Ne rien repondre

Résolu
Profil bloqué - 28 mars 2009 à 22:55
 Profil bloqué - 28 mars 2009 à 22:56
The CryENGINE™ 2 Sandbox can be started by running the Editor.exe
application found in the Bin32 directory for usage on a 32bit PC
or in the Bin64 Bin64 directory for usage on a 64bit PC.

It’s recommended to use a 64bit machine for doing production work
using Sandbox.

The following steps should be followed to create a new level.

* In the menu bar, click on File -> New
* Enter a Level Name which will be used as directory name
and click the Ok button
* In the menu bar, click on Terrain -> Edit Terrain…
* Draw some terrain elevation to shape the landscape and
click on the Ok button
* In the menu bar, click on File -> Generate Surface Texture
* Select a texture dimension and click the Ok button
* Click on File -> Save to fully save the level

After these steps, it’s recommended to re-launch Sandbox and open
the level again before doing further work.

Further information on how to use Sandbox can be found in the
online documentation of the CryENGINE™ 2 stored at
http://doc.crymod.com .


==================================================================
Plug-ins
==================================================================

The 3ds Max exporter, the Polybump plug-in for 3ds Max and the
CryTIFF exporter for Adobe Photoshop are all included inside the
Tools directory. Refer to the Asset Creation Guide for
installation information.


3dsmax Plugin Installation

Installing the exporter and the other tools is done automatically
by the installer, however if the automatic installation failes,
it needs only the following steps:

Copy the plug-in file (CryExportX.dlu) to the plugins directory
in the max install folder. Create a file in that directory using
a text editor (such as notepad) that contains the following text:

[Sandbox] path = \bin32\Editor.exe or path = \bin64\Editor.exe
animlistpath = \Game\Animations\Animations.cba
and save the file as CryExport.ini. Note that the paths shown
in the text should be altered if they do not match the location
of CryEngine 2 on your PC.

Next time that you start Max, the plugin should be automatically
loaded. To check, open the Plugin Manager by selecting the menu
command "Customize"->"Plugin Manager" and look for the file
"CryExportX.dlu" in the list. (X is placeholder for the
3DS Max Version).


==================================================================
Example Assets / Example Level
==================================================================

The included example files will be copied in the Subdirectory
"Mods" so you will find it in the folder "\Mods\Examples\..." you
can open them in Max directly from there. To use these examples
in the Editor and to be able to generate the .dds textures you
will need to copy these files over to the "games" folder in the
same folder structure (Game\Animations\human\male\combat\... for
instance), to be able to play the animation examples or test the
vehicles funcitonality.

When loading the example level you might need to generate the
surface texture at first (Menu Bar - File - "Generate Surface
Texture") to rebuild the terrain texture.

Due to a known issue with the Editor with installed Patch 1,
it is not possible to generate the AI-Triangulation or to use the
"Genarate all navigation".


==================================================================
Known Problems and Workarounds
==================================================================

You would need to confirm that you're NVIDIA drivers are up to
date. There is no known update issue with ATI drivers.

An important note is to know that it is not possible to edit the
scripts of modded features while having a mod loaded inside the
editor. Following is a workaround how to get the script that has
been modified into your mod folder and working properly:

* Edit the Editor shortcut and add “-mod yourmod” (without “”)
behind the target window. Basically it should look like following:
“..\BinXX\Editor.exe” –mod mymod

* Open the Editor
* Load a custom level of your mod
* Pick any object you want to edit the script of
(entity, brush, etc.)
* On the right handside of the editor in the setting bar
of your selected object, choose “Edit Script”
* Choose “yes”
* Modify the script according to your wishes and save it
* The script is then placed inside the root folder of your
Crysis installation and can be cut from there and pasted
into your mods folder under ..\mods\mymod .

1 réponse

Profil bloqué
28 mars 2009 à 22:56
c'etait pour le traduire avec live search mais ca ne marche pas
0