Tuesday, July 30, 2013

Week_01- Cry Engine Videos and notes

Folder structure
  • Bin32 and Bin64: are where the game files are stored and you use  64 for a smooth and faster running editor, or the 32 for a more slower processor.
  • Editor is where the files for the editor/ sandbox are stored
  • Engine is where the shaders and other important elements in the real time environment are stored
  • Game is the important fine as this is where the levels, animations, music files, custom materials and the game are stored. Some files can be opened with WinZip and WinRAR
  • Tools contains system files and it is advised that you don't edit anything in here- it also contains files for debugging, troubleshooting and crash dump
User Interface
  • interface is similar to the 3dsmax interface
  
ViewPorts
  • Basic movement with WSAD
  • Right mouse button, looks around
  • middle mouse button, pans
  • right mouse and middle mouse, moves up and down to fly around scene
  • hold down shift to move slightly faster
  • alt and middle mouse button to rotate the screen
  • speed settings of the camera movement are at the bottom, can custom increase speed
  • ctrl f1-f12 sets positions around the scene for quick navigation, and shift f1-f12 loads the screens
  • ctrl G spawns in game
 Customize editor
  • drag and drop windows on top of one aother to compress the windows and use tabs
  • can attach panels to the side of editor
  • rollup bar and console can also be attached to any side of the viewport or in tabs, and can be closed
  • customise keyboard in customise tabs, and can add comment and create own to lbars if you want.
  • click new and make new toolbars- it is empty, and you go into comments and scroll to what you want, then drag and drop onto the toolbar. You can have as many buttons as you want. 
  • screen tips can be enables, and there are comments show what features and what function what button does what, when you hover over with mouse
  • keyboard, you create your own hot keys in the customise tab at the top. You can modify each button to assign different functions.

Monday, July 29, 2013

Week_01- Notes On Cry Engine (super long!)

 http://benv2423-2013rk.blogspot.com.au/
(I WILL CONDENSE THIS LATER :) )
Getting Started And Folder Structure
  • Getting Started:
  •    Cry engine build and structure, UI customisation
    ·         Exterior and interior level customisation
    ·         Terrain block out,
    ·         Vegetation dressing and how to use editor specific editors
    ·         Water volumes, entity cloud
    ·         Environment setting
    ·         Deferred lighting
    ·         How to create custom content
    ·         Terrain textures and materials
    ·         Game assets from  start to finish, with custom textures and materials
    ·         Tips and trick with workflow and editor
    ·         Cry engine, play functionalities, real time with shadows and lighting, no need to render and what you see in viewport, you see in game
    ·         Entities in the editor, with doors, particles, lights, archetypes, notions on hoe to work with the editor
    ·         Video on how to work with objects and how to rotate and scale to speed up the process
    ·         Basic islands with modelling island from scratch
    ·         Vegetation, bushes, rocks, features
    ·         Decent block out established first
    ·         Specific areas in the level, water volumes, rendered with ocean, water volume used to mimic a river
    ·         Exporters and importers should be set up properly
    it is a real time editor ie. what you see in the editor is the exact real time environment you get once you finish, so you don't need to render anything
  • Structure:
    o   Bin 32 and 64 are where game files are, and if you are running a 64 bit computer, it loads memory faster, but use bin 32 if it is problematic with your computer
    o   Editor is where the files form the editor are stored
    o   Engine is the engine where shaders and other features that help to run the program are stored
    o   Game folder is important as it shows levels, animations, music files, and is where the whole game is stored. Sounds, particles, textures, can be opened with winzip or winrar
    o   Tools are important
    o   System files down the bottom comes with the build, don’t edit these and don’t fiddle with them. Don’t add new commets to existing files, make a new file and rename it- Notepad- “user.cfg” are your custom settings for your editor when you first open it up.
    o   Dump and lock files are also here, and this is where you debug crashes

    Overview of the Interface:
  • ·         Majority of interface is standard,
    ·          viewport in the middle,
    ·         top right hand corner is the stats
    ·         top left, perspective viewport, will be using 99.9% of the time, right click on it, you can access wireframe mode or press F3
    ·         two or three positions, labels and frames, cinematic, customisation,
    ·         view, viewports, top, front or left, never really used, and you can sometimes use in your work
    ·         top, front or left
    ·         majority of work done in perspective view
    ·         top is resolution you’re running on the game. Right click it and you edit it. Resolution updates in real time as you adjust the screen
    ·         entities toolbar, type “rock” in the object and you can isolate the items in the search bar up at the top, so remember to rename the entities and brushed.
    ·         Bottom+status bar at the bottom, and as you select entities, and you can see
    ·         Lock selection
    ·         X,y,z are coordinated to where they correspond, speed of the viewport camera, 0.1 speed of the camera at the bottom
    ·         Click terrain button: as you go through the terrain, torn at the bottom the on and off when you can go through or be bounded by the terrain, at
    ·         Ai physics don the bottom, editor mode, you can see that everything is physicalized, and you are still in editor mode, like in game but you can still edit
    ·         Go to position button, x, y,z the exact world coordinates of where the camera is at the moment in the world.
    ·         Double click on input bar, and you can see the console functions window pop up. It shows the valid comments and everything is in these comments. Can turn sound off and hud off and whatever
    ·         Change the values for this
    ·         Motion blur turn off
    ·         Turn them off by making them one to 0
    ·         Warnings, errors, anything wrong with the level will be in the console
    ·         Most of the work will be dome on the right, modifying will be on the side bar.
    ·         Will be similar to 3dstudio max
    ·         Rollup bar on the right:
    o   Entities in the editor
    o   All these functions, modify tab, can modify terrain and vegetation
    o   Hide by category tab and you can hide or unhide some objects or brushes.
    o   Render settings, can hide or unhide as well, useful links in here, show overdraw of the scene, fourth and last tab is the layer manager, this is where you are creating and managing all your layers
    ·         File-> new_>new level
    o   Export to engine exports what file you have open into the game, make changes to the terrain
    o   Generate surface texture only works on terrain
    o   Export selected geometry= works on a section of a level with soilds, ie. Designers use it to block out areas. You would select solids, and you would export them, and save it to opj. Then, you can easily export them into different files.
    o   Solids and brushes can be exported
    ·         Edit:
    o   Select objects and some scene files and editor files
    ·         Display, snap grinds, viewports
    ·         Grid settings
    ·         Config specs,
    ·         Group- allows you to group more objects into a single entity and you can group and ungroups
    ·         Prefab= like components, if you edit one, the other copies will change as well
    ·         Terrain- edit and modify terrain, create and modify sound, game, control G,
    ·         Terrain collisions, AI, these options, the AI and the generation of the AI and navigation
    ·         Cloud creation
    ·         Tools->customise Editor and UI
    ·         Reload terrain and other can reload level without closing the program
    ·         Debugging options here as well, such as clipping errors.
    ·         View:
    o    Material editors, and you
    o   Go into open view panel and everything is in the toolbar here
    o   Show rollup bar, if you close it by accident, go there
    o   Also for show console
    o   Layouts- save layout and it saves the editor layout once you open up cry engine again.
    o   Two different skins for cry engine, and you can use bright or dark. Go to enable skinning and it will change for you.
    ·         Tool bars can be hid and unhide
    ·         Top =edit mode tool bar, standard,
    o   List of all actions, editors and modelling
    o   Link and unlink entities (looks like two chains)
    o   Drop down, decals and other objects can be chosen, frozen and selected or deselected
    o   Select and move is the most basic operation, select and rotate, scale tool
    o   Select terrain (with the mouse and the wave) can select a part of the terrain
    o   Next drop down helps
    o   Local, view, parent, modelling apps, x,y and z, they restrain the particular axis, xy is on the flat plane, not the height plane
    o   Snaps to the terrain and the objects
    o   Follow terrain and snap to objects help to snap the object your export into the terrain and follows new heights. The follow to terrain only follows terrain and the other follows other existing items in the scene.
    o   Organic scenes, such as placing rocks, turn off snap to buttons and place freely. More industrial scenes need snap to grid and angle snap are important and should be used.
    o   Snap to grid_ lines are the grid, and the faces show that it has a one metre spacing.
    o   Cry engine uses meters, and uses metres
    o   Snap angle- spiral lines, they will snap to specifically set angles,
    o   Rotate freely the
    o   Roller tool. Specific measures between one point to the other, and uses real life measurements.
    o   Select objects tools, list of objects in the level, hide and unhide tools,
    o   Name sections roll down bar helps you to select some specific objects and save selections with the save button right next to it.
    o   Load objects, if you reload them, they will bring back the selections that you had before back into the environment, in case you accidentally delete them
    ·         Second bar on the top:
    o   Terrain tool bar has lighting, height maps, modify and delete some textures
    o   Dialogues toolbar: most common stuff, material editor, character editor, commonly used, a lot of stuff used here, browse database and tool

  • ·         View Ports
    Wsad, basic movements keypad
    ·         Right mouse, look around, mouse button, middle, pan around
    ·         Middle mouse, and right mouse button, and move mouse up and down to fly around in the scene
    ·         Use wsad
    ·         Shift moves you slightly faster
    ·         Use mouse wheel for that move back and forth
    ·         Artist- export asset in game to use same viewport cameras
    ·         Sandbox, in max, use alt and middle mouse button can help to rotate the screen
    ·         Same camera controls in max, and they work  very well
    ·         Speed sat the bottom, viewport camera speed, default value and is very slow, slower and faster and three standard buttons at the bottom
    ·         Flies faster in the scene
    ·         Q turns snap to terrain on and off
    ·         Ctrl f1 camera tab 1 set to position, saves position
    ·         Shift f1 loads the position
    ·         Works up to f12 to load positions so its easier to navigate
    ·         Ctr G spawn in game, abilities, boats, water effects,
    ·         Helpers:
    o   Top right corner, looks like a corner box
    o   Labels- preferences, viewports, scroll to text labels off (false) and you only see icons of helpers
    o   Much easier to see
    o   Name of entity, you select it and go into the input block and see the name or mouse over
    o   Space bar- you see names of the entity