更新时间:2021-07-16 20:21:44
coverpage
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
Chapter 3. Implementing Weapons and Ammo
Creating a weapon class
Creating an ammo class
Creating ammo events
Chapter 4. Creating an Enemy AI
Registering a new AI class
Detecting the player and preventing mobility
Shooting the player
Extending the AI
Chapter 5. Creating User Interfaces
Creating the Flash UI content for our menus
Creating UI elements
Implementing a game menu system in C++
Chapter 6. The Modeling Workflow for Game Characters and Tools
Getting started
Installing the CRYENGINE SDK
Installing CryTools
An overview of the modeling workflow
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
Chapter 8. Lowpoly Modeling
Creating the lowpoly model
Tools
Topology and edgeflow
Building the lowpoly
Naming and organizing a Maya scene
LODs
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
Chapter 10. Building the Character Rig
Scene settings in Maya
Authoring the deformation skeleton in Maya
Building the rig
Chapter 11. Exporting the Character to CRYENGINE
Art asset file types
Creating the export groups in Maya
The Character Editor
Exporting the animations to the engine
The physicalized attachments
Chapter 12. Initial Level Blockout and Setup
Action bubble level design
Adapting the premade SDK content
Chapter 13. The Flow Graph Workflow
Using Flow Graph containers
Using Game Tokens to create cleaner Flow Graphs