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GreenBean-HH-
03-10-2009, 10:39 AM
CryEngine2 Sandbox2


http://doc.crymod.com/images/cryengine2_logo_white.gif

To learn about all the specifications of what CryEngine2 Sandbox2 can do, go here: http://www.tribalwar.com/forums/archive/t-477691.html for a complete 4 page description. Here's an excerpt:

"Real time editing, bump mapping, static lights, network system, integrated physics system, shaders, shadows and a dynamic music system are just some of the state of-the-art features the CryENGINE™ 2 offers.

The CryENGINE™ 2 comes complete with all of its internal tools and also includes the CryENGINE™ 2 Sandbox world editing system.

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CryMOD
SandBox2 Manual: HERE at CryMod (http://doc.crymod.com/SandboxManual/frames.html?frmname=topic&frmfile=index.html)

The manual will walk you through many of the components of SandBox2 and is worth the read. The following tutorials will help speed up the process though. I would recommend doing the tutorials, most of the basics ones and then reading the manual to make sure you're learning all the features SandBox2 has to offer.

This is an important Tutorial Site: Tutorial Forum @ CryMod.com (http://www.crymod.com/board.php?boardid=85)

CryMod General Forum: Forum @ CryMod.com (http://www.crymod.com/forums.php)

Basic Questions Answered: HERE (http://www.crymod.com/thread.php?threadid=15254&hilight=submarine)
More Basic Questions Answered: HERE (http://crymod.com/thread.php?threadid=10151)

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Other Tutorials:

A good basics site to look at: CryEngine2 Sandbox2 Basic Tutorial By konakona (aka Firebird) 2007
http://konakona.nbtxathcx.net/sb2/ has several of the basic categories set up as links.

If you wish to make your own written Tutorial, follow this format so CryMod can also publish it: HERE (http://www.crymod.com/thread.php?threadid=21552)


Another Important Tutorial Site: http://www.moddb.com
Click on Tutorials button and search for Crysis and the type of tutorial you'd like to read: Basic, Intermediate or Advance.

and:
CryEngine 2 & Sandbox 2 Editor Tutorials http://www.cryengine2.org/

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HackHunters Tutorials
Simple easy to Follow Tutorials: The following tutorials are written in very clear language. They are easy to follow because of this. Don't be scared off by the length as extra care has been put into making sure you don't get lost when trying to accomplish one of the aspects of Sandbox. I suppose we could of made them shorter, to make it seem like learning Sandbox was easy, but then that would only frustrate the person trying to learn something new for the first time. If something isn't clear, let us know so we can update the tutorial. Thanks.

Important things to note with Sandbox2
Note 1: Sandbox2 Washed out Graphics: there is a strange thing that happens when using this program... it 'washes' out the white areas of anything you have running, including having a browser open while using the program. The result is black text looks gray. You'll find that watching YouTube videos it is very hard sometimes to make out the text. Not sure why this happens, maybe it's the 64bit vs 32bit differences (perhaps on a 64 bit this doesn't occur). If we find out why well post... you'll also notice that your video card fan will probably run on high while using the program too.


Note 2: SKYBOX: If you change the default skybox "sky", then the moon and sun will disappear in the map/sky, but that`s normal in crysis.
If you wish to add a sky box (therefore deleting the sun and moon) (warning, I do not know how to return it back to default), go to: RollupBar>Terrain Icon>Environment button>Skybox and click on Material... then click on the '...' icon to the right. Navigate to Materials>Sky and select a sky... once selected, click on the '<' icon to enable it. Rather than doing this, I would recommend doing Note 3 that follows as it should give you wonderful results including a orangish horizon at sunrise and sunset.

Note 3: TIP: DO THIS FIRST: Import Time of Day settings. If you trying Sandbox for the first time, scroll down and find the TIME OF DAY tutorial. It's a very easy tutorial and will give whatever you do next a better looking result.

Note 4: TIP: Taking aerial photos without all the icons. To turn off the icons, press Shift-SpaceBar (and again to turn them on again). Also, go to FileMenu>Tools>UserCommands>DisplayInfo. This will turn off the text which shows up in the upper right hand corner of your image. Finally, if your RollupBar is docked, you can click on the title to highlight it, then click on the symbol next to the 'X' to hide it. Do the same for anything else you have docked. Now you have a very large image you can capture.

Note 5: TIP: To get all of the buildings, aircraft carrier, etc. that you see in the game, do the following to put them all in your RollupBar> Finger tab> Prefabs library. Go to "View> Database View> Prefabs Tab > Folder Icon" and select each one to Open them all. Then go to the RollUpBar>Prefabs to see them and place as you like on your map. Why is this an important tip, because there are a lot of libraries with 'parts' of buildings, etc. and you will most likely think you have to assemble them yourself. This will save huge amounts of time. From what I can tell, not ever model is available and some are 'team sensitive' that is, used for multiplayer play, so if you board an aircraft carrier, submarine or barracks you will be killed in 3 seconds (have to figure out how to disable these in order to explore them). Finally, if you have to build a model, for instance the Warehouse, use the coordinates to align everything up (x, y and z). Simply type in the same coordinate for almost everything. Add prefab lighting and furniture to complete the environment, group it and move it (clone is a good option, Control-C ) to it's final location.


Note 6: TIP: ScreenShots: Mac. For Mac users using bootcamp, press F14 to take a shot of the entire screen, then go to Windows>Start>All Programs>Accessories>Paint and paste your clipboard image into the program, copy the area you want to post into a new document (thus cropping it) and save as JPG and you're all set (bitmap is default).

ScreenShots cont.:
f12 =
r_GetScreenShot=2
C:\Documents and Settings\USERNAME\My Documents\my games\crysis_sp_demo\ScreenShots
------------
you can also use this for making very large screenshots. this feature can be buggy (picture quality wise).
e_screenshot_quality 100 (100 is a bit better, but perhaps not always)
e_screenshot_width 1600
e_screenshot_height 1200
e_screenshot 1
E:\g\Crytek\CrySPDemo\Game\ScreenShots\HiRes


Note 7: TIP:
From CryMod user Inous HERE (http://crymod.com/thread.php?threadid=10151)

When exporting/Importing textures from a map Such as "Island" or any other Crytek map import/export only to the Surface Type Editor and not the base layers. If imported to base layers you will no longer be able to texture correctly.

For Example: you choose Beach_sand.dds as your base layer texture and you have forest_ground_leaves_brown and then tried to texture you will get a random texture like fern leaves or a mountain texture. This is caused by importing the base layers from crytek maps.



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Footnote Info:
PUNKBUSTER: How to get it working:
See this Tutorial HERE (http://www.crymod.com/thread.php?threadid=41545)

GreenBean-HH-
03-13-2009, 09:41 AM
INTRODUCTION AND BASICS


Keep in mind, that after you&#39;ve accomplished much of the following, that there is another few layers of things to know in order to produce a truly great map, even tho you might feel ready to create something spectacular with these few tutorials. You&#39;ll do well, but first, after you&#39;ve accomplished the following, to have a look at the existing single player maps. There you will get a sense of not only the size of the maps but also the incredible level of detail that goes into them. They&#39;ll also help inform you as to all the models that go into each map (keep your eyes open for special rock formations, bomb craters, tracks, etc.). Long and short of it is, keep your maps relatively small, the &#39;Water Height&#39; high, like at 50 meters, so you can have the bottom plane dropped off below what one can see hovering overhead and use the Modify Terrain with the &#39;Add Noise&#39; button when you feel it is appropriate to add additional realistic detail.

And finally get a sense of how Crytek layers the distant hills and mountains (notice the backs are vertical planes to lessen the computational requirements) to give a sense of expansiveness without actually allowing you to go there. All this will allow you to focus your energy and time on areas where one will want to play without making them feel empty.

When revisiting Crysis maps, look how rivers are detailed with rocks, grass and tributaries, and how cliffs above will be carved back/down to echo the erosion from water. How cliffs have overhangs and additional rocks protruding from their faces and at the foot other rocks that &#39;have fallen off&#39;. Notice how thick groves of trees will have less foliage in their centers than at the edges reflecting the way sun penetrates. Essentially, notice how nature works, take notes and reflect this in your maps to create the most realistic emersion experience.

So, our suggestion, after you complete the following, try doing a detailed vignette. For instance, this image looks great, but in reality it is just a small vignette of an island, distant hills, sky and sun.
http://www.cryengine2.org/wp-content/uploads/2007/11/image13.png


Crysis Crytek Sandbox 2 Tutorials

Tutorial 1: Making a basic map.
http://www.youtube.com/watch?v=v3YPbK3hGKw

BASICS (Summary):
Before you try and use Sandbox2, you should follow these basic items, it will save you a lot of time learning and get you on the road to creating a very successful map.

Movement in Editing Mode: When you launch Sandbox and you have a basic white platform, you need to be able to move around to see your future map from different vantage points.

To move press Right Click and your Arrow Keys (or WSAD).
Use the Right mouse button to turn.
To move twice as fast hold down the shift key while using the arrow keys.
You can increase or decrease this default speed by looking at the bottom of the window and assigning a higher (faster) number or visa-versa number.
using the scroll wheel with the right mouse button held down so you can zoom in or out to navigate rooms, see details and such



To create a Land Mass with water (Step One):

Launch Shortcut to Editor (if on your desktop).
Go to FileMenu>New, a &#39;New Level&#39; window will appear.
Give your level a name, like testmap
Under &#39;Height Map Resolution&#39; select 256x256 (fairly small but will allow you to learn the basics very quickly). Keep meters set at 2 (for snap to grid tool); Click OKAY.
You will see a black background in the view window with a white square. Using the movement controls stated above, move around, especially using the &#39;down arrow&#39; to move further away while pressing-holding the right mouse button.
This white surface is your map area. Lets add a land mass to it...
Go to FileMenu>Terrain>Edit Terrain.... This opens a new window, it shows water but no land.
In this Terrain Window, it has a FileMenu, go to Modify. Select &#39;Set Max Height&#39; to 75 and click Okay.
In this Terrain Window, it has a FileMenu, go to Modify. Select &#39;Set Water Level&#39; to 12 and click Okay.
Go to TerrainWindow>FileMenu>Tools>Generate Terrain; This opens a new Terrain window. Move the sliders to around the mid-point. Click ok. This may or may not generate terrain automatically. no worries...
Above the &#39;water&#39; window you&#39;ll see some round brushes, select one of the smaller ones and click &#39;dots&#39; in the water. Click ok when finished to close out this window. You can modify the terrain later, but you need something in the water to start.
Now your white plain has something going on, but it&#39;s still &#39;bleached-out&#39; white. Lets add water...
Go to the main FileMenu>Generate Surface Texture. This opens a new window. Select 2048x2048 and click okay.
You should now have water and a &#39;basic&#39; grass texture (default). Fly around in editing mode. (Go to Tool>Reload Terrain to render water. Make sure File Menu>Display has wireframe and sketch mode off. This will show your &#39;white&#39; land surrounded by water.)




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Some More Basic Items to Remember:

A-To spawn into your map:

1) Save your map, then quit the program.
2) Relaunch the program, Open your saved file by whatever name you called it.
3) You will now be able to run around your map. Fly next to the ground (so you don&#39;t fall out of the sky when you spawn and kill yourself landing) and press Control-G.
4) To return to editing mode, or if you get killed, press escape, then right-click a couple of times to reset yourself in editing mode.
TIP: As I work on a map, I set vehicles around so I can check out my work. Set them at several locations. If you find a problem, just hit escape key and you&#39;ll be in editing mode right at that location.
You will have some combat functions... 3 nades, a MG and Pistol with limited rounds, fast run, invisibility, max strength, and the ability to enter vehicles and drive them (if you load the correct ones). Some vehicles are props and can&#39;t be used. Just delete those if you happen to place them on your map.


B-Follow Terrain Tool: Be sure to learn where this button is before placing objects in your map. It is colored and looks like a series of wavy lines. What it does, when selected, is allow you to place objects directly on the ground. If you don&#39;t use it your object might be a few hundred meters in the sky, or at the bottom of the ocean miles away from where you thought you placed it.

C-Loading Objects (the best method): There are several ways to load objects, but here is the best method I found... Open your Roll-Up Bar (File Menu>View>Show Roll-Up Bar); Click on the first Tab (finger pointing to left); Click on &#39;Archetype Entity&#39;; then:

Go to FileMenu>View>OpenViewPane>DataBase View, this opens a new window called Database View;
Under the first tab (Entity Library), click on the Folder Icon (Load Library) (top left icon).
This will open a new window called PREVIEW.
You should be in a folder automatically called EntityArchtypes.
To start, look for the file vehicles.xml, selected it and click open.
This will close that PREVIEW window and return you to the Database View window.
Here you will see Air, Land and Sea folders that are now loaded.
Simply close this Database View window as these components are now loaded.
In the Roll-Up Bar, double click on &#39;Archetype Entity&#39;. You should see a folder called Vehicles. Double click on it to see Air, Land, Sea folders.
Find a vehicle of your choosing. Before opening it, click on the &#39;follow terrain tool&#39;, then double click on the vehicle you want.
Once double clicked, you will see the axis-icon on your map, just click to place your vehicle. Add other library objects in the same fashion and you&#39;ll always know where they are.


TIP: Double click on the objects file name (with the follow terrain tool selected) and you&#39;ll see the 3-axis icon... just left-click to place your object on the ground. This is a faster method than Shift-click on name and drag to map method.

TIP: Missing Objects: If you don&#39;t see anything except the axis-icon (the actual object itself), assuming you&#39;re close enough to see it, then perhaps that model isn&#39;t included. just undo (Control-Z) or Delete. Some &#39;non-objects&#39; will appear as Yellow spheres (not sure why, I think these are markers that get substuted with the actual object that&#39;s perhaps in a library when you actually launch a game (researching this topic, if you know please post).

Hope this helps, i think it&#39;s a great tip I found from another YouTube tutorial which showed me the basics on how to do it. (greenbean)

D-Cloning Objects. Now that you&#39;ve loaded your library in the Archetype Entity tab and you&#39;ve placed an object on the ground, you&#39;ll want to know this easy method for duplicating rather than returning to the Archetype Entity tab each time you need a copy.

Select the object you want a duplicate of.
Go to FileMenu>Edit>Clone (or use Control-C)
You&#39;ll get a copy, just drag it (select the X or Y, or follow terrain tool to move to a new location.
Repeat.


E-Grouping Objects. Once you are able to Clone, you&#39;ll want to be able to Group, so you can clone larger groups of objects, therefore reducing the times you have to clone single objects.

Select several items: you can do this by clicking-dragging on the screen or by Control-clicking on individual objects.
Go to FileMenu>Group>Group. Now all the items you&#39;ve selected are Grouped. Select the group and Control-C to clone a new set, dragging it to a new location.
Obviously you can also ungroup a group by going to FileMenu>Goup>Ungroup.


F-Models Unavailable. Some models are not available, like buildings, etc.... don&#39;t know why. Maybe Crytek wants you to but the SandBox2 for yourself, which costs something like $100,000 (for Game developers)

G-Installation: I installed the Editor so I have a large E icon shortcut on my desktop. It comes with the game Crysis, probably Crysis Warhead too. I will try to find out how others can get it and from where.

GreenBean-HH-
03-13-2009, 10:53 AM
TEXTURES



To change your &#39;white&#39; land mass to a texture...
1) Go to File Menu>Terrain>Texture select &#39;new&#39; icon (next to layers title), name it, and press the up arrow (next to layers title) to make it primary. Follow the tutorial for the rest.

To make the white land form to actually change, Go to File Menu>File>Generate Surface Texture
You&#39;ll notice that it goes to the default grass... be sure to then go to FileMenu>Tools>Reload Terrain

Go to this YouTube (http://www.youtube.com/view_play_list?p=B47F03F1CD1C5665&page=3) site for up to 50 step by step tutorials for all aspects of SandBox2, each between 2:00 and 5:00 minutes long. They&#39;re not perfect as they are hard to see what&#39;s on screen and he skips some fundamental steps to make some things actually work, but it&#39;s the basics.




Importing Textures from an existing Crysis Map into your map library.
Keep this in mind when importing textures:
When exporting/Importing textures from a map Such as "Island" or any other Crytek map import/export only to the Surface Type Editor and not the base layers. If imported to base layers you will no longer be able to texture correctly.

As noted above, you can create your own textures, one by one, or you can Import a &#39;textures layers&#39; library already created from an existing Crysis Map. This will give you faster access to more textures. I will be referring to your map by the name &#39;new island map&#39; so you can easily follow along.

http://www.youtube.com/watch?v=hR9IVs7v6RA

The 2 Steps: This exports a texture set used on an existing map made by Crysis and imports it into your map.
OPEN ISLAND MAP:

Close your map (assuming you&#39;ve just started making a map and have a rough landform without textures).
Go to FileMenu>Open, this opens a new &#39;Open&#39; window named Open> &#39;Look in Levels...&#39;.
Open ISLAND folder.
Click on the Island.cry level file (or which ever map you are opening). Close the &#39;Errors&#39; window when it loads.
EXPORTING:
Go to FileMenu>Terrain>Texture> and pick any texture from the list, then click on &#39;Edit Surface Types&#39; which opens a new window... where you click on Export.
Save in the Levels folder and name it islandtextures_exported.sft, click SAVE and click OKAY. Be sure the extension is on.
In the same &#39;Terrain Layers Editor&#39; window, go to it&#39;s FileMeun>Export Layers. Save the file which will be named &#39;ExportedLayers&#39; in the same levels folder. Click SAVE.
Click Okay to close the &#39;Terrain Layers Editor&#39; window. You&#39;re ready to reopen your own map and close out this Island map.

IMPORTING:

Go to FileMenu>Open and select your.cry map.
Open FileMenu>Terrain>Texture.
Click on Default (item in left column) and find the &#39;Edit Surface Types&#39; in this window.
This opens a new window, with Default already selected, click on IMPORT.
Find the &#39;islandtextures_exported.sft&#39; file in the Levels folder (or wherever you saved it), click Open. Click Okay in the next window.
Still in the Texture Window sub-FileMenu, go to File>Import, select the island.lay file (or whatever you called it) and click Okay, Okay to close the windows.



To try it out, go to Roll-Up Bar>Terrain button>Layer Painter. All the textures should import. Select Grass and give it a Try.

IMPORTANT: Be sure to go to FileMenu>Generate Surface Texture before you quit, or everything you painted will be lost and the surfaces will return to the default (or white if this is where you started).





To Load a pre-existing TEXTURE LIBRARY:
If the above description about loading a Texture Library isn&#39;t clear, try this one, perhaps it will give you insight into what was done wrong. Just click on the Spoiler.
As noted above, you can create your own textures, one by one, or you can Import a &#39;textures layers&#39; library already created from an existing Crysis Map. This will give you faster access to more textures. I will be referring to your map by the name &#39;new island map&#39; so you can easily follow along.

Close your map (assuming you&#39;ve just started making a map and have a rough landform without textures) and Open a Crysis Map like Harbor, Beach or anyone that has the textures you are looking for. You can also open Multiplayer to get the textures from the multiplayer maps. For this example I&#39;m opening Harbor.cry file.
In the Crysis map file you selected, Go to FileMenu > Terrain > Texture... Click on any texture, like wet sand and then find the button for &#39;edit surface types&#39;. Find the &#39;export&#39; button and save the file with the &#39;.sft&#39; extension in your &#39;new island map&#39; folder... in my case I&#39;m naming the file &#39;sand_wet.sft&#39;. Click okay...
Before closing the &#39;Terrain Editor Window&#39; click on its FileMenu > Export Layers.
With this Export window, navigate to your &#39;new island map&#39; folder and name the file ExportedTextureLayers.lay
You need both the .sft and the .lay files types in your map folder. Otherwise you will get the colors but not that actual textures and everything will look like painted grass.
You can close out the Crysis map and open your &#39;island map&#39;.
Go to FileMenu > Terrain > Texture... in the new window click on File > Import. Find the file ExportedTextureLayers.lay which should be in your &#39;new island map&#39; folder. Click open, then click OK to close out these extra windows.
Open your FileMenu>View>Show Roll-Up Bar, and click on the 2nd green land mass icon. Below this click on the Layer Painter button.
You should now see all the variety of textures that were used on the &#39;Harbor Map&#39; but are now available for your map.





Fastest way to Texture Paint your map: Using the &#39;Altitude&#39; and &#39;Slope(deg.)&#39; to quickly texture paint your map. While you will want to add feathering (softening of edges) and special textured areas, when first working with a new map it is good to quickly get in some rough textures over the entire map to help you distinguish different areas, slopes and elevations.

Note your Water Level Height. Go to FileMenu>Terrain>Edit Terrain and click on FileMenu>Modify>Set Water Level. Take note of the water level.
Painting below the water line. Go to RollupBar (FileMenu>View>Show RollupBar) > Layer Painter. If you loaded the textures as noted above you should have a complete set of textures. Click on &#39;beach_sand_wet&#39;.
Once you clicked on the texture name, you will notice &#39;Altitude&#39; and &#39;Slope(deg.)&#39; appear. These are great assets to know how to use to quickly paint textures on your map.
For Altitude, we want the &#39;wet sand&#39; texture to be from &#39;0&#39; to an altitude of 16.5. My water height is set to 16 so this will give me some wet sand above the edge of the water level to account for wet areas, to make it look more realistic.
Set the slope from &#39;0&#39; to &#39;10&#39; degrees. This is so no sand will magically appear on steep slopes.
Set the Radius to 100 (yes, make it an extremely high number with a huge circle brush) and hardness to 1. Paint your map.
Go to FileMenu>File>Generate Surface Texture to see the results.
You can obviously paint coral under water at certain altitudes/slopes, dry sand, grass, stone, etc. all very quickly and in a matter of minutes. This will give you the time to add the refined details that make maps look truly amazing.



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USING AN AERIAL PHOTO for textures
From CryMod user 93confirmed HERE (http://crymod.com/thread.php?threadid=10151&threadview=0&hilight=&hilightuser=0&page=2)

Using Picture As Terrain Texture:

Save your pic as a .BMP file.
In the Editor, go to Terrain>Import/Export Texture
Locate the .BMP file in the dialog box and click save as (yes to overwrite)
Click Export
Click the part of the map you want to import in (left side)
Click Import
Close
Generate Terrain and it should be there
You may need to resize the map and/or image to get it aligned properly

Google Maps
Importing and working with them in Sandbox2. Great series of video tutorials by ZapWizard HERE (http://www.veoh.com/collection/ZapWizard?nav=CA,DE,GB,US) on Veoh.
Original post HERE (http://www.crymod.com/thread.php?threadid=10994&hilight=google+maps)

Also: USGS Height Maps
How to create real 1 to 1 height maps from the USGS maps.
http://media.putfile.com/Dstudios-Video-Tutorial---Making-11-scale-heightmaps-for-Cryteks-Crysis

GreenBean-HH-
03-13-2009, 11:02 AM
SKY, SUN, CLOUDS, SHADOWS.


Loading the TIME OF DAY Library.
This is another important step which is easy and can dramatically enhance the quality of your scenes. It should be done right after you create a new map as it will give you that sunrise glow and other features.

1-Go to FileMenu > Terrain > Time of Day to open this window.
2-In the left column, click on the link &#39;Import from File&#39;.
3-Navigate to My Computer > C disk > Program Files > Electronic Arts > Crytek > Crysis > Editor (Folder) and click on Default_Time_Of_Day.tod file. Open
4-Close the Time Of Day window.

To see the results, go to FileMenu > Terrain > Time of Day (again) and move the top slider around to test what your map looks at different times.


Adding a Sun and Moon to your sky.
Use the default sky to get the sun and moon back in your sky. Select RollupBar>Environment>SkkyBox>Material and type in Sky. &#39;Sky&#39; is the default file. You can find it by Clicking on the &#39;...&#39; to open the Materials folder/directory and then the Sky folder/directory and select the file &#39;Sky&#39;. By changing the TOD (Terrain>TimeOfDay) you can see the sun/moon move across the sky. Add clouds and fog to complete the effect of a real sky.

Add a Skybox sky scene image to your sky (warning, removes the sun and moon).
Select RollupBar>Environment>SkkyBox>Material. Click on the &#39;...&#39; to open the Materials folder/directory and then the Sky folder/directory and select a flie. You can then click on the &#39;<&#39; to have it appear immediately, so try them all out.

Removing the &#39;black horizon&#39;:
This applies if you are using a skybox image for your sky.
1-It is probably the fog color. Change the fog color on the TOD (FileMenu>Terrain>TimeOfDay), then raise up the fog color multiplyer.
2-Alternative: Go to RollupBar>Terrain Icon>Environment and look at your fog color. Also make sure the fog color multiplier is greater than 0. You might also &#39;stretch&#39; your Skybox too to see what effects you can achieve... remember you can always undo.
Use the default sky to get the sun and moon back in your sky. Select RollupBar>Environment>SkkyBox>Material>Sky. &#39;Sky&#39; is the default file.


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Making CLOUDS: by CryMod user Nunchuck CryMod.com thread (http://www.crymod.com/thread.php?threadid=9905)


Name: Volumetric clouds
Author: Nunchuck
Description: How to add volumetric clouds to your island
Language: English

Step 1:
Go to RollupBar->Entity->Render->Cloud
Drag and drop it onto your map.

Step 2:
With the cloud symbol selected, Go to Entity Properties->CloudFile
Choose cumulus_cornerleftty3.xml

Step 3:
Have the cloud selected and go to Material Editor (press M).
Open Materials->Clouds->clouds_island_mission
Then click on the button &#39;Assign the Material to Selection&#39; by pressing the upper left icon (sphere arrow cube icon).
Now you should have a white cloud on you map. The cloud color will change depending on the sun/moon.

You can try any other material/xml file to get other types of clouds.

To Make your Clouds Move.
1-Select the cloud. Set the automove property to TRUE and set a fade distance to 100 to make them fade in when they reach the edge of the box in which they are moving.
2-Then you need to define how big the box (spaceloopbox) should be in which they are moving from one end to the other. Try 1000,1000,1000 to keep them within your map area to start.
3-Finally you need to set a speed at which they should be moving. For normal clouds you can use 5 as speed value and for storm clouds about 15. Try setting them to 5,5,0 assuming the last digit represents the Z axis.
4-Experiment a bit but remember if you want to select a cloud its wise to turn off automove, otherwise you might not see the cloud you have selected.

Making &#39;Distant&#39; Clouds:
Distant clouds are flat planes, not volumetric, perfect for creating large areas of cloud detail.
1-Select RollupBar>&#39;FingerPoint&#39; Icon>Misc>DistanceCloud and have the follow terrain button selected.
2-Use the Scale Tool which is the tool next to the rotate tool to scale up your cloud. When you select this cloud type with this tool you&#39;ll notice that the x, y, and z coordinates are set to &#39;1&#39; meter each. You can simply change these to 200.
3-Use the move tool to slightly move it off the ground to see the new size.
4-With the cloud selected, press M to bring up the Materials window. Navigate to Materials>Clouds>distant_clouds_that_work_with_time_of_day.
5-Click on the &#39;Assign Material to Selection&#39; button (sphere-arrow-cube on the far left).
6-Elevate your Distant cloud plane to 1000 meters (z axis) or higher.
7-Once you have made one, you can Control-C to clone others varying the size and location as suits you.

NOTE: On Clouds, be sure to press M and select a material. Find the material ldrfixed_op10darkerthandark and try it by right-clicking on the name and choosing &#39;Assign to Selected Objects&#39;. If the cloud is hard to see (depending on the time of day) try cloning it and slightly off-setting it to the original.




_________________________________________________
Shadows:
TREE SHADOWS: You should &#39;paint&#39; on vegetation in order to have them cast shadows. I&#39;m not sure if there is a way to place individual trees and turn on their shadows. Painting vegetation allows you to turn on all shadows for all trees with one click. See Vegetation for more info on this.

SOFTER SHADOWS:
1-Try with the console command e_shadows_max_texture_size and set it to something lower.
2-Or try the command r_shadowJittering, just turn that up and then the blur and blurRadius and you should have soft shadows.


Sun Rays
1-Increase visibility in the TOD (Terrain>TimeOfDay).
2-Set resolution to very high to get them, or use the &#39;r_sunshafts 1&#39; command in the console.

Graphics RESOLUTION
3-To change the graphics quality of the Sandbox2 Editor, on the top bar there is an option called Config Spec. It is recommended to use the Custom Config so that the editor will be the same as when playing a real game.

GreenBean-HH-
03-13-2009, 03:48 PM
TERRAIN, How To Modify:


To Modify The HEIGHT of your Terrain:
Open the FileMenu>View>Show Roll-Up Bar.


Select the green icon that looks like a land mass.
Select the Modify icon.
Under Brush Settings>Type, there are 3 types: Flatten, Smooth and Rise/Lower

SMOOTH:

Use Smooth first, select an Outside Radius to see the circle area increase. Set to around 20 (large to learn) and Left-click and drag onto your land mass to smooth differences between vertical and horizontal surfaces.

FLATTEN:

Now try the Flatten tool (Brush Settings>Type).
Again increase the 'Outside Radius' to around 15 to 20. Now look at the HEIGHT slider. Remember our water is set at 12 meters. Set the height to 30 (meters) and you'll notice a yellow line coming out of the center of the circle. This represents the height above the map that, once right-clicked/dragged will pull the height up to. If you don't see the yellow line, move the tool to an area closer to the water. The yellow line will not appear underwater so make sure your brush is on land.

RISE/LOWER:

The Rise/Lower tool is more dynamic and harder to use. The number (height) represents how much higher or lower you will go when clicked on the map. Set it to '1' to Raise the land by 1 meter if held down.
Control click to 'Lower'.
I think it's best to use this tool not by dragging but by lightly clicking. You can always undo something if you end up with something that doesn't look right (Control-Z) or just Smooth it all out.



_________________________________________________
Voxel Tools
Creating Tunnels, Using the Voxel Tool:
Decide if you're going to make a cave or tunnel, tbh if you're going to use it expect to make a tunnel as you'll want to fool around with the tool. With this in mind, pick a small mountain that is very narrow at some point so you can make the tunnel without adding extra VoxelObjects (cubes that define the tunnel area) to get from one end out the other.
Start by creating a new map so you can experiment.

1-Go to RollupBar>'Finger Pointing' tab>Misc> and click on VoxelObject.
2-With the 'follow terrain' selected, place your VoxelObject over the hole. Move it to make sure it covers it completely in the x, y and z directions. If you're making your first tunnel, make sure it penetrates to the other side of the mountain (small mountain, out-cropping).
3-RollupBar>Terrain Button>Holes
4-Click on Make Holes. Before starting to make a hole, keep in mind if you click on other parts of the map and especially if you click-drag, you will end up with holes all over the place. Use carefully.
5-Cut a hole in the side of your mountain making it very large, much larger than you think you need as the 'hole' will be totally covered in the next step which will match what you just deleted. If making a tunnel, go to the other side of the mountain and make a hole there too.
6-Go back to the RollupBar>'Finger Pointing' tab>Misc> and Click on your VoxelObject box. Click on the 'Copy Terrain into Voxel' button (box selected) which is at the bottom. You'll notice that a generic texture fills up the hole you just made. You're ready to start making your cave/tunnel.

Carving:
7-Go back to the RollupBar>Terrain tab>Voxel Painter.
Under the brush settings, change Type to Subtract and the brush side to something over 1 or 2. The default brush is a sphere but you can use the cube if you like. Also, try to align your own view point to be horizontal with the horizon beyond to create a cave/tunnel that is fairly flat.
8-Lightly click on the 'terrain fill' to get the hang on how it carves into your mountain. Instead of Subtract, you can add or smooth to get the shape you're looking for.

Merging textures:
9-Go to the Brush Settings and change the Type to Material and choose the material you want under Surface Types.
10-Click on the surface to change its texture.

11-For fun, go inside your cave and add additional passageways. If you're really ambitious, try making the whole mountain a 'hole' and then punch your way out all over the place.
12-Note, if you voxel brush is set too small, it will be difficult to make holes.




QUESTIONS:
How do I put vegetation in my voxel? Go to the vegetation tab and tick "grow on voxels" on every plant you wanna use. Or, Just use geom entities vegetation or brushes will work too!!!! If you want to make the veg you have to bend then, just tick the 'receive wind' button, then copy the material of the desired vegetation object to any folder you want, go to leaves and under the properties look for 'Vertex Deformation' and choose Bending and give it a value like 0.1 for X and y.

How do you go from one voxel into another? Press Q.

Why do my rocks look green? Set the SmartBaseColor to true in voxel object.

How do you patch up holes between voxels? CryMod Thread HERE (http://www.crymod.com/thread.php?threadid=40192&hilight=voxels)

Advanced Tutorial: Darken Interiors using Vis Areas
A very good and detailed video tutorial, including how to darken the interior of your tunnel. CryMod Forum user ZapWizard HERE (http://www.crymod.com/thread.php?threadid=16817)

You need to create a portal. You especially need this after you've 'darkened' the interior of your tunnel using overlapping boxes.
Go to RollupBar>Finger Icon>Area>Portal.
Move it into position making it a 3D box overlapping the edge of your box between both sections of tunnel. Once aligned properly the 'interior dark tunnel' will become visible.
You can copy your first portal 3D box to other areas as needed to complete the length of your tunnel.

If you still have problems with objects looking brighter, answer these questions:

Are those solids at least 50% inside the vis-area? (Do they protrude though the sides?) What is the glow setting on the material for those solids? So you have shadows enabled on them? The last thing to try is to export them as CGF and re-import them as brushes
For Glow Area, select one of your solids and press m (material editor), then select "all materials" from the dropdown-menu and click on "get material from selection". Check the glow setting of the material there.


Hiding transitions between tunnels:
Use lighting and rocks to cover rough transition areas.



Voxel General Notes:
1-FORMS: You can create tunnels or create tubes (solid looking worm like structures) with the Voxel tools.

2-ROADS IN TUNNELS: Making roads go thru tunnels is a difficult problem. It's probably easier to just use an entity that is a tunnel/road and cut the voxel tunnel around it. CryMod user Radiantor states: "Using the road tool.... Try to use Decals with the projection set to 3. You need to set the road texture to not use vertex colors in their materials" although I have no idea what he's talking about :-[
You can carve the flat part of the road with the square voxel and use the round one for the sides and top. CryMod user Kormo states:

mmmmhh, ok i dont read every thread. Dont know how far they get with a solution. Here is mine: if you activate the "Follow Terrain and Snap to Objects" button you can place roads through/on voxels. You have to remove the Holes afterwards. Just try around you will noticed what i mean. This works with finished voxels. (always make big holes in the terrain, its easy to close holes but a day of work if you search for lurking texture fragments). Oh by the way i press F3 for a good viewmode, Q to pass surface and work proper on voxels.

I also noticed many people having probs with them "dont change the size of the voxel",,,, this is not totally correct. You must select "Select and Scale", do this with the numeric field near the console NOT by strechting with the cursor. then it will work fine (for me).

3-VEGETATION: CryMod user General_Jung states: "for the vegetation, there is checkbox called grow on voxels" in this CryMod thread HERE (http://www.crymod.com/thread.php?threadid=12609&hilight=voxel+tunnel).




_________________________________________________

Upgrading the Texture Quality (for Shadows too)
Found this great 'Basics' tutorial on the ModDB.com website by user Sigma (http://www.moddb.com/members/sigma) , view the thread here: http://www.moddb.com/games/crysis/tutorials/crysis-mapping-2. Note that the images are already gone, which is one reason I've copied the text, so it too won't be lost.


4. Return of the Generate surface button
In the first tutorial we used the generate surface command to make our texture shows up.
Now we will generate a higher quality surface.
Why now when we are making our vegetation and not when we where making the terrain texture i hear you ask?
Well it has a option wich enhances the tree shadows that's why ;)

You should have seen this dialog box in the first tutorial but ignored the settings.
We will now take a closer look at the settings :)

The resolution of the texture allso depends on the computer you are using to make maps.
Generating higher resolution textures require a higher end computer
But 4096x4096 looks good enough for now.

The High Quality checkbox makes the texture higher of quality, tick this box :)

Calculate Terrain Sky Accessibility, this is the option wich makes the shadows look better :D
People who mapped for HL1, 2 or CS can compare it to the RAD step in compiling :)
On my computer this step takes 2-3 second to complete (small map with 20-30 tree) so its pretty fast
So the "...can take more then 1 hour) only applies to the larger maps with big jungles :)


_________________________________________________
Creating Realistic Terrain
Also: USGS Height Maps
How to create real 1 to 1 height maps from the USGS maps.
http://media.putfile.com/Dstudios-Video-Tutorial---Making-11-scale-heightmaps-for-Cryteks-Crysis




Also, try this...:
Adding errosion can really make the difference when making a terrain...
From CryMod user isos HERE (http://crymod.com/thread.php?threadid=10151&threadview=0&hilight=&hilightuser=0&page=2) in this thread, pg 2.

1-Open up the Terrain Editor and go to File > Export Heightmap and save it as a 16-bit RAW file.
2-Open GeoControl (http://www.cajomi.de/ or, direct download link: http://www.cajomi.de/Download/GeoControl_Demo1.13a_Setup.exe (30 day trial)) and go to Terrain > Terrain Import > RAW (16bit)
3-Click on the Terrain Shape tab in the upper right corner. Now we are going to add some Erosion to our heightmap. Click the Add tab and then go to Erosion System > Over All > Soft Fluvial. Now click the Add again and go to Terrain Shape > Mountain Ridged. Now we can mess with the settings to our erosion and also our ridged mountains. Mess around with these settings to get your desired effect. I usually raise the strength and width of the Erosion.
4- Generate your heightmap.
5-Go back to the Sandbox Editor and open up the Terrain Editor again. Click on File > Import Heightmap and locate your heightmap. Click OK.


Other Terrain Software is listed on this page: http://www.vterrain.org/Packages/Artificial/index.html

Additional Method for enhancing terrain and a general explanation by CryMod user Radcliff HERE (http://crymod.com/thread.php?threadid=10151):

DEMs (or Digital Elevation Models) are topographic representations of a real-life geographical area. In game design, the most important thing to note is that they are NOT heightmaps in and of themselves. They must be converted as such. Here's how I do it.

1. Import the DEM into a program called Landserf. You can download it here (http://www.soi.city.ac.uk/~jwo/landserf/) (open new browser window). NOTE: DO NOT use Internet Explorer to download Landserf. I have no idea why, but by default, Internet Explorer converts .jar files to .zip archives, and renaming doesn't work, so this will pretty much destroy your installation file. There are other programs available that will convert DEMs, such as 3DEM, but I've never used them.

2. Export to a .RAW format.

3. Import the .RAW in Photoshop.

4. Convert to grayscale mode (Image/Mode/Grayscale.)

5. Convert to RGB Color. (Image/Mode/RGB Color)

6. Export as a 24-bit bitmap.

7. Import the bitmap into Sandbox.

The result won't be overly spectacular by itself, but it's a good starting point. There will be some jaggedness, but this can be corrected with a Modify/Smooth Slope in the terrain editor. Then, after some optimization with Sandbox's terrain modification tools, you will have a truly breathtaking terrain. It's not a good way to create islands, since most DEMs cover a wide area, but large landmasses will be no problem.

GreenBean-HH-
03-14-2009, 04:10 PM
Vegetation: Trees, Grass, etc.

Instead of placing tree by tree, just paint them on. Follow this tutorial:

We will be placing several variety of palm trees on our map...

Where to Start:
1-Select the Rollupbar > Terrain Button > Vegetation Button.

In the Rollupbar Vegetation area we are going to make a new category for our Palm Trees &#39;variety pack/brush&#39;.
2-Click on the button called &#39;Add Vegetation Category&#39; and name it PalmTrees. In the Objects list there should be a new category under the Default category.

Now to get the Trees...
3-Click on Add Vegetation Object Button (first button that looks like a single pine tree).
4-This will open a Preview window, click on Natural folder in the left column (in the games/Objects/Natural).
5-Navigate to trees > jungle_tree_thin (or make your own choice).
6-Select only the tree files you want (hold down Control while clicking on tree) using the preview window to see what they look like. Once selected, click on Open. I&#39;ve chosen 12 varieties.
7-Your varieties should now be in the PalmTree category &#39;folder&#39; and should all have a check mark next to them including the Category itself.

Get ready to Paint:
8-Click on the button called &#39;Paint Objects&#39; which is just above your categories lists. If you don&#39;t do this first you will not be able to see your brush size. It will be highlighted in yellow.
9-Choose your brush size by moving the slider.

Before painting, set density. This will prevent you from having a mob of trees that will be too thick to be practical:
10-Click on your category &#39;Palm Trees&#39; so it is highlighted in blue (if it doesn&#39;t turn blue, click on one of the file names first then try again). This will give you a list of perimeters below.
11-Raise the density value to decrease the actual density of trees you will paint with. Try 20 for a nice grouping of trees. It appears that setting the density to 30 or more will prevent it from working.

Painting:
12-With the Paint Objects highlighted, allowing your brush to show on the terrain, and your &#39;Palm Tree&#39; category highlighted in Blue, click where you want to paint your trees. Should work.



Other Tweaks: found in the list at the bottom if you have a category name highlighted.
Twk1-Keep &#39;AlphaBlend&#39; to False or you will be able to see thru the trunks of your trees.
Twk2-SpriteDistRatio will allow you to see the vegetation at a particular distance.
Twk3-If you click true for &#39;Pickable&#39;, you&#39;ll be able to &#39;pick-up&#39; a tree. Essentially it should be false, unless just goofing around.
Twk4-Size: Really depends on the type of vegetation, best just to test it.
Twk5-SizeVar: Around 0.5 to 1 will get best results.
Twk6-RandomRotation: Definitely set this to true.
Twk7-AlignToTerrain: Without this your vegetation will just look weird.
Twk8-UseTerrainColor: Sometimes it works, sometimes it doesn’t - definitely try it out though,
Twk9-CastShadow: A ‘must use’ setting.
Twk10-RecvShadow: Set this to True.
Twk11-UseSprites: You’ll notice a performance hit if you disable this, but it does make the grass look much better at further distances.

_________________________________________________
TIPS
Use the RollupBAR> &#39;Layer Painter&#39; to paint the appropriate texture on the ground around trees and especially where you see shadows (considering movement of Sun darker areas will be near the trunk). Before you paint a texture on the ground, darken the color so that when you are far away it still looks like there are shadows on the ground.

Fly into your vegetation to move trees around.
Consider natural groupings including smaller trees around a larger tree.
Don&#39;t space trees evenly apart.
A forest always seems hard to get into because of the lower trees on its edge, but once inside there are few &#39;low trees&#39; because the shadows from the taller trees prevents them from growing.
You can always undo by clicking Control-Z.




Don&#39;t want to Paint your Vegetation? Try this neat trick... assign vegetation based on the textures you&#39;ve painted on your terrain.
Where: RollupBar>TerrainButton>VegetationButton.
1-Highlight a category (below the Paint Vegetation button). You should now see a list of tweaks you can make.
If you scroll all the way to the bottom of this sub-listing tweaks to the &#39;Use on Terrain Layers&#39;, you will notice that you can assign plants based on the texture you painted the map. Just click on a texture title, and click to the far left (once or twice) to get it to say true or false. You should have the item category you want to appear selected as well.



Final comment, on the first try with vegetation I didn&#39;t know how to paint the vegetation in clumps, the result looked good, but I was placing trees one at a time... yikes. Obviously one would prefer to paint their vegetation so you can cover an entire map quickly allowing you to spend your quality time tweaking the scenes.



_________________________________________________
Adding Trees, Grass and other Vegetation: (alternative tutorial)

Found this great &#39;Basics&#39; tutorial on the ModDB.com website by user Sigma (http://www.moddb.com/members/sigma) , view the thread here: http://www.moddb.com/games/crysis/tutorials/crysis-mapping-2. Note that the images are already gone, which is one reason I&#39;ve copied the text, so it too won&#39;t be lost.


1. Intro
In the previous tutorial (Here (http://www.moddb.com/tutorials/crysis-mapping)) we created a basic landmass.
But this landmass has only a texture and shape but no trees, grass or any other sort of life on it.
We will now show you how to add vegetation, some objects and an A.I.

2. Setting up and placing your first piece of vegetation
We will first place some trees after all, the spiritual successor to far cry without trees is like a fps without guns :p

Go to the roll-up bar to the right and select the terrain tab, and click on the vegetation button.
Optional: You can create a vegetation category to separate your grass and trees but this is not necessary

I usually don&#39;t use the categories but i will probably use them when i start using allot of vegetation.
Since separate categories for 3 trees, 1 patch of grass and 2 rocks is a bit overkill :p

Now press the add vegetation button and we will start adding some vegetation to our list :D

Navigate to ./data/objects/natural folder and start selecting some out of the folder :)
NOTE! As with allot of stuff in the demo editor, some objects and textures might be missing :)

For this tutorial, pick 1 tree and 1 grass patch (doesn&#39;t really matters which one, you can experiment later :D)
First select your tree and look at the properties window.
I will explain the important settings and give a recommended value between ()

Size: The maximum size the vegetation can have (depends on the type of vegetation test and see)
SizVar: How much does the size varies among the vegetation (between 0.5 and 1)
RandomRotation:Gives the vegetation a random rotation when placing (true)
AllignToTerrain: Places the vegetation so it doesn&#39;t clip into the terrain
UseTerrainColor: Blends he vegetation with the texture color below it (sometimes doesn&#39;t work so you need to try and see if it does, if it doesn&#39;t work, just leave it)
Bending: The procedural bending of the trees (0.8 is a good value)
Density: The density of the trees when painting vegetation (varies)
CastShadow: If set to true, the tree will generate shadows on the terrain and other objects - if they have the receive shadow setting set to true - (a must have, true)
RecvShadow: If set to true, this tree will also receive shadows (true)
UseSprites: If set to true, imposters will be used* (true)

*imposter = when the trees are far away, they will be replaced with sprites to increase performance.

Experiment with these settings later on (don&#39;t forget to give them to the grass patch to)
Now we are ready to finally place some trees :D

Select the tree you want to place, hold shift and left click on a spot on your terrain.
There is the tree :D
Now placing a entire forest/jungle in this way will be gruesomely slow so the people at crytek gave us the vegetation painter :D

3. The vegetation painter (Important)
This tool will allow us to paint vegetation in the same way we paint our terrain or our textures.
Click on the Paint Objects button.
You should change the brush radius to something (its up to you :) it depends on what you need)
Now hold the left mouse button in the perspective window en move it across the terrain and trees will pop out of the ground :D
Now place some trees and grass(or a rock if you have added it)
Just click on the desired object and choose one of the two placement methods.

GreenBean-HH-
03-17-2009, 01:28 PM
AI: Artificial Intelligence Bots
1 of 4

Found this great &#39;Basics&#39; tutorial on the ModDB.com website by user Sigma (http://www.moddb.com/members/sigma) , view the thread here: http://www.moddb.com/games/crysis/tutorials/crysis-mapping-2. Note that the images are already gone, which is one reason I&#39;ve copied the text, so it too won&#39;t be lost.



5. Getting some artificial life into the map
So what does every fps needs except weapons?
That&#39;s right...victims, targets, innocents call them whatever you will like :)
There are 2 ways of placing the A.I.: As a normal entity or as a Archetype Entity


5.1. Placeing as a normal entity
Placing them as a normal entity will give you a little more controll over the AI then a archetype entity but takes a bit more time setting up.

Go to the objects tab in the roll-up bar and press the entity button.
Naviagate to AI>Grunt and drag it into the perspective window.

These 2 settings can help you setting things to the ground :)
So if your grunt entity doesn&#39;t shows up, select it (either by clicking on it or using the selection dialog (CTRL+T)) and delete it by pressing Del on your keyboard.

After you placed it into your level, you will notice that he wont show up
This is due to the default model not being in the demo -_-
Select the entity and look for the model tag in the properties window.
click on it and then on the open button.
this will bring up the open model dialog.
Now i don&#39;t exactly know which models work and which don&#39;t but most of the light_*.cgf files work.
Choose a model file and if the guy shows up in the perspective window you have picked a working one :)
Now press AI>Generate all navigation in the top toolbar.
This will set up the standard waypoints so that the AI can run around (for cover that is :p)
But he wont have any weapons, so we have to give them some.
If you have deselected him, select him again and look for &#39;equipment pack&#39; in the entity properties window.
Press the button with &#39;. . . &#39; and the pack editor will open up
Assign him a pack or make one yourself (just make shure that you don&#39;t give him the TAC Launcher)
NOTE!: You need to press the reload script button or else he wont use this (this is a bug in the demo editor and should not be needed in the full version)

So now we have placed a AI entity, gave it a working model and equipment.
Lets shoot him shall we :D
Press CTRL+G to jump in-game, he will start firing at you (except when his equipment pack was empty) so make him pay XD


5.2. Placing a Archetype entity
So what is a archetype entity i hear you ask? well it is not a entity from the fear factory album i can tell you that -_-
You an see them as premade Grunt AI entities with model, equipment pack and scripts already attached.
So go to the objects tab and press the archetype entity button
But...its empty? great you broke crysis -_-
nah just kidding, the game doesn&#39;t have the necessary libraries loaded.
So open up the Database view by going to view>open view pane>database view
This will open up a window with several tabs
We need the first tab :)
Click the load library button and load asian.xml or asian_new.xml
Now you can close the database view and check the archetype entities again, now they are there :D
If they arent there, click the reload button.
Still not there, you might have done something wrong then :)

So select a entity and drag it to the perspective view(again only the light_* ones work)
and poof, he is there (if you picked a working one that is :p)
If you haven&#39;t done so, click AI>Generate all navigation in the top toolbar


6.Conclusion
Ok so the tutorial came out a little bit longer then i expected (wasent planing the AI section :p) but it came out ok i guess :p
You should have a small jungle with some trees, grass(and maybe even a rock :p) and some AI
Next tutorial will cover the basics of the flowgraph so we can get some interaction going :)
but that will be a long tutorial i thing :p
See you next time :)

PS: The TAC Lancher is the portable nuke launcher ;)
PPS: rollupbar>entities>items>taclauncher ;)

GreenBean-HH-
03-17-2009, 04:41 PM
AI: Enter Vehicle and Sit
(and Drive to a new location)
2 of 4

NOTE 1: Remember you can open an existing map to see how they did flow graphs. With your flowgraphs or existing flowgraphs, you can always right-click on a AI bot to see open their particular flowgraph.

NOTE 2: You should note that there are at least 2 places where you can retrieve bots for your map and that they can do different things for you.
If you navigate to RollupBar>Archetype Entity>Asian_new> and pick any character that has the word 'Light' in front of the title, like Light_Rifle, they should have scripts (flow-graphs) already enabled in them that allows them to act a certain way.

If these don't work, try the ones in RollupBar>Entity>AI>Grunt (he works I know, but the others not sure). You can assign different AI characteristics by having the Grunt selected and scrolling down to where it says Ai character: Cover2 and changing Cover2 to something else.

I'd suggest putting down a lot of US bots and putting down a few Koreans and watch what happens, just for fun (Generate all Navigation).

Be sure to turn on Navigation by going to FileMenu>AI>Generate all Navigation... this will activate everyone and you can actually set up an artificial war having both sides shoot at each other.

If you want the AI to get into a vehicle right away, untick "autodisable". This instead of having them get into the vehicle when you are in proximity.



_________________________________________________
Drive vehicle to a new location (Advanced):
Instead of making an AI character walk to a point you can also let a vehicle drive to a point, but first you need to add a driver to the vehicle with the vehicle -> Enter Node (Hint: Use the fast option to make the character enter the vehicle without entering animation). To get the vehicle id number use the Entity ->EntityID Node...
The vehicle will only drive to the point when a driver is inside so make sure you trigger the vehicle to go to the position after the driver has entered the vehicle:
http://www.hackhunters.com/forum/z_misc/mapping/sandboxtuts/Flowgraph_vehicle_driv.png

GreenBean-HH-
03-18-2009, 06:57 PM
AI MOVEMENT
3 of 4


NOTE: Don't forget the Area Trigger (Item 4 below) or your flowgraph will not work.

To make someone walk to a new location.
Tutorial roughly taken from HERE (http://konakona.nbtxathcx.net/sb2/?page=flowgraphs).


1-Place an AI on your map.
2-Go to the RollupBar>Objects tab and select AI button.
3-Click on TagPoint and place it in your map - this is where your AI will walk to.
4-Now open the RollupBar>Entity section and navigate to the triggers directory. Place an AreaTrigger near your North Korean.
5-Now, select your AreaTrigger and on the RollupBar, find the Flow Graph section. Click Create and then click OK to dismiss the dialog.
6-Once you have the flowgraph open, right click on the grey space and Add Node > Misc > Start. If all you see is a dot in the space, use the mouse wheel to zoom in to see the nodes properly.
7-Then Add Node > Entity > EntityPos.
8-And finally, Add Node > AI > AIGotoSpeedStance.
9-Now, click on the EntityPos node and move the flowchart out of the way (or connect it to the top) so you can see the perspective view.
10-Select the TagPoint object and then right click on the EntityPos node and select 'assign selected entity'.
11-Then select the North Korean AI bot in the perspective view and right click on the AIGotoSpeedStance node and select 'assign selected entity'.

12-Now we need to connect the nodes together. Click on the 'output' connector on the Start node and drag your mouse to the 'sync' port on the AIGotoSpeedStance Node.
13-Then connect the Pos port on the EntityPos node to the Pos port on the AIGotoSpeedStance Node. Your flowgraph should look like this:

http://http://www.hackhunters.com/forum/z_misc/mapping/sandboxtuts/flowchart.jpg

14-Now click the AI/Physics button (down the bottom) to see him walk. Having this highlighted in yellow means it is activated. Click it again to disable it or your AI will not work ingame.

As you can see all the flowchart is logic. For instance, you could create another TagPoint object and get the AI to walk to that one after he's walked to the first one. Play around with the flowchart nodes and see what you can get the AI to do.



To have your AI bot walk to 2 or more locations:
For this example we will have 3 places the AI bot will walk to...
1-You need one START, 2 GoToSpeedStance, and 2 EntityPos for your flowgraph and an AI bot and, 3 TagPoints.
2-Link the START to the first GoToSpeedStance.
3-Link the GoToSpeedStance's together from Suceed> to >Sync. The last succeed do not connect, just leave it.
4-Position the EntityPos boxes to the left of and between the GoToSpeedStance boxes and a bit lower.
5-Connect the first EntityPos box 'pos' to the first GoToSpeedStance's 'pos'. So this for the second EntityPos box 'pos' to the second GoToSpeedStance's 'pos'.
6-Of course, be sure to assign the correct items with the correct flow boxes. The GoToSpeedStance boxes will always be assigned to the AI bot. The TagPoints will be assigned to the corresponding EntityPos box.
7-Click on AI/Physics at the bottom of your screen to view the action, or click on FileMenu>AI>Generate AI Navigation... then Control-G to enter game to watch the movement of your AI from one TagPoint to the next.

It should look like the following (use horizontal scroll to see whole image, or click on the image link below this picture.:
http://www.hackhunters.com/forum/z_misc/sighowto/sandbox_tutorials/flowgraph_multiple_simple.JPG

Image Link for full image: http://www.hackhunters.com/forum/z_misc/sighowto/sandbox_tutorials/flowgraph_multiple_simple.JPG

Your bot will stop walking when it reaches the last TagPoint.




Time Delays between Tag Points
To have a time delay between each TagPoint, so that your AI doesn't finish so fast and to make it look more natural...
1-In the FlowGraph, right-click to add a box called AddNode>Time>Delay.
2-Instead of directly linking GoToSpeedStance's together, put the TimeDelay box between them.
3-Link GoToSpeedStance's SUCCEED to TimeDelay's IN.
4-Link TimeDelay's OUT to the next GoToSpeedStance's SYNC. I believe you can also change the actual time delay the AI bot will stand at a TagPoint.

It should look similar to this image (which also includes an example for Continuous Cycle mentioned in the next Tutorial). Use horizontal scroll in your browser to see the far right of this image:
http://www.hackhunters.com/forum/z_misc/sighowto/sandbox_tutorials/FlowGraph.JPG
Image Link: http://www.hackhunters.com/forum/z_misc/sighowto/sandbox_tutorials/FlowGraph.JPG


To make the AI Bot continuously cycle from TagPoint to TagPoint.
1-Add a LogicAny box after the Start and before the first GoToSpeedStance.
2-Connect the Start to the first in1 of the LogicAny box and connect the OUT to the SYNC of the first GoToSpeedStance.
3-Make all other connections as mentioned above.
4-For the last GoToSpeedStance box, link the SUCCEED to the 'in6' on the LogicAny box. This will allow for a continuous cycle allowing your AI to continuously move from TagPoint to TagPoint over and over, or at least until he comes in contact with the enemy.

GreenBean-HH-
03-19-2009, 08:54 AM
Advanced FlowGraph:
4 of 4


Find more at CryMod HERE (http://www.crymod.com/thread.php?threadid=32688).

Here one from CryMod user shiftybill HERE (http://crymod.com/thread.php?threadid=10151)

I made a simpler way for an AI to enter and exit a vehicle when the player does, the AI also follows the player
graph entity is an enemy AI
http://www.hackhunters.com/forum/z_misc/mapping/sandboxtuts/aivehiclejx4.jpg

Did you know that you can \n to add another line in your flowgraph comments?

-> SQUAD COMMANDER - a complete squad at your commands - go wherever you want / do whatever you want
----------
-> MAXIMUM CHALLENGE - a complete SP modification - the real hard campaign / more enemies / more action
----------
-> TANA's: Tactical Alien Nanosuit Attachments - Alien nanosuit attachments to expand and increase your abilities
----------
-> AGILITY FLOWGRAPH - Do amazing wall runs and jumps, grab edges and climb and jump everywhere. Have fun!

Example of the Squad Commander flowgraph in action:
http://www.youtube.com/watch?v=gzsaBLqafAg#

Example of the Agility Flowgraph:
http://www.youtube.com/watch?v=mwEfpHVerCU#

Example of Civilians, Thread HERE (http://www.crymod.com/thread.php?threadid=27091&hilight=civilian):
http://www.youtube.com/watch?v=KulSNZfeC0I#

GreenBean-HH-
03-19-2009, 08:58 AM
MISCELLANEOUS



_________________________________________________
Making a WaterFall.
This is a great project to learn how to add many components to a scene to create a high level of realistic detail, including adding a river, rocks, mist, textures and the like.
Find the link HERE (CryMod.com Forum) (http://www.crymod.com/thread.php?threadid=15848) which contains a short description, the links to the following PDF and a Zip file.
PDF tutorial (http://www.crymod.com/attachment.php?attachmentid=4781)

Open Database View, go to "Particles" --> "Load Library" and select water.xml.
then choose "shore_top" from the "water_from_rocks" folder for example and drag it into the screen.
voila.

_________________________________________________
How To Add Sharks: by CryMod user Shopkeeper in this CryMod thread: http://www.crymod.com/thread.php?threadid=12254
Watch out... they bite!
How to add Sharks in Crysis.pdf (http://unomo.com/dev/crysis/tutorials/How%20to%20add%20Sharks%20in%20Crysis.pdf)
http://www.hackhunters.com/forum/z_misc/mapping/sandboxtuts/editor2007112719204059ng5.jpg


If you generate all AI, the AI paths for the sharks should be generated so the sharks not go outside the boudaries of your area.

If you want sharks to spawn when you start your level, maybe adjust the flow chart to something simular to this:

In theory, this should enable the trigger when the level starts (Enable=1) and Spawn the shark.

Just play around with the settings and try it
http://www.hackhunters.com/forum/z_misc/mapping/sandboxtuts/flowchartenablesharkef2.jpg

Psych0
03-20-2009, 10:50 AM
Very nice tutorials, should definately try this when I get a new comp.

Psych0
03-20-2009, 10:50 AM
Very nice tutorials, should definately try this when I get a new comp.

GreenBean-HH-
03-22-2009, 09:36 PM
Thanks Blaze, it&#39;s been fun working with it, only sorry I didn&#39;t try it a long time ago.






SOLIDS


TIP: Question: How do you get rid of the gap that&#39;s between two different sides? Select your solid, switch to the scale tool, then press on the little down arrow to set the scale to 0,99, go to the rollupbar and press resetxform then set the scale to 1,01 and press resetxform again, if you are lucky the bug is gone, if not you have to try again.



HOT KEYS (Basics)
Control-G = Enter &#39;Game Mode&#39; (try it after closing/opening your map at least once).
F1 = 3rd person/1st person view while in Game Mode.
F3 = Fly Mode while in Game Mode.
F4 = God Mode while in Game Mode, second time you press it = Team God Mode; third time = Demi-God Mode (?); fourth time = Mortal again.
Number pad 1 = Rocket Launcher while in Game Mode.
Number pad 2 = Unlimited ammo while in Game Mode.


REAL LIFE TERRAIN:
From CryMod user Radcliff HERE (http://crymod.com/thread.php?threadid=10151)

1. Import the DEM into a program called Landserf. You can download it here. NOTE: DO NOT use Internet Explorer to download Landserf. I have no idea why, but by default, Internet Explorer converts .jar files to .zip archives, and renaming doesn&#39;t work, so this will pretty much destroy your installation file. There are other programs available that will convert DEMs, such as 3DEM, but I&#39;ve never used them.

2. Export to a .RAW format.

3. Import the .RAW in Photoshop.

4. Convert to grayscale mode (Image/Mode/Grayscale.)

5. Convert to RGB Color. (Image/Mode/RGB Color)

6. Export as a 24-bit bitmap.

7. Import the bitmap into Sandbox.

The result won&#39;t be overly spectacular by itself, but it&#39;s a good starting point. There will be some jaggedness, but this can be corrected with a Modify/Smooth Slope in the terrain editor. Then, after some optimization with Sandbox&#39;s terrain modification tools, you will have a truly breathtaking terrain. It&#39;s not a good way to create islands, since most DEMs cover a wide area, but large landmasses will be no problem.

From CryMod user Kaelis HERE (http://crymod.com/thread.php?threadid=10151)

On the topic of creating realistic terrains - heres a great deal of links covering terrain generation/creation software: http://www.vterrain.org/Packages/Artificial/index.html

Hiding hud/interface/helpers/stats:

Since most people seem to have missed or forgotten this one: typing into console &#39;cl_hud=0&#39; removes hud, &#39;cl_hud=1&#39; brings it back. Shift+Space hides/shows helpers (all the colourful lines and icons shown by the editor by default). You can hide solids (the invisible walls for level boundaries that are displayed as red transparent boxes) by going into fourth tab in RollupBar (little screen icon on the toolbar on the right side of the screen) and checking &#39;Solids&#39; in &#39;Hide by Category&#39; group. To hide performance stats, go into Tools->User Commands->displayInfo. This way you can make clean screenshots without even going into game mode.

Objects following terrain surface:

If you want an object you selected to follow the terrain while moving it around, toggle the &#39;Follow Terrain&#39; snap/constraint, but instead of clicking and dragging one of the axes/planes, click and drag the objects icon.

Alternatively, toggle &#39;Align Object To The Surface Normal&#39; in the Object toolbar (5th button on 2nd top toolbar). Mind you that the object will rotate to match the terrain surface alignment.

You can modify how fast you mouse scroll zooms the view in Preferences->Movement. Useful for rapid zooming out/moving. You can also configure the multiplier for shift movement speed-up.

You can see and set all kinds of variables used by the editor by right clicking onto console edit box (the thing you type console commands into).

GreenBean-HH-
06-13-2011, 01:54 PM
This site cryengine2.org no longer exists, thus the images and links are dead.



Taken from this great tutorial (which works)... Tutorial At CryEngine 2 & Sandbox 2 Editor Tutorials (http://www.cryengine2.org/sandbox-tutorials/ai/how-to-make-ai-enter-a-vehicle/). You can just go to their link to read the tutorial.

This is by far the best Tutorial I've seen in that it tells you what to do, then tells you what it should look like when you're there.


Open up the Archetype Entity section
&#91;]http://www.cryengine2.org/wp-content/uploads/2007/10/image51.png

Navigate to Vehicles > Land and drag the Asian_LTV onto the view port
&#91;]http://www.cryengine2.org/wp-content/uploads/2007/10/image52.png

Navigate to Asian_new > Camper\Camp and drag Light_Rifle onto the view port
&#91;]http://www.cryengine2.org/wp-content/uploads/2007/10/image53.png

With the AI selected, click on Create under the Flow Graph heading
&#91;]http://www.cryengine2.org/wp-content/uploads/2007/10/image54.png

Name the Flow Graph Group VehicleEnter
&#91;]http://www.cryengine2.org/wp-content/uploads/2007/10/image55.png

The Flow Graph window should now open
Right Click on the work space and go to Add Node > Misc > Start and click on that
&#91;]http://www.cryengine2.org/wp-content/uploads/2007/10/image56.png

A small black dot will appear, use your scroll wheel to zoom in on this - you should now see the following:
&#91;]http://www.cryengine2.org/wp-content/uploads/2007/10/image57.png

Now go to Add Node > Entity > EntityID
&#91;]http://www.cryengine2.org/wp-content/uploads/2007/10/image58.png

This should appear:
&#91;]http://www.cryengine2.org/wp-content/uploads/2007/10/image59.png

Now go to Add Node > Vehicle > Enter
&#91;]http://www.cryengine2.org/wp-content/uploads/2007/10/image60.png

This should appear:
&#91;]http://www.cryengine2.org/wp-content/uploads/2007/10/image61.png

Click on ouput and drag it onto Sync
&#91;]http://www.cryengine2.org/wp-content/uploads/2007/10/image62.png

Now click on Id and drag it onto VehicleID
&#91;]http://www.cryengine2.org/wp-content/uploads/2007/10/image63.png

Go back to your view port (leave the Flow Graph window open) and click on the Asian_LTV to select it (the Vehicle)
Go back to the Flow Graph window and Right Click on the Choose Entity text and select Assign Selected Entity
&#91;]http://www.cryengine2.org/wp-content/uploads/2007/10/image64.png

You should now have this:
&#91;]http://www.cryengine2.org/wp-content/uploads/2007/10/image65.png

Select your Light_Rifle AI, and right click on the Choose Entity text under Vehicle:Enter
Click Assign Selected Entity
&#91;]http://www.cryengine2.org/wp-content/uploads/2007/10/image66.png

Click on Seat=Any
&#91;]http://www.cryengine2.org/wp-content/uploads/2007/10/image67.png

Change this value to Driver under the Inputs heading
&#91;]http://www.cryengine2.org/wp-content/uploads/2007/10/image68.png

Finally go to the main FileMenu > AI > Generate All Navigation

NOTE: I don't think you can get military personel to enter Civilian Vehicles. I've tried and failed ::)