CRYENGINE Game Development Blueprints
Richard Gerard Marcoux III Chris Goodswen Riham Toulan Sam Howels更新时间:2021-07-16 20:21:44
最新章节:Indexcoverpage
CRYENGINE Game Development Blueprints
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Support files eBooks discount offers and more
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Chapter 1. Getting Started
Downloading the starter-kit
Installing the starter-kit
Important classes within the starter-kit
Compiling our game
Summary
Chapter 2. Creating a Playable Character
Implementing player lives
Implementing player movement and rotation
Making a camera follow the player
Summary
Chapter 3. Implementing Weapons and Ammo
Creating a weapon class
Creating an ammo class
Creating ammo events
Summary
Chapter 4. Creating an Enemy AI
Registering a new AI class
Detecting the player and preventing mobility
Shooting the player
Extending the AI
Summary
Chapter 5. Creating User Interfaces
Creating the Flash UI content for our menus
Creating UI elements
Implementing a game menu system in C++
Summary
Chapter 6. The Modeling Workflow for Game Characters and Tools
Getting started
Installing the CRYENGINE SDK
Installing CryTools
An overview of the modeling workflow
Summary
Chapter 7. Highpoly Modeling
Blockout
Highpoly
Using DynaMesh
Highpoly sculpting techniques
Sculpting out the forms
Adding the forms
Adding more details
Adding fine details
The hair system
Exporting the highpoly mesh
Summary
Chapter 8. Lowpoly Modeling
Creating the lowpoly model
Tools
Getting started
Topology and edgeflow
Building the lowpoly
Naming and organizing a Maya scene
LODs
Summary
Chapter 9. Texturing and Materials
Baking
Baking the fur and alphas
Efficient psd setup
Using masks
Basics of PBR texturing
Exporting maps
Exporting a mesh and materials into CRYENGINE
Importing the mesh by using CRYENGINE Material Editor
File check and handover
Summary
Chapter 10. Building the Character Rig
Getting started
Scene settings in Maya
Authoring the deformation skeleton in Maya
Building the rig
Summary
Chapter 11. Exporting the Character to CRYENGINE
Getting started
Art asset file types
Creating the export groups in Maya
The Character Editor
Exporting the animations to the engine
The physicalized attachments
Summary
Chapter 12. Initial Level Blockout and Setup
Action bubble level design
Adapting the premade SDK content
Summary
Chapter 13. The Flow Graph Workflow
Using Flow Graph containers
Using Game Tokens to create cleaner Flow Graphs
Laying out Flow Graphs to aid readability
Thinking modularly to future-proof our work
Summary
Chapter 14. Scripting Gameplay Content
Scripting the main level flow and events
AI navigation and sequences
Using the Mannequin editor
Adapting AI tasks based on player actions
Implementing objectives and checkpoints
Summary
Chapter 15. Maintaining Our Work
Skipping through the level flow
Advancing the state of other level elements
Advancing complex AI sequences
Debugging setup issues
Summary
Index
更新时间:2021-07-16 20:21:44