CRYENGINE Game Development Blueprints
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About this ebook
Perfect the art of creating CRYENGINE games through exciting, hands-on game development projects
About This Book- Create CRYENGINE games from scratch with CRYENGINE Blank Game Starter-kit
- Discover good working practices and tips to quickly jump into making a new level in the game
- Build practical game projects and discover advanced concepts of CRYENGINE game development using the examples in the book
This book is intended for CRYENGINE game developers, wanting to develop their skills with the help of industry experts. A good knowledge level and understanding of CRYENGINE is assumed, to allow efficient programming of core elements and applications.
What You Will Learn- Create a CRYENGINE game from scratch with the Game Starter-kit
- Add custom methods to allow the player/AI to use a weapon
- Create complete “start” and “end” game menus using Scaleform and C++
- Discover how to use highpoly modeling workflow and techniques within the pipeline for the SDK to use
- Use the Crytiff exporter from Photoshop
- Export the CHR―the format the engine needs to read the skeleton
- Integrate the character in the engine using the character tool
- Better understand the rules to create and author skeletons to rig characters designed for CRYENGINE
- Debug common setup issues that might appear during production with useful tools
CRYENGINE is a game engine developed by Crytek for PC, Playstation, Xbox, Android, and iOS. It can be used to create AAA games, movies, high-quality simulations, and interactive applications. It is most popularly used for game development.
In this book, you will start off by exploring the CRYENGINE “Blank” Game Starter-kit, creating a completely playable character from scratch and controlling its movement. You will learn how to implement a weapon and ammo class, and will create complete “start” and “end” game menus using Scaleform and C++.
Additionally, you will learn some key texturing techniques for PBR and how to create and bake maps to the lowpoly model. You will also explore how to get a static model from Maya and shaders setbup in the SDK to check the textures during creation, and create all the necessary engine files to export and see the game character's animations in your engine.
In the final third of the book, you will learn how to create objectives, set up saved games, layer on audio polish to help immerse the player in the experience, and debug game issues.
Style and approachAn easy-to-follow, practical guide covering three exciting projects. As you work through each project you will explore new topics including complex animation, advanced scripting, and complex character motion. All the code used in each project is explained in detail.
Richard Gerard Marcoux III
Richard Gerard Marcoux III is a very hardworking and intelligent software engineer with a passion for teaching and helping others. He has captured the attention of over 600,000 people through his YouTube channel with his efforts to educate beginners in the field of game development using the CRYENGINE technology. He also has an extensive IT background, working in the computer / software diagnosis / repair field for the past 7 years. Lately, he has been heavily involved in C++ games and middleware development, where he plans to create compelling 2D and 3D video games for all ages in genres ranging from platform games all the way to RPGs.
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CRYENGINE Game Development Blueprints - Richard Gerard Marcoux III
Table of Contents
CRYENGINE Game Development Blueprints
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
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Getting Started
Downloading the starter-kit
Installing the starter-kit
Part 1
Part 2
Important classes within the starter-kit
Compiling our game
Summary
2. Creating a Playable Character
Implementing player lives
Part 1 – the player code
Part 2 – the GameRules code
The big picture
Implementing player movement and rotation
The big picture
Making a camera follow the player
The big picture
Summary
3. Implementing Weapons and Ammo
Creating a weapon class
Creating the IWeapon interface
Creating the AWeapon abstract base class
Creating the CBlaster weapon class
Creating an ammo class
Creating the IAmmo class
Creating the AAmmo abstract class
Creating the CFireBallAmmo class
Creating ammo events
Summary
4. Creating an Enemy AI
Registering a new AI class
Detecting the player and preventing mobility
Shooting the player
Extending the AI
Summary
5. Creating User Interfaces
Creating the Flash UI content for our menus
Creating the main menu
Creating the end game menu
Creating UI elements
Implementing a game menu system in C++
Summary
6. The Modeling Workflow for Game Characters and Tools
Getting started
Installing the CRYENGINE SDK
Installing CryTools
An overview of the modeling workflow
Blockout
Highpoly modeling
Lowpoly modeling
UV mapping
Texturing and materials
Summary
7. Highpoly Modeling
Blockout
Highpoly
Using DynaMesh
Highpoly sculpting techniques
Sculpting out the forms
Adding the forms
Adding more details
Adding fine details
The hair system
Exporting the highpoly mesh
Summary
8. Lowpoly Modeling
Creating the lowpoly model
Tools
Getting started
Topology and edgeflow
Good and bad topology
Building the lowpoly
Creating UVs
Adding the eyes
Naming and organizing a Maya scene
Naming
Layers
LODs
Creating LODs
Summary
9. Texturing and Materials
Baking
Baking the fur and alphas
Efficient psd setup
Using masks
Basics of PBR texturing
Exporting maps
Exporting a mesh and materials into CRYENGINE
Importing the mesh by using CRYENGINE Material Editor
File check and handover
Summary
10. Building the Character Rig
Getting started
Scene settings in Maya
Authoring the deformation skeleton in Maya
The deformation skeleton rules
Building the rig
Setting up the hitboxes
Creating the phys proxies for the character
Applying the phys proxies material
Building the character's animation rig
Creating the animation skeleton
Creating the controllers
Rigging the arm
The fingers
The clavicle
Cleaning up the arm controllers
Rigging the spine
The upper body controller
The head
Cleaning up the spine controllers
Rigging the leg
Cleaning up the leg controllers
Rigging the tail
Cleaning up the tail controllers
Enhancing the deformations
The forearm twist
The upper arm twist
Finalizing the rig
Summary
11. Exporting the Character to CRYENGINE
Getting started
Art asset file types
The Crytek Geometry Format
The Character format
The Skinned Render mesh
The Crytek Geometry Animation
Creating the export groups in Maya
Exporting with y axis up
The Character Editor
Debugging in the Character Editor
Creating the character definition file
Exporting the animations to the engine
The Character Parameters file
The Skeleton List file
The physicalized attachments
Summary
12. Initial Level Blockout and Setup
Action bubble level design
References and 2D layout
Design considerations
Level content
Setting up user preferences, hotkeys, and toolbox macros
User preferences
The Auto Backup action
The Fill Selected Shapes action
The Display Dimension Figures action
The View Pane layout
Hotkeys
The Fast Rotate action
The Convert action
The Simulate Objects action
The Switch Camera action
The Toolbox Macros feature
Adapting the premade SDK content
Level duplication
Exporting objects
Exporting the world
The heightmap
Terrain layers
Vegetation instances
Time Of Day and Lighting
Using and understanding source files
Layers
Mass editing content
Stat tracking
Fixing broken content
The .cry and .pak files
Summary
13. The Flow Graph Workflow
Using Flow Graph containers
Host entities
Splitting logic over multiple Flow Graphs
Using Game Tokens to create cleaner Flow Graphs
Creating Game Tokens
Using Game Tokens
Graph Tokens
Laying out Flow Graphs to aid readability
Creating comment boxes
Using comment boxes
Thinking modularly to future-proof our work
Basic events
Test-friendly scripting
Summary
14. Scripting Gameplay Content
Scripting the main level flow and events
Event examples
Triggers
AreaTrigger
ProximityTrigger
Setting up an event listener
Working with events
AI navigation and sequences
Navigation mesh
Cover surfaces
AISequence
Uninterruptible sequences
Adding inventory
Animation events
Ending sequences
Interruptible sequences
Looping movement
Bookmarking
Using the Mannequin editor
Getting familiar with the interface
The preview workflow
Working with fragments
Adding effects to fragments
Procedural layers
Adding a new fragment
The Character Editor window
Creating fragment entries
Adding the AnimLayer
Adapting AI tasks based on player actions
Game Token states
State control
Task scripting
Advanced conditional logic
Multiple area triggers
AND gates
Implementing objectives and checkpoints
Defining the objective information
Using the MissionObjective entities
Activating the objective
Organizing the objective logic
Adding checkpoints
Summary
15. Maintaining Our Work
Skipping through the level flow
Spawnpoint entities
The tags system
Advancing the state of other level elements
Debug location triggers
Advancing complex AI sequences
Extending support to mid-playthrough updates
Debugging setup issues
Game Token debugging
AI debugging
Summary
Index
CRYENGINE Game Development Blueprints
CRYENGINE Game Development Blueprints
Copyright © 2015 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: August 2015
Production reference: 1250815
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-78439-987-0
www.packtpub.com
Credits
Authors
Richard Gerard Marcoux III
Chris Goodswen
Riham Toulan
Sam Howels
Reviewers
Anthony Barranco
Keith Homola
Guillaume Puyal
Commissioning Editor
Usha Iyer
Acquisition Editors
Indrajit A. Das
Rebecca Youé
Content Development Editor
Mamata Walkar
Technical Editor
Taabish Khan
Copy Editor
Roshni Banerjee
Project Coordinator
Shipra Chawhan
Proofreader
Safis Editing
Indexer
Priya Sane
Graphics
Abhinash Sahu
Production Coordinator
Nitesh Thakur
Cover Work
Nitesh Thakur
About the Authors
Richard Gerard Marcoux III is a very hardworking and intelligent software engineer with a passion for teaching and helping others. He has captured the attention of over 600,000 people through his YouTube channel with his efforts to educate beginners in the field of game development using the CRYENGINE technology. He also has an extensive IT background, working in the computer / software diagnosis / repair field for the past 7 years. Lately, he has been heavily involved in C++ games and middleware development, where he plans to create compelling 2D and 3D video games for all ages in genres ranging from platform games all the way to RPGs.
Chris Goodswen is a 3D character artist currently working at Crytek with 4 years of experience working with CRYENGINE. He has also worked on Ryse: Son of Rome for Xbox One as well as Warface and Hunt.
Chris is responsible for modeling and texturing characters as well as developing technical systems for characters; alongside this, he also works with universities, mentoring students and giving lectures on 3D character art and video game development.
Riham Toulan is a senior technical artist/animator working at Dice EA, who specializes in character rigging. She has more than 4 years of experience working with CRYENGINE. She worked on the highly cinematic Xbox One launch game Ryse: Son of Rome at Crytek, where she was responsible for developing rigging pipelines and tools in Maya, helping the R&D team develop new CRYENGINE technologies, and consulting the CRYENGINE licensees.
Sam Howels is a senior designer at the Nottingham-based Deep Silver Dambuster Studios. He is currently working on the upcoming sequel to the 2011 game Homefront, titled Homefront: The Revolution. He was recruited at the age of 18 after his dedicated contribution to the modding scene. He has a strong passion for technical problem solving as well as creating engaging and diverse gameplay experiences. Before joining Deep Silver, he worked on multiple AAA titles at both Crytek Frankfurt and Crytek UK, and he has over 8 years of experience in developing content with the CRYENGINE toolset.
Firstly, I would like to thank Crytek for creating such a powerful toolset for designers like me to use and abuse. The versatility and ease of use that it offered when I discovered it in 2007 is still present today, and it has enabled numerous absurd prototypes as well as facilitated the creation of the final shipped content of each title I've worked on. I'd also like to thank the team at Packt for their continued support and feedback during the writing process. It has been a fulfilling experience being able to put pen to paper and share my knowledge of setting up the content with the engine SDK. Finally, I'd like to thank everyone I've worked with at both Crytek and Deep Silver. The teams that build the technology and games are comprised of incredibly special and talented people, and working with this game engine each day would not be nearly as rewarding as it is without sitting next to a hundred other people who pour their hearts and souls into the work they create.
About the Reviewers
Anthony Barranco is a software developer who has worked at several AAA game studios, such as Ubisoft, after receiving a degree from Marist College in Poughkeepsie, New York. He is an avid gamer and programmer; whether it's Unity, Unreal Engine, CRYENGINE, Source, or Construct 2, he has tried and loved them all. He encourages new and veteran software developers to try any of these engines and help contribute to make more great games. If there is one thing he believes in, it's that game development should be accessible to anyone and everyone.
I want to thank Packt Publishing for the opportunity, the authors for writing this book, and Crytek for making CRYENGINE. Books such as this helped me achieve my dream career, and I hope this book helps someone do the same.
Keith Homola is an independent game developer who dreams of working in a large studio one day. With dedication, he has learned the many different trades of game development, including programming, 3D and 2D art tools, and both the CRYENGINE and Unreal Engine 4 game engines. His experience comes from self-learning, and he puts it to use to make games and theory.
Keith has no formal employer in the game development field. All the experience that he has acquired is through his independent work, and he hopes to use his skills at a professional studio one day.
I would like to thank my friends and family for the support over the years, the online development communities for helping me and other people to explore game development, and Packt Publishing for giving me this opportunity.
Guillaume Puyal lives in France and can be described as an enthusiastic polymath. After completing his degree in electronics, he began working on an ambitious but commercially unsuccessful web technology.
Thereafter, his passion for video games led him to lean toward game development with the CRYENGINE technology. Here, his curiosity pushed him to learn everything from modeling to the UI, and he now specializes in the lighting and materials areas.
When he isn't experimenting and implementing his ideas in CRYENGINE or trying to improve his programming skills, he works on his new software project, which he hopes to introduce to the world soon.
You can learn more about him and his work, including a CRYENGINE specific tool and documents, at http://www.guillaume-puyal.com.
I would like to thank the authors and the team at Packt Publishing for giving me the unique opportunity to review this book.
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Preface
This book is authored by Richard Marcoux, Chris Goodswen, Riham Toulan, and Samuel Howels; they will be your instructors and friends throughout this book. You are about to embark on a journey of discovery and find out what you can achieve in CRYENGINE, learn some tricks of the trade, the game programming techniques, the new aspects of the CRYENGINE code, and most importantly, how to create full working games. If there is one thing that we want you to take away after reading this book is that it's not the game we will be making, but instead the techniques and the problem solving that went into making it. The goal is to arm you with the knowledge and out-of-the-box thinking that is required to create a CRYENGINE game.
What this book covers
Chapter 1, Getting Started, shows you the CRYENGINE Blank
Game Starter-Kit that was specifically designed to teach developers how to create a CRYENGINE game from scratch, and provide a blank slate for them to start with. You will install and compile this kit.
Chapter 2, Creating a Playable Character, shows you how to create a completely playable character from scratch and control its movement with the keyboard.
Chapter 3, Implementing Weapons and Ammo, shows you how to implement a weapon and ammo system, as the player will need a way to defeat bad guys.
Chapter 4, Creating an Enemy AI, shows you how to create an enemy AI and give it some basic intelligence.
Chapter 5, Creating User Interfaces, shows you how to create a complete start and end game menu by using Scaleform, Flash, and C++.
Chapter 6, The Modeling Workflow for Game Characters and Tools, gives an overview of the character art workflow principles, terminologies, and how to prepare for the tasks ahead.
Chapter 7, Highpoly Modeling, discusses why we need to create a highpoly model and its uses in the game in current and next-gen game development. In this chapter, we will be working with some of the principles of highpoly modeling and going through a basic workflow to create the highpoly model in Zbrush.
Chapter 8, Lowpoly Modeling, covers the lowpoly generation and some of the most important areas to remember, such as efficient topology, areas to remember for deformation, other important topics, such as an efficient UV mapping, and how to generate LODs from the original lowpoly.
Chapter 9, Texturing and Materials, explores the techniques required to create and bake textures. In this chapter, we will take a look at the tools, such as Photoshop and Zbrush, used for creating texture maps, how to bake the highpoly information to the lowpoly model by using xNormal, and also see how these baked maps can be used in the creation of textures.
Chapter 10, Building the Character Rig, shows you how to build an animator friendly rig for the character in Maya. We will also discuss the folder structure for the character files and explore the already made deformation skeleton on the character, and how to create a simple and efficient rig using that skeleton.
Chapter 11, Exporting the Character to CRYEngine, shows you how to export a character to CRYENGINE step-by-step and explains the animation pipeline and how to use Character Editor to debug and add extra secondary animations to your characters with CRYENGINE physics.
Chapter 12, Initial Level Blockout and Setup, covers the good working practices and tips used for quickly jumping into making a new level in the SDK, giving us a good base to start adding more complex scripted content later on.
Chapter 13, The Flow Graph Workflow, introduces you to the concept of Game Tokens to communicate with the Flow Graphs. We'll also cover how to set up the level logic to modularly accommodate the various scripted elements that go into making a single player level in CRYENGINE.
Chapter 14, Scripting Gameplay Content, dives deep into creating all the elements that make up a Crysis style action bubble, as we now have a solid grounding in how to efficiently and cleanly produce content for a level in CRYENGINE.
Chapter 15, Maintaining Our Work, covers testing the content or fixing the bugs that take place in the last few minutes of a half hour level, which can be a repetitive and time-wasting process.
What you need for this book
In this book, we would be using the following software:
CRYENGINE (Version 3.8.1)
The CRYENGINE Blank
Game Starter-Kit (Version 2.1.0)
Visual Studio 2013 (any version)
7-Zip or any 7-Zip LZMA2 compatible file archiver (any version)
Autodesk Maya
CRYENGINE3 Sandbox Editor
Who this book is for
This book is intended for CRYENGINE game developers wanting to develop their skills with the help of industry experts. You need to have a good knowledge level and understanding of CRYENGINE in order to allow the efficient programming of core elements and applications.
Conventions
In this book, you will find a number of text styles 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: Create a new header file called CGameUIListener.h.
A block of code is set as follows:
if( m_pGameUIListener )
delete m_pGameUIListener;
m_pGameUIListener = nullptr;
When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:
import cryEngine_BP as CE
Any command-line input or output is written as follows:
Task Completed: Compression of 'Animations/Animations/Boris/boris_walkCycle01.caf'
New terms and important words are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: Click on the Create button.
Note
Warnings or important notes appear in a box like this.
Tip
Tips and tricks appear like this.
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Feedback from our readers is always welcome. Let us know what you think about this book—what you liked or disliked. Reader feedback is important for us as it helps us develop titles that you will really get the most out of.
To send us general feedback, simply e-mail <feedback@packtpub.com>, and mention the book's title in the subject of your message.
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Now that you are the proud owner of a Packt book, we have a number of things to help you to get the most from your purchase.
Downloading the example code
You can download