Mastering CryENGINE
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This book is designed for developers who already have a basic understanding of CryENGINE and who want to take their skills to the next level. Whether you are a hobbyist developer or you are working on an AAA project, Mastering CryENGINE will help you enhance your CryENGINE proficiency.
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Mastering CryENGINE - Sascha Gundlach
Table of Contents
Mastering CryENGINE
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers, and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
The jump to CryENGINE 3.5
Other required software
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
1. Setting Up the Perfect Pipeline
What is a production pipeline?
Importance of a strong pipeline
Version control for CryENGINE projects
What version control does for you
Production without version control
Working from a shared folder
Selecting a VCS for CryENGINE projects
Setting up version control for CryENGINE
Sandbox
Perforce setup
Exploring digital content creation tools such as Photoshop and 3ds Max
Visual Studio
Notepad
Identifying CryENGINE project files to be excluded from version control
Automated builds and build scripts
Creating nightly builds
Setting up a build server
Operating systems
What build scripts should do
Creating your custom build script
Writing your own script
Getting the latest files from your version control
Compiling the code
Compiling the assets
Wrapping it up
Scheduling automated builds
Automated performance tests
Using level statistics to profile the performance of a level
Build integration
Integrating a new version of CryENGINE
The engine depot
Project branch
Integration
Quality assurance processes
QA pipeline in larger scale teams
QA pipeline in smaller teams
Working without a QA pipeline
Understanding issue tracking in CryENGINE
Summary
2. Using the CryENGINE Input System – Keyboard, Mouse, and Game Controller
The CryENGINE input system
A layer of abstraction
The input event system
Game actions
Action Maps
Multiple Action Maps
Creating a new Action
Setting up an Action event
Adding an Action mapping
Optional parameters
Trigger options
OnPress parameters
OnHold parameters
OnRelease parameters
Analog input
Modifiers
Triggering console commands
Reacting to Action events
Action events in code
Setting up a new Action listener
Extending PlayerInput
Creating a new handler function
Registering your handler function
Custom Action Maps
Action events in FlowGraph
Filtering Actions
Creating Action Filters
Using Action Filters
Reacting to Input events
Code
FlowGraph
User profiles
Modifying user profiles
DLCs and patches
The input event names reference
Keyboard
Mouse
Xbox 360 controller
PS3 controller
Summary
3. Building Complex Flow Graph Logic
Who uses the flow graph system?
A more complex application of the flow graph
Revisiting the basics of flow graphs
Types of nodes
Entity nodes
Component nodes
Flow graph data format and storage
The entity nodes with dynamic targets
What happens if we input the wrong EntityId?
A more complex application of dynamic EntityIds
Let's take a shortcut
Q – node quick search
F/G – link highlighting
Ctrl + Shift + V – paste nodes with links
Embedding the flow graphs
GameTokens
The GameToken libraries
Reaction to a game token changing its state
The GraphTokens variable
Accessing the Lua functionality
Creating nodes in C++ and Lua
Adding ports to an entity flow graph node
Creating flow graph nodes using the Lua script
Creating flow graph nodes using C++
Summary
4. Morphs and Bones – Creating a Facial Setup for Your Character
Creating a facial setup for a character
Exporting the character's head
Using facial expression libraries
Creating a new facial expression library
Manually creating a library
Automatic creation
Bone rig requirements
Creating expressions in 3ds Max
Creating a Facial Library with Morphs
Mapping the library
Creating expressions
Facial animation
Creating facial sequences
Using facial sequences in the engine
Inside the TrackView editor
Inside the FlowGraph node
Using expressions
The Lip Sync feature
Manual lip synching
Automatic phoneme extraction
Lip sync playback
Quality
Quality – phoneme extraction
Quality – visimes and phonemes
Quality – adding emotions
Summary
5. Mastering Sandbox
Don't stop getting better
Getting faster with keyboard shortcuts
Thinking about hand placement
Object editing modes
Test it!
Aligning objects
Using the deep selection feature
Using the Goto Selection feature
Using camera tag-points
Top five shortcuts
Customizing Sandbox
Customizing the Sandbox window layout
Saving and loading layouts
Working with cameras
Camera targets
Switching cameras
Exploring Sandbox custom commands and macros
Sandbox custom commands and macros
Looking at some lesser-known features
Video recording
Mesh editing
Managing PAK files
Renaming multiple objects
Summary
6. Utilizing Lua Script in CryENGINE
Understanding the relevance of the Lua script in CryENGINE
Lua-based entities
Creating a new Lua-based entity
Assigning a 3D object to an entity
Using entity slots
Setting up physics
Making an entity multiplayer-ready
Understanding the dataflow of Lua entities in a multiplayer environment
The Client/Server functions
The Remote Method Invocation definitions
Using the state machine
Using script binds
Calling script binds
Creating new script binds
Using engine callbacks
Using the Lua debugger
Summary
7. Animating Characters
The CryENGINE animation system
Introducing CryMannequin
Splitting up the game and animation logic
Understanding CryMannequin's purpose
Selecting animations
Starting animations
Fragments, Fragment IDs, and Tags
Extending the state machine
Understanding the state machine hierarchy
Creating a new state
Triggering the new state
Playing animations without CryMannequin
TrackView
Multiple animation layers
CryMannequin tracks
Triggering animation from FlowGraph
The PlayAnimation node
Other animation nodes
The code
Summary
8. Mastering the Smart Objects System
What are SmartObjects?
Where the Smart Objects system is used
Smart Objects categories
Environmental SmartObject
A time-based SmartObject
Navigational SmartObject
The concept of the SmartObject system
The SmartObjects editor
The Window layout of the SmartObject editor
The Rules and Tasks windows
The Rules List window
The Rule Properties window
The SmartObject library
Creating a new SmartObject rule
Preparing the level
Creating the SmartObject rule
Creating the SmartObject classes
Creating the SmartObject states
Creating a SmartObject state pattern
User and Object
Setting up the User and Object class
The state pattern
Creating an AIAction
Selecting actions
Creating the action
Setting up the action and state changes
Getting the level ready
Testing the SmartObject rule
Troubleshooting
Debugging SmartObjects
Debugging AIActions
Changing states from Lua
Summary
9. Eye Candy – Particles, Lens Flares, and More
Types of eye candy
Particle effects
Working with particle effects in CryENGINE
The particle editor
Creating a new particle effect
Customizing the particle parameters
Tweaking the effect
Particle effects at runtime
Lens flares
The lens flare editor
Creating a new lens flare effect
Assigning a lens flare effect to a light
Lens flare effects caused by the sun
Postprocessing effects and the flow graph
Using material FX graphs
Creating a custom material FX graph
Testing the new material effect
Debugging material effects
Postprocessing in TrackView
Using effect tracks in a TrackView sequence
Using track events
Performance considerations
Overdraw
Draw calls
Summary
10. Shipping the Build
Getting your game ready to ship
Optimizing performance
Optimizing levels
Level configuration files
Optimizing shadows
Vegetation
Layers
Testing and QA
Errors and warnings
Log verbosity
Tackling legal issues
Copyright
Credits
CryENGINE license
Things to consider for indies
MobyGames
Preparing your build
Building a release candidate
Auto-loading the first level
PAK files
Fast-loading PAK files
Removing all debug features
Reducing your build size
Shaders
Creating an installer
A ZIP file
Selecting an installer
Dependencies
An icon for your executable
Summary
Index
Mastering CryENGINE
Mastering CryENGINE
Copyright © 2014 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: April 2014
Production Reference: 1040414
Published by Packt Publishing Ltd.
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ISBN 978-1-78355-025-8
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Cover Image by Berker Siino (<berkersiino@gmail.com>)
Credits
Authors
Sascha Gundlach
Michelle K. Martin
Reviewers
Hendrik Polczynski
Ross Rothenstine
Sheetanshu
Acquisition Editor
Owen Roberts
Content Development Editor
Neeshma Ramakrishnan
Technical Editors
Pragnesh Bilimoria
Pooja Nair
Nikhil Potdukhe
Copy Editors
Alisha Aranha
Roshni Banerjee
Gladson Monteiro
Adithi Shetty
Project Coordinator
Priyanka Goel
Proofreaders
Simran Bhogal
Maria Gould
Ameesha Green
Paul Hindle
Indexers
Mariammal Chettiyar
Monica Ajmera Mehta
Graphics
Ronak Dhruv
Disha Haria
Yuvraj Mannari
Abhinash Sahu
Production Coordinator
Adonia Jones
Cover Work
Adonia Jones
Shantanu Zagade
About the Authors
Sascha Gundlach has been working in the games industry for over a decade and started his career as a script programmer in a small game studio in the early 2000s. He worked for Crytek for eight years, working on games such as Crysis, Crysis: Warhead, and Crysis 2.
He is a CryENGINE expert and has provided countless training sessions and individual training to CryENGINE licensees in the past years.
In 2013, he founded his own game development company, MetalPop Games, together with his partner and Crytek veteran Michelle K. Martin in Orlando, Florida.
He spends his days working on video game projects and provides consulting work for other game projects.
Michelle K. Martin is a software engineer in the game industry, specializing in animation systems. She started her career with the German developer, Crytek, working on projects such as Crysis and Crysis 2. During her career, Michelle has helped develop and improve CryENGINE's animation system with several features. Being an expert in CryENGINE, she has provided a lot of support and training to CryENGINE licensees over the years, helping their team to get the most out of the engine.
In 2013, she founded MetalPop Games together with her partner and Crytek veteran Sascha Gundlach. It is an indie game development studio and they are currently working on their first title.
When she's not in front of the computer programming, she is most likely to be in front of the computer playing games.
More about Sascha and Michelle's company MetalPop Games can be found at www.metalpopgames.com.
About the Reviewers
Hendrik Polczynski is a software developer from Germany. He has been working on software development for over 10 years. He likes to take on a variety of fields, from the automation industry to web, UI, and game development. You can find his open source projects on github.com/hendrikp or on his YouTube channel. Hendrik is currently maintaining a handful of open source projects around the CryDev community using CryENGINE 3 FreeSDK. When he is not working, he is working on his Bachelor thesis or helping out in the development of Miscreated by Entrada Interactive, which is a post-apocalyptic, survival-based MMORPG; it is unlike anything you've played before.
I would like to thank the following people who have helped me review specific chapters of this book:
Victor Duarte, Simon Hambly, and Chris Ioakeimoglou
Ross Rothenstine has been interested in game development from the instant he sat in front of a computer. Studying all engines, from self-made to commercial, he loves to find ways to tinker with these massive systems and push them to their core, thereafter presenting his findings to universities and teaching courses wherever he may. Game development may be an intimidating task, but with books like these, he's sure you can do it!
Sheetanshu is a professional developer who resides in the metro city of Gurgaon, India. He is currently working to obtain an Engineering degree at the Guru Gobind Singh Indraprastha University. He fell in love with programming during his childhood and since then there was no turning back. From the beginning of his bachelor's degree in engineering, he has been an active developer. He had already contributed a lot to the web community when he further got involved in game development at his brother's request. He has over a year's worth of experience working with game engines such as Unity 3D, CryENGINE 3.5, and UDK. Presently, as the final phase of his Engineering degree, he is working on his industrial internship with 4play as the Chief Game Officer and is also working as a research assistant with Dr. Aynur Unal from Stanford, Palo Alto.
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Preface
Today, making games is easier than ever before. There are a plethora of game engines available for developers, and most of them can even be tried out free of charge or used to release games noncommercially. So, irrespective of whether you are modifying an already released game, building your own indie game, or maybe working on a big AAA production, the chances that you will be using a licensed 3D engine such as the popular CryENGINE are pretty big.
The times where development teams would write their custom game engine to produce a game are mostly over. The use of licensed 3D engines is very common and saves developers and publishers a lot of money. Using a licensed 3D engine instead of building a custom solution allows developers to focus on making a great game instead of developing and maintaining their own technology.
A result of this continually advancing technology development, however, is that it has become very difficult for developers to really master all aspects of a 3D engine. Engines such as CryENGINE are not simply rendering programs that are capable of drawing beautiful content on the screen in real time. Animation systems, physics simulation, AI behaviors, or particle systems are just a few parts of what makes up the CryENGINE. However, with the increasing complexity of game engines, it has become more difficult for today's game developers to stay on top of the technology.
This is where Mastering CryENGINE comes in. This book focuses on the professional CryENGINE developer and tries to provide an inside scoop on how to produce games at an AAA production level. Getting the most out of the engine and becoming a highly productive CryENGINE developer requires knowledge of the multitude of subsystems that CryENGINE offers.
The goal of this book is to provide you with valuable information about the most important aspects of CryENGINE production as well as guide you through the most common technical problems encountered when developing game content with the engine.
What this book covers
This book covers a wide range of topics that are closely related to making games with CryENGINE at a professional level. Basic elements such as setting up the engine, building simple environments, or other topics that might be of interest for beginners might be touched upon, but they will not be covered in too much depth. Instead, this book focuses on arming you with in-depth knowledge of the core systems of CryENGINE that are necessary to build high-quality content.
Chapter 1, Setting Up the Perfect Pipeline, focuses on one of the most important aspects of game production: a stable and flexible pipeline. This chapter covers the tailoring of the perfect pipeline for your project as well as the important aspects of setting up a new pipeline.
Chapter 2, Using the CryENGINE Input System – Keyboard, Mouse, and Game Controller, provides an overview of the CryENGINE input systems. You will learn how to create new action maps and handle user profiles as well as how to react to input events in code and flow graphs.
Chapter 3, Building Complex Flow Graph Logic, focuses on the more advanced features of the flow graph system. Nested flow graphs as well as graph tokens will be explained in detail and will be used to build a practical game example.
Chapter 4, Morphs and Bones – Creating a Facial Setup for Your Character, covers all the steps necessary to create a complete facial setup for a character. You will learn about facial libraries as well as how to get a character ready for lip syncing and procedural blinking.
Chapter 5, Mastering Sandbox, focuses on increasing your production speed, efficiency, and productivity when working with CryENGINE. Hidden features, important shortcuts, and relevant engine settings will be discussed in this chapter.
Chapter 6, Utilizing Lua Script in CryENGINE, teaches you how to use the Lua scripting language to build more sophisticated gameplay elements. The creation of new script binds and modification of the existing entities will be covered here.
Chapter 7, Animating Characters, will explain the principles of CryMannequin, the high-level animation system of CryENGINE. You will also learn how to extend the state machine to trigger your own mannequin animation sequences. The chapter will also cover other methods of triggering animations.
Chapter 8, Mastering the Smart Objects System, will provide an insight on how to use the SmartObject system. This system will be used to build a gameplay example of a security guard AI behavior. Furthermore, navigational SmartObject systems will be used to set up AI characters that can climb over walls.
Chapter 9, Eye Candy – Particles, Lens Flares, and More, focuses on adding some eye candy to your game. The setup and usage of particle effects as well as the brand new Lens Flare editor will be covered.
Chapter 10, Shipping the Build, focuses on getting your game ready to ship. It will cover how to prepare the build for release, remove unwanted source files, and reduce the overall build size.
What you need for this book
In order to make best use of the examples in this book, you should use the latest version of CryENGINE. Although much of the knowledge provided in this book can still be applied to older versions of the engine, it is recommended that you use this book with CryENGINE 3.5.2 or above.
The jump to CryENGINE 3.5
The CryENGINE technology has been around for over 10 years and the engine has undergone a lot of changes and improvements over those years.
Crytek released the latest version of the engine, CryENGINE 3, in 2009, which introduced a lot of improvements (for example, a deferred rendering pipeline) and brought the engine to XBOX 360 and PlayStation 3. Along with the addition of countless new rendering features, the Sandbox editor also underwent a big facelift.
Within the lifespan of CryENGINE 3, there has been one big transition: the jump from Version 3.4.5 to Version 3.5.
With the upgrade to Version 3.5, all the changes and improvements made during the development of the critically acclaimed games, Crysis 3 and Ryse, found their way into the CryENGINE 3 SDK.
All the new features that made Crysis 3 and Ryse look so stunning became available to developers with this upgrade. An improved rendering pipeline and the new animation system CryMannequin, which replaced AnimationGraph, are two of the biggest changes done to the engine in Version 3.5.
Most of the topics covered in this book will still be valuable for you if you are working with an older version of the engine. However, some of the newer features discussed in this book, for example the LensFlare editor, might not be available for you if you are working with an older version of the engine.
Other required software
In order to follow the examples in this book, we recommend that you obtain the following software:
CryENGINE SDK 3.5.2 or above
Photoshop Version 4 or above
Notepad++
Visual Studio 2010
3D Studio Max 2010
Who this book is for
This book is aimed at an experienced CryENGINE developer. Although it is certainly possible to use this book as a beginner who is unfamiliar with the CryENGINE technology, it will be much more efficient when a certain level of experience with the engine is there.
Whether you are a CryENGINE enthusiast looking to turn your hobby into a full-time profession or you've just started working with CryENGINE on a professional project, this book will provide you with valuable information and deep insights into the engine. This is invaluable to produce content at a professional level.
Conventions
In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.
Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: The OnReset() function will be called every time the entity script is reloaded.
A block of code is set as follows:
if (slot == 0) then
self:DrawSlot(0, 1);
self:DrawSlot(1, 0);
else
self:DrawSlot(0, 0);
self:DrawSlot(1, 1);
end
When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:
if (slot == 0) then
self:DrawSlot(0, 1);
self:DrawSlot(1, 0);
else
self:DrawSlot(0, 0);
self:DrawSlot(1, 1);
end
New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: Clicking on Show Log File will open the respective logfile for you automatically.
Note
Warnings or important notes appear in a box like this.
Tip
Tips and tricks appear like this.
Reader feedback
Feedback from our readers is always welcome. Let us know what you think about this book—what you liked or