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CryEngine3 guidelines?

Posted: 2013-04-20 22:11
by doop-de-doo
I'm not sure if this is asking too early, but:

Is it possible for the DEVs to lay out the basic guidlines they are looking for in the case of maps for CE3 (size, weather standards, etc.)? Rhino?

There are few objects to work with beyond the ones included with the SDK and they don't all worth for PR. How would one have access to released objects, etc.?

Re: CryEngine3 guidelines?

Posted: 2013-04-21 08:42
by Psyrus
You should probably contact Foxhound. I'm not sure if any of the BF2 devs here have much interaction with that project...

Re: CryEngine3 guidelines?

Posted: 2013-04-21 12:14
by BigNaptizzle
Is it possible for the DEVs to lay out the basic guidlines they are looking for in the case of maps for CE3 (size, weather standards, etc.)?
There are none as of yet. But you can most certainly apply the basic PR:Bf2 guidelines for now.

What we currently need more than anything is people who are willing/able to create fully fleshed out assets and props, including textures and LODs. I cant stress this enough for the people asking "how can I help?". Ofc that doesnt stop you from obtaining the skills necessary for creating a map in CE3, but you will have to use the objects that come with the SDK/are publicly available (you can find some in the crydev.net forums).
There are few objects to work with beyond the ones included with the SDK and they don't all worth for PR. How would one have access to released objects, etc.?
Are you refering to the assets we've created internally with the PR2 dev team? If so, you would probably need to become a dev before getting access :) . However, once a build has been released to the public, most of the assets will automatically become usable for the community, as we probably won't be able to/intend to encrypt them.

For an official statement you will have to contact TwistedHelix/Foxhound though.

Re: CryEngine3 guidelines?

Posted: 2013-04-21 16:34
by doop-de-doo
Thank you greatly.

Re: CryEngine3 guidelines?

Posted: 2013-04-24 02:22
by LITOralis.nMd
BigNaptizzle, objects made in Blender are usable in the PR mod for Cryengine?

Or more specifically, which 3d modelling programs do the existing mod team members prefer?

Re: CryEngine3 guidelines?

Posted: 2013-04-24 13:16
by BigNaptizzle
Best would be 3ds max obviously, as its the DCC-tool being officially supported by Crytek. But you could use pretty much anything you want, as long as you can find an exporter plug-in for that particular piece of software. This would be "CryBlend" for Blender and "PlayUpTools" for Google Sketchup.

Keep in mind though, that not every modeling software allows for the same amount of control over the objects you are trying to create. I've started with Google Sketchup and I quickly had to realize that there are very few cases where it makes sense to use the geometry/texture coordinates from that program (e.g. SketchUp only supports planar mapping so there is no actual UVW'ing possible and the geometry tends to get triangulated in a very bad way on exporting).

I'd advise everyone who is serious in his attempt to learn modeling to start with 3ds max.

Hope that answers your questions.

Re: CryEngine3 guidelines?

Posted: 2013-04-24 15:44
by doop-de-doo
I've been trying to model using blender, but I'm too new to get anything out that's worth keeping.

I have been able to export for CE3 using Cryblend.

Re: CryEngine3 guidelines?

Posted: 2013-05-10 02:10
by doop-de-doo
[R-CON]Psyrus wrote:You should probably contact Foxhound. I'm not sure if any of the BF2 devs here have much interaction with that project...
Not sure which Foxhound to pm. :S

Re: CryEngine3 guidelines?

Posted: 2013-05-10 02:18
by CTRifle
The one that says PR2 dev haha, here

Project Reality Forums - View Profile: FoxhoundOz

Re: CryEngine3 guidelines?

Posted: 2013-05-10 07:25
by doop-de-doo
Lololol. This only thing is in his sig -- the last place I was checking when sorting through Foxhounds. XD