cover as much as is necessary to create a mission, but you will have to decide what you will need for yourself. Setting Up The first thing you will need on any map is a respawn point. You need only one respawn point, but placing additional ones at each savespot helps debugging the mission. You can place a spawn point simply by placing a Respawn object from the TagPoint list in the Objects tab onto the map. To make it work you must name it Respawn and give it a number, for example Respawn1. You need to number each subsequent Respawn point sequentially, but the numbers don't need to follow one after another, i. e. you can have a sequence of spawn points numbered 1, 2, 4, 5, 8, and they will be triggered in that order. You will also need to give the player some weapons, and tell the game what weapons will be allowed for that mission. To tell the game what weapons the player will have at the start, you need to create an Equipment Pack, the same way as described in the Multiplayer Maps chapter. After picking the equipment pack in the Mission Properties window, you will then want to tell the game what weapons can be collected on that level. To do this click on the weapons tab, and add each weapon that will be used in the mission. If you don't add the weapon, it is possible that when the player picks it up in the game, it won't show in his inventory. When you change the equipment pack the player is starting with, the weapon that is active will be the one the player is starting with in his hands. 79 FAR CRYTM Note The active weapon in the Equipment Pack is the one that is highlighted when you accept the weapons you have chosen. The last thing you will want to do in setting up the level is to trigger the first objective. [. . . ] The color is linearly interpolated over the lifetime of the particle, becoming the EndColor as the particle dies. Sets the number of frames over which to play animated textures attached to the particle. Similar to layering, this feature allows sorting of particle sub-effects. Particles with lower draw order will be rendered before (under) particles of higher draw order. [. . . ]

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