Sandbox Mode
- Sandbox editor/game files are located in Bin32 and Bin64 folders. The editor which is located in Bin32 folder is made for 32-bit based operating system, whereas the one in Bin64 is specifically for 64-bit based operating system.
- The game folder is where the composition of the games are stored, in .PAK format (animation, music, materials, textures etc). They can be opened using zip extractor software. To work with the files inside the .PAK separately, extract the file.
- To insert custom commands such as turning off blur and motion automatically in the editor, make a separate notepad file called user.cfg. They are loaded when a level is loaded.
- Open up SettingsMgr.exe at least once (located in the Tools folder) before working, and make sure there's green light under Engine State. Also make sure the root folder states the location of the build currently being worked on.
- To execute a manual install of CryTIF Plugin, go to Bin32 folder and copy: zlib1.dll, jpeg62.dll and libtif3.dll, then go to Tools folder, copy CryTIFPlugin file then paste them to Photoshop folder. Then paste CryExport file (based on the version of 3DS Max installed) from Tools folder into 3DS Max Plugin folder.
Tips and Trick
- Change camera angle and viewport aspect ratio by right clicking the text (Perspective) under the upper ribbon. The current resolution is shown on the right side.
- To hide/filter entities, hover an object you wish to hide and insert its entity name on the text box.
- Changing the pace in which you zoom in/out is available by altering the "speed" of the camera located under the viewport. The button located on the right side can be turned on/off and its function is to enable/disable the user to zoom through a certain terrain. Turning on AI/Physics will enable object movements.
- Console allows the user to input command. The user can click the three dots on the bottom right to view all the valid commands. Any error will appear in this bar.
- Hiding certain categories or render settings can be achieved by going into the fourth tab of the rollup tab. In this tab, the user can also execute debugging process.
- It is possible to export everything from the editor into .OBJ format to open in other modelling programs such as 3DS Max by selecting the item to be imported, File>Export selected...
- Grouping is often required in order to make the project much more organised and this can be achieved by going into the Group dropdown on the top after selecting a few objects. Prefab is essentially the same; however if a prefabbed object is copied and changes are made, they will apply to all copies. If any changes made are not update in real time, it is possible to reload them by going to Tools, instead of restarting the editor.
- Enabling/disabling selection of a specific item can be achieved by clicking the dropdown box "Select all" box. To select a portion of the terrain hence enabling the user to export it to .OBJ format, click the icon with arrow pointing up then select the desired part.
- To restrain the direction in which the user wishes to move their object to, activate the X/Y/Z icon. It can also be done by clicking on an object and move the arrow to the direction in which you want to move it to.
- CryEngine works with metres and hence the size of the grids (can be viewed by activating the snap to grid icon) and selecting an object.
Customising the Editor
- To avoid having too many windows open, it is possible to drag and drop each popup to another hence combining them. It is also possible to attach the popup windows on the main editor by simply dragging it to a desired position.
- To create a new toolbar, go to Tools > Customise Keyboard and in the Toolbar tab, click "New" button. A new empty toolbar will appear at the top. Switch to "Command" tab, search for a desired command then drag and drop it to the empty toolbar.
- Click the Rollup bar and bring up the customise window. Go to options and tick the "Show shortcut key in screentips". This allows the user to see the shortcut of an action by hovering over the icon.
- Open preferences window by clicking on Tools tab. By specifying "Selection Range" to "1" allows the user to select an object which is located behind another object by double clicking. It is also possible to adjust the time gap between autosaves. The user can also change the helper icons, highlight of selected object and a lot of other things through this window.
- "Configure user command" will open a popup window that the user can drag along the edge of the viewport to place it. This is essentially the most used action.
Viewports
- Move using the ASWD command and this can be achieved whether in edit mode or game mode. Mouse 3 allows the user to look around and mouse 2 to look up or down. Rolling mouse 3 allows zoom in/out
- By holding alt and mouse 3, the user can move the mouse around to rotate the camera on a certain spot.
- Goto position allows the user to jump to a specific coordinate.
User Interface Panel
- CTRL+G = engage game mode
- In the selection window, hide = H, freeze = F, delete = delete
- Asset browser allows the search of objects. To place selected object into the viewport, click on the image preview and drag it into the viewport. Alternatively, browse for objects from the brush button. Users can also view textures in this window. To search for a specific asset, click the box underneath and type a keyword.
- To alter the properties and settings of a particle, select the particle and open up database view. Click on the dropdown box and search for the name of the selected particle.
- Changing the position of the sun by going to lighting setup by going to Terrain > Lighting
This week's lecture includes a variety of previous student work which allows me to gain some inspiration about the subtle and unique placement of the brief of this assignment, which is inserting the last letter of my last name and last number of my student ID into the environment to make it much more explorable and intriguing.