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crytek sandbox manual

These tutorials cover everything from the very basics of the CRYENGINE Sandbox user interface and the basic level creation workflow, to the more advanced topics like setting up AI behavior, creating assets and cutscenes, and integrating audio from within Sandbox. The information you can find here is valid for versions prior to CRYENGINE V. Core concepts have not changed. Therefore, we kept this documentation until we have adapted the new docs to the UI changes. If you are looking for documentation on the latest version of CRYENGINE, please refer to CRYENGINE V Manual. Getting Started Installing CRYENGINE This topic covers how to install CRYENGINE on your machine and how to install plugins and tools for your content creation packages and version control. Starting CRYENGINE Sandbox This page will guide you through the steps needed to start CRYENGINE Sandbox for the first time and how to set up a new level (or choose one provided through the SDK). CRYENGINE Sandbox Interface This topic deals with orientation and getting around in the Sandbox Editor. Basic Level Setup Level Creation In this topic you learn how to create simple maps, setup terrain, vegetation, weather and more. It also explains some more editor basics. Entities, Shapes and Tools This topic explores the creation of objects within Sandbox, and also importing them from 3rd party applications and placing them in the Sandbox environment. Cutscene and Audio Setup TrackView Cutscenes This topic shows how to create in-game cutscenes (cinematics). Audio This topic explores the integration of sound and music in an environment by using the Editors in Sandbox. Localization This section explains how to create region-specific versions of a game with multiple language support. Gameplay and Graphics Setup AI Setup and Navigation This topic covers AI related information like how to setup convincing AI behavior. Gameplay Setup Deals with the setting up of game logic, logical gameplay areas, and advanced AI behaviors.

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Flow Graph Editor The Flow Graph is a visual scripting system with which simple and complex logic can be built with only a few clicks and without requiring any scripting or coding. Material Editor and Shaders In this topic, you will find comprehensive documentation about using the Material Editor in Sandbox. Particles This topic deals with the creation and setting up of particle effects. Multiplayer Includes information on setting up a multiplayer DeathMatch level. Asset Creation Asset Creation Overview of the CRYENGINE art pipeline, file types used, tutorials and other information for asset creation. Characters and Animation This topic covers the creation and setting up of characters and objects, as well as animating them. Geometry How to create static or animated objects, weapons, textures and materials. Texturing Topics covering basic diffuse, specular and normal maps. Physically based shading workflows and information on texture efficiency. Resource Compiler Information on how to use the Resource Compiler to compile assets, textures and pak files for build shipment. Click here to expand. On a 64-bit PC, CRYENGINE Sandbox can be started by running the Editor.exe application found in the Bin64 directory. If you are using the source code, the Getting Started with Engine Code is an important document for you to read. As of CRYENGINE 3.6, only the 64-bit Editor is supported. It is also possible to run the Sandbox Editor in 32-bit mode, by starting the Editor.exe application from the Bin32 directory. The 32-bit version is just provided as-is without any further support by Crytek. Using the 32-bit version of Sandbox might result in the application crashing when doing a lot of editing work on a level. Welcome Screen When you start the Sandbox Editor, after initial load, you'll be greeted with a welcome screen. This screen will give you a few options on what you can do next: New Level - Opens the New Level dialog which allows you to create a new level.

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Open Level - Opens the Open Level dialog which filters level files and allows you to quickly and easily open any levels you have in your build. For levels with more than one.cry file, a tree will appear to allow you to select which.cry file to open. Open Documentation - Opens the SDK documentation in your web browser. Open Recent - As you open different levels, this list will populate with quick-links to the most recently opened levels. Auto-load last opened level on startup - If enabled, Sandbox will automatically load the last level you had opened. To reset this behavior, under the Tools\Preferences menu, Inside General Settings you can un-tick the check box to stop the auto loading of the level. Don't Show - If you don't wish for this welcome screen to show on startup, you can disable it by checking this box. You can also re-enable it via the Editor Preferences. Close - This closes the welcome screen, not Sandbox itself. Be aware that there will probably be a slight pause after clicking this, while Sandbox continues loading. Trademarks are the property of their respective owners. Game content copyright Crytek. Therefore I think it is useful to 'rewrite' this manual over time and make it accessible and as comprehensive as possible.Windows XP and Windows Vista with Start Menu set to classic view: More specific information about certain interface elements can be found in the respective reference documents. It includes things from basic file save and load functions, to terrain editing, to display options and access to the more advanced functions of the editor. For more information check the Sandbox Main Menu reference documentation. This is where a large majority of level design tasks will take place, such as object placement, terrain editing and in-editor playtesting. A brief tutorial on controlling the main viewport can be found here.

The rollup bar is split up into several tabs, containing object creation tools, terrain editing tools, display options and layer organization tools. Further Information can be found here. Details on this can be found here. More information can be found in the Basic Trackview Tutorial. Libraries can be imported and exported from the database view, and various other functions can be performed from within each library. Library types included range from the entity archetype library, the vegetation library, the sound and music libraries and the particle effect library. More information on the Database View can be found here. The properties of these materials can also be altered here. Detailed information can be found in the Material Editor Reference document. Alongside allowing access to these scripting functions. This window also includes various organizational and search functions. Animation graph information can be found here. More information can be found here Smart objects are used to create logical interactions with the game world, to perform various functions, such as giving AI the ability to play animations upon interacting with these objects. More information can be found in the Introduction to smart objects. It includes tools to assist with mocap, morph targets and expressions. More information can be found in the Facial Editor document. More information found here. This tab allows you to turn onIgnore the contents,Move the mouse to the edge of the window, so theNow, lets move the window. Left click and hold down the button in the titlebarGrab the window byNow, your window is docked. Now undock it, simply by grabbing the title-barYou may want to resize the window atYou may have noticed previously, when you move a window within another window,Grab the selection window again, and move it into the flowgraph window, and on. Flowgraph and Select Objects You can undock a window by grabbing its tab, and dragging it away.

The rollup bar gives you access to many different functions of the. This section isThere are 5 tabs at the top of the bar. You can switch between tabs simply by left clicking on its icon. Firstly, you can collapse aThe result is onGab the bar andWith hundreds of objects in your level, this can become confusing.If you hold this down, you can also move your mouse over the objects and select them easily by the point that appears. Brush - Static object. Cannot be manipulated in any way except if itExamples: Rocks, concrete buildings. Cheap on performance. Entity - Anything in the game that needs to interact in some way. CanExamples: Triggers, AI dudes,Geom entity is a very cheap entity, performance wise. It has a veryAn archetype entity is an entity that has its properties defined in theIf you change a propertyThis is good forYou can for exampleIf this prefab is placed in severalIt will also cover some other useful functions of the editor, to help arrange and manipulate your objects. You can do this by clicking the button shown below.Lets use a rock. Double click on the natural folder as below. Then, follow the instructions below. If you accidentally lost your object or deselected it, press Ctrl-Z to undo your last action. Deselect your object now using one of these methods. To select an object, simply move your mouse over the object and press the left mouse button. Also, the same procedure will add an object to your current selection. Alternatively, select the individual modes using the edit menu in the menu bar at the top of the screen. Now, select your object, and you will see it has X, Y and Z selection bars, each corresponding to a different direction. The X bar is red, the Y bar is green and the Z bar is blue. The bar you previously had the mouse over will be yellow. Use this to drag along 2 different axis. Simply select your object, press Ctrl-C, then move your mouse to where you want the copy of your object to be, then click the left mouse button.

You can also copy an object by going into the menu bar at the top of the screen.These are undo and redo. Pressing undo will take back your previous editor action, and after you undo is performed, redo will perform the action you just undid. Also accessed by: Edit Undo (Ctrl Z) Edit Redo Clicking a different axis of the object will change the restraint. Shown below, the yellow highlight is the direction the object is restrained in. For example, the XY restraint will restrain the object to only move horizontally. Terrain snap will only snap to the terrain itself. Please note, this will not affect the rotation of your object at all, and it will snap the object to the floor at its axis point.Click Setup Grid. This is what you should see after clicking Setup grid. All transforms (position, rotation, scale) will be copied from destination object to your initial selected object. Lock selection will make you unable to deselect the current object The object position controls allow you to move an object to an exact position in the level, using the type in dialog boxes.I would like to show place names or road names when you are zoomed outMaps. You could use the Comment entity for this. I don't remember the exactThe maps in the game Crysis are all based on real height-maps to get a realistic looking landscape. Enter a name for your level in the Level Name dialog box, then click OK. When you click OK, the editor will create a new folder in your levels directory named after your map, containing all the necessary files. The most important file in that directory is the.cry file, which contains all the major information for the editor. To create some terrain click Edit Terrain from the Terrain menu. Next click Generate Terrain from the Tools menu. You can also access the Terrain window by clicking on the Terrain button, by default found in the main editing toolbar.

This will open the Generation window, where you can with the following parameters influence the appearance of the terrain: After generation is completed, you should see something similar to this: Now, close the Terrain window by clicking OK and you will see the changes in the 3D view. The terrain is now shown in grey, which resembles the height of the terrain. The brighter the terrain is the higher it is. The blue water texture hides all terrain that is below sea level giving you a correct impression on the actual landmasses. To get a first impression with a default texture applied, you need to regenerate the surface texture of the terrain. Click OK and wait until the calculation is finished. Your view should now look similar to this, showing you a first impression of your landscape. Things to experiment with: Well modeled terrain is an important base for creating a good level. The goal in this tutorial is to pass on some basic knowledge about the terrain editing tools. This will open the Brush Settings dialog.The Outer Radius slider changes the size of the brush. The Hardness slider changes the strength of the brush. A lower value will give a soft effect and higher value will make it stronger. The Height slider modifies the height settings of applicable brushes. Holding CTRL and clicking the mouse button will lower the height of the terrain, if you have a positive value set as height. To activate the Flatten brush you have to select the arrow next to the Brush Settings type selection tool. Next, select the appropriate option, in this case Flatten. And click the mouse button. To flatten the terrain, first you need to select a height in the height control slider, within the Modify Terrain panel.The terrain will be flattened wherever the brush is. Activate the Smooth brush in the same menu as the Flatten brush. In the perspective viewport, click and hold the mouse button on the terrain and then move the mouse around.

Click and hold the left mouse button in the perspective viewport, and move the mouse around. If you have set a positive height in the slider, the terrain will move up. A negative number set in the height slider will move the terrain down. Creating a nice terrain setup is a good first step in the creation of a level, so its well worth taking the time to practice a little. The creation of different terrain types works like the painting in layers in the common 2D graphic designing programs. For the painting of terrains it is necessary to use a few different components of the Sandbox2. By clicking on the icon to the left of the red X a new layer will be created. By default the cursor will jump into that bar of the new layer so it can be named directly after creation. It is suggested to name the layers in a way that declares what it is used for. The LayerID will be set to -1 by default. This LayerID will be changed automatically when the Layer is used first time. It is generally not a good idea to change the LayerID by hand. Click the Edit Surface Type button again. Note: Immediately after creating a layer, some of the Terrain Layers Editor, including the Edit Surface type button, becomes unselectable. Select another layer and then select the previous one again to enable the inactive components. Now, click Add in the Surface Types window, to create a new type and then click Rename and type an appropriate name. Next, open the Material Editor. Now, select a material from the terrain folder. After choosing the desired material by highlighting it, close the Material Editor, and the previous window will show again. Now, click the Pick Selected button and then OK. If you click only OK then the material you highlighted will not be saved. Now you have created your surface type, you need to assign it to your Terrain Layer, by selecting it from the Surface Type drop-down list.

Now click OK until you arrive back at the main perspective viewport, and you will have a complete terrain layer, ready for use. After selecting this, a little way below the available materials can be found. In the now available Brush Settings menu are two sliders to modify your brush. The Radius slider changes the size of the brush A lower value will give a softer effect. And a higher value makes it stronger. Now, click and hold the mouse button in the perspective viewport and move the mouse around. The terrain will change the texture wherever the brush is. The Filter option gives the ability to modify the basic color of the paintbrush. Select the color tab in the Tool. The color selection box will be open.Now, click and hold the mouse button in the perspective viewport and move the mouse around. The terrain will change the texture with the new color wherever the brush is. If you have a good vegetation setup and good brush placement, you can achieve incredible results. But by setting up interesting vegetation categories, you can create a good looking base, which will need only minimal reworking. To create nice looking presets, you can tweak the values we discuss in this tutorial. Confirm the name by clicking the OK Button or by pressing ENTER. This creates a new category called Forest, which will be available in the objects list. Click on the name Forest to select it. The square to the left of the name toggles the active state of the category. At the moment, no objects were added and therefore it is not active. By clicking on the green triangle you can show and hide the vegetation objects stored inside the category. A file list will appear. Press the Open button or double-click to select it. Have a look around the window above. It gives you a lot of information about the object you are about to place into the level.The tree is selected, which is indicated by the green and blue ring around the tree.

If you move the mouse into the perspective viewport, you will see the brush, indicated by a green circle. Just click and move the mouse around to paint some vegetation. You will see the palm trees being distributed on your landscape. The distribution is very regular however you can adjust the options within the objects bar to give your vegetation brush some variety. Try it on the trees you just painted. Now, lets have a look at the most important options and how they effect the appearance of your brush. We used the variables Size and SizeVar to do this. Size allows you to scale your vegetation uniformly, whereas 1 represents 100 percent, 1.5 would be 150. SizeVar is the size variation within a set of painted vegetation objects of one kind. This works on a per brushstroke basis. Keep Size at 1 and set SizeVar to 0.2 to get a nice variation. The group on the left has no Size variation, the one on the right 0.2. As you can see, it already looks much better. Have a look at the trunks of the palm trees and you will see the difference. This feature only works if you use the Paint Object Tool. It ranges from 0 to 1, 0 meaning no bending effect and 1 meaning the maximum effect. Try 0.8 to get a nice bending effect. This value works globally, for all vegetation objects of this type. It is hard to illustrate in a picture, so play with the value and check the movement of the leafs and the bending of the trunk to judge the effect. Its setting ranges from 0 to 1. 0, and will make the objects appear totally black at 0 and at the brightness initially selected by the artist at 1. Adjust the value for the palmtrees to 0.8. The density setting ranges from 0 to 100. This value represents the distance between each single vegetation object. You will see the palm trees placed further apart. The picture below on the left shows a bush which has not been aligned to the terrain. You will notice a significant gap between the left lower edge of the bush and the terrain.

The right picture shows a bush that has been aligned to the terrain. This example looks a lot better and more authentic after terrain alignment. You could also use this option on other objects, but it works best with grass. Feel free to experiment with this feature. The left picture shows a grass object with UseTerrainColor turned off and the right one with it turned on. Setup your vegetation as shown in the images below. Add two vegetation objects like you did for the palm tree. You should see a result that looks something like this Now move the camera into the jungle, slightly over the ground to get a real feeling of the jungle you have created. Feel free to play around with the options and create your own personal jungle. Use the same bush again and adjust its brightness, size and density to give some variation to the bushes. Do the same for the palm trees to get some color variation. For fine tuning, you can always place or erase single vegetation objects. Use the same brush to paint an area without trees, just by selecting the bush and grass object. The variations are almost endless. Most importantly have fun. Note For painting underwater vegetation, make sure to adjust the ElevationMin Value. Set it lower than the ocean, failsafe would be 0. Every Voxel Object(VO) has an internal 3D grid of voxels (usually 32x32x32 elements). Every element contains information such as if the unit is full or empty, what surface type is being used and what the base color is. This array is used as input for the mesh generator. During editing the designer modifies an array of voxels and every change causes re-generation of mesh so the designer receives immediate visual feedback. VO can be used in both outdoor and indoor situations. It is possible to model entire terrain purely using VOs, but it is much more efficient in memory usage and rendering speed not to.The simplest way to do this is to activate Snap to grid before placing the VO.

The size of the grid should be set to 64 meters, which is the size of a terrain sector. Now, go to the RollupBar and select Misc and then VoxelObject, and place a new VO into your level. Select the VO and activate the LinkToTerrain checkbox in the VoxelObject parameters. Visually, there should be no difference apart from the blinking of your currently selected VO. It just enables the usage of the heightmap during VO mesh generation. This way, you can still use the heightmap editor and layer painter in your voxelized area. Copying of heightmap data into VO is also possible, and we will cover this in the next example. Now, start adding overhanging geometry to the top edge of the cliff by following these steps: Click to create new geometry. Resize your geometry by adjusting the Radius slider. Using the Align Plane functions is good for controlling the geometry you create. First click Setup position, move and rotate the plane where you want to, then click Align to plane. Now, paint your voxel on the plane. Use the Brush Setting Type Blur to remove sharp edges.Firstly, place a VO over the desired area, as you did previously. In the RollupBar, go to Terrain and then Holes and make a hole in the area where you want to make the entrance to your cave. Please note this is only a change in your heightmap, and not the VO. Here comes the difference from the previous example. LinkToTerrain option will not allow us to create a hole under the terrain, it only allows you to add features on top. Instead of using LinkToTerrain, we will use copy heightmap data. This way we will get full control over this area using the Voxel Painter tool. Now we can start making the cave. In the RollupBar, open Terrain and then Voxel Painter, select brush type Subtract. Make a cave by keeping click holding while moving on the area where the hole should be. Again, using the Align to plane function here can be useful. Now you can paint on the voxel area by clicking the mouse button.

Click Edit Surface Types. Result As you can see, with practice, you can create great results, by making voxelIf you really need a circular road, then use two roads with the sameTo do this we simply place a vehicle: Go toNow you can seeBelow the entities button is theClick on it toThis will be the first key point of your road. ClickIf you look closely at the road you will see that the default texture is alwaysThe road segmentsClick on the. Edit button in the Road Parameters box (if the button should be disabled pleaseWith the Align. Height Map button and by modifying the key points, you can place theTo change this, openHere you will find a list of available road. To apply this material to the road entity we just created click the AssignWidth value. Tweak this in combination with. StepSize to avoid stretched textures. Now, you will beSecond click will create the middle point of the river. Double-clicking a third time will complete the river. Do not worry about parts of the river disappearing in the terrain, we will adjust that later.With the river shape selected move theNext, press again the Align Height Map button again. The river will always be a flat plane that, by default, hovers in theSee the terrain editing tutorialAlso, you mayThis is only theYou can just copyTo enhance theSimply drag the GravityBox into your level. You can set any gravity value you like (by default without the gravity box aThen adjust the radius and the gravity, 10 is a good value for pushing theHint: use a planet texture as the moon andIn this example we show aNext, go to the RollupBar and click the Solid button in the Object section. Releasing the mouse button will allow you to give the box height, along the Z axis. A final click will exit solid creation mode. Select your solid and activate Editing Mode found within the Solid Parameters To change one or more points in the geometry use the Vertex tool.

Holding the CTRL key enables theTo change the position of the polygon, select the movement gizmo in theYou can also assign a material to your solid. Assigning materials is coveredOpen the File menu and click Export Selected Geometry to.OBJ. Save the file to a safe place on you PC. Load the File in 3D Studio MAX. It is important to disable the Rotate model flag in the OBJ Importer from 3D. Studio MAX. Studio MAX, to help you get your completed object in-game. Efficiently using them to produceYou can drag toThe Trigger Specify a group name for your Flow Graph. It is good practice to organize yourMake sure the ProximityTrigger Node can be seen, by zooming in with the mouseThe ProximityTrigger Node has on the left side the input events and on theNow, add the MissionObjective to the Flow Graph by right-clicking in the Flow. Graph's main window and selecting Add Selected Entity. To get them back do the following. You can replace the Math:Random and Time:Delay nodes with aOnce it is it in place, click on the Enter port in your ProximityTrigger, holdMissionObjective. The Mission Objective has several other input and outputs: Activate: 0 means objective is not activated and 1 mean it is activated. Completed: Marks an objective in the PDA as completed Deactivate: Removes an objective from the PDA Failed: Marks an objective in the PDA as failed SilentActive: Activates an objective without marking it on the PDA SilentDeactivate: Deactivates an objective without marking it on the PDA This only works in real game mode - the Editor will not load the next level. Suppressing loading of next level 'levelname' in Editor! We put friendlies into groups 1-100. Enemies go from 1000-9999. We usually refer to our encounters as action bubbles. Enemies in actionThese are just guidelines though. Other numbers will probably work, butRemember that AI group tactics only works with members of the sameAlso, the alertness level isPlace it roughly 10Graph section of the Entity properties.

Specify a group in which the Flow Graph will be saved in. Make sure the ProximityTrigger Node can be seen, by zooming in with the mouseWe will be using the Enter Output event on theGraph is triggered. Right-click on the grey background of the Flow Graph andNode. Do the same for the pos out port of the EntityPos Node to the pos port of the. AIGoto node. Keep the Flow Graph window open and select the AI Grunt we placed at theNow right-click on the AIGoto Node and click Assign Selected Entity. Node. The finished Flow Graph should look like this: Flow Graph actions and enter combat mode.To get the vehicle id number use the. The vehicle will only drive to the point when aAnything that you want toRight click on any of the ReinforcementSpots in the demo level and openBy default they will shoot at the player onTry selecting the alien, you will see that theTry doing the following:You have x, y, z. You probably want toSelecting and clicking OK will give theFor more info on how to setup the. EquipmentPacks read the EquipmentPack Tutorial.Navigation item of the AI menu. AI will shoot the player when he sees or hears him.The helicopter can follow a path drawn by the designer without flightTo add flight navigation to your level do the following:Select nav type Flight. Then generate flight navigation. Also make sure you use the HeliAggressive archetype for the helicopter. Finally make sure that the AIBehavior is set to HeliAggressiveIdle inIf you want them to hide behind a tree, you just need to set the Hideable flagVegetation object is. The other is an entityTry doing the following:GamePlayBoundary.

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crytek sandbox manual