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Found 11 results

  1. and some highlights: Refutation of CryTek's Claims Claim: CIG was only given permission to make "the game" with CryEngine, selling SQ42 standalone is in violation of this. Defense: The GLA defines "the game" as both "'Space Citizen' and its related space fighter game 'Squadron 42'", with a passage allowing for name changes (Space Citizen > Star Citizen). Additionally, this term does not apply to any games made without CryEngine, and CryEngine is no longer used. Claim: CIG violated the GLA by switching from CryEngine to Lumberyard, they are only allowed to "exclusively" use CryEngine. Defense: The GLA says they are given "exclusive rights to use CryEngine" and the right "to exclusively embed CryEngine in the game". The well-established meaning of this wording is that the right is given only to them (and those subcontracted within the terms), not that they are only allowed to use CryEngine. Claim: CIG is no longer displaying CryTek copyright notices in game, in violation of the GLA. Defense: This obligation only applies if CIG is using CryEngine, which they are not. Claim: Ortwin was employed by CryTek prior to becoming CIG's attorney and co-founder so he had a conflict of interest when negotiating the contract. Defense: Ortwin received a signed waiver from CryTek dismissing any conflict of interest. Claim: Confidential source code was shown on Bugsmashers and disclosed to FaceWare in violation of the GLA. Defense: No defense provided, though FaceWare was after the switch to Lumberyard. Claim: CIG was required to provide any bugfixes they developed for CryEngine up until launch. Defense: No defense provided. Additional Statements The GLA prohibits either party from seeking any damages from one another "except for intentional acts or omissions or gross negligent acts". CIG, not RSI, is the signatory of the GLA, so CryTek committed a legal blunder by pursuing RSI rather than CIG in a number of claims. CIG seeks to have the entire complaint dismissed with prejudice (barring any further related action) on the grounds that none of the complaints are sufficient.
  2. Original email from Chris Roberts regarding Lumberyard on the 24th: Follow-up post regarding Lumberyard on the RSI forums on the 25th
  3. I read this comment online, It really makes no sense to me, I had no knowledge about CIG receiving a check for their work on Cryengine, and has it even been stated anywhere that CIG code was shared back to the Cryengine team?
  4. In light of CryEngine being made free to download and use, Humble Bundle just made a sale of 20,000 CryEngine assets for ~$13 https://www.youtube.com/watch?v=7Xrjdo7xVPM For more info, head on over to: https://www.humblebundle.com/cryengine-bundle
  5. Some cryengine game I come across
  6. Star Citizen concept ship walkthrough including the 890 Jump and Carrack = is a really cool video where the video producer (a fan) uses the cry engine assets and places them in a generic environment to look a each ship. I think it is from the same guy that produces the still images we see in the ship sizes thread (though not sure) - Enjoy
  7. I felt it is worth giving the folks over at Corporation Incorporated a +42 and steering people towards their video site.. Their efforts do not seem to garner the attention it deserves. Two Must See are the FINAL STAND or the new GLAIVE TAKEOFF. It just amazes me what people are doing with the limited amount of material available. Sadly, when the 64 bit conversion is complete over at CIG, I feel these types of endeavors will not be happening as often. They may have to be delayed until CIG can release some sort of a Mod package which contains 64 bit code. The CryEngine SDK will remain 32 bit, and this foretells a bleak future for continued Fan Content. Meanwhile – enjoy what we have. - DRUM out https://www.youtube.com/channel/UCnewyLz4gl03JaHd0j7-M5w
  8. So coming home from PAX on the bus (free WiFi), and browsing the Star Citizen subreddit I came across a post where someone asked what difference 64 bit floating point precision will make to the map sizes compared to the current 32 bit. I decided after being fooled once by someone, to actually investigate a little, and now I thought I'd post it here for those interested. I have changed the numbers I'm using (8k radius to 4k) just because I feel that 8k radius just seems too big for AC - and even 4k was pushing it IMO, as I haven't played AC om so long I'm not even sure if it might be too big too, but the general idea is the same. Read in the spoiler for the text - contained it in there so the OP isn't massively long. Beware though, it is a wall. Do keep in mind that I am in no way an expert in this information, but that the general idea is that the maps can be bloody huge after 64 bit conversion of the engine is done and STILL maintain precision in calculations etc. EDIT: Addendum to explain precision a little
  9. Jetbo

    Modding Resources

    Hello everybody, hopefully this topic will help you get started on your modding adventures. Please post any information you would like to see added in a reply. Last update: 02/21/2014 This is an ongoing thread, stuff will be added as I find them. ----------------------------------------------------------------------------------------------------------------------------- Software Links: CryEngine Development Kit (Required for game integration) Blender (FREE 3D software package) 3ds Max (FREE 3D software package for students) Maya (FREE 3D software package for students) Sculptris (FREE 3D sculpting software) Mudbox (FREE 3D sculpting/painting software for students) 3D-Coat (3D sculpting/painting software) ZBrush (3D sculpting/painting software) Roadkill (FREE UV tool plugin) Headus (UV software) Diamant (UV software) GIMP (FREE Texture painting software) Paint.NET (FREE Texture painting software) Photoshop (Texture painting software) xNormal (FREE Texture generation and baking software) CrazyBump (Texture generation and baking software) Bitmap2Material (Texture and Substance generation software) Substance Player (FREE Substance viewing/exporting software) Substance Designer 4 (3rd party texturing software) Some specific information for Blender users: http://www.crydev.net/newspage.php?news=89611 ----------------------------------------------------------------------------------------------------------------------------- Getting Started - CryEngine SDK: Official CryENGINE 3 Free SDK Documentation Pick a category that you wish to start with (Sandbox Manual, Asset Creation, Technical Documentation, or Scripting Manual) Sandbox Manual: Start here if you are not familiar with CryEngine at all Asset Creation: How to integrate custom models, textures, etc. Technical Documentation: Detailed information for how CryEngine works Scritpting Manual: How to write custom scripts to create custom game rules, AI, inventory, networking, etc. Work your way through the Getting Started sections. I suggest starting with Sandbox Manual if you are totally new. Make sure you go through or reference all the sections when creating new content to ensure compatibility. Watch tutorials and practice! How to get Star Citizen assets in the CryEngine: https://forums.robertsspaceindustries.com/discussion/44486/so-i-loaded-the-assets-of-the-hangar-into-the-sandbox-editor How to get Star Citizen assets into a 3D program: https://forums.robertsspaceindustries.com/discussion/44595/howto-create-your-own-art-using-rsi-s-assets/p1 Tutorials - CryEngine SDK: Comprehensive Video Series: CryENGINE 3 Basics --------- Sandbox Assets Scripting ------ Beginner Intermediate Advanced World of Level Design --------- Sandbox Assets Scripting ------ Beginner Intermediate Advanced CyberGameArts --------- Sandbox Assets Scripting ------ Beginner Intermediate Advanced Create a Game From A to Z --------- Sandbox Assets Scripting ------ Beginner Intermediate Advanced ----------------------------------------------------------------------------------------------------------------------------- Getting Started - Modeling: Choose one of the 3D software packages. If you're really new, go through the Getting Started sections in the help documentation included with the 3D software. (Blender Help, 3ds Max Help, Maya Help) Next go through the Tutorial sections. (Blender Tutorials, 3ds Max Tutorials, Maya Tutorials) Make sure you follow the rules listed in the CryEngine SDK. (see Modeling Guidelines) Make sure you follow the steps on how to use the Resource Compiler and properly export your asset materials. (see Using the Resource Compiler) Some specific information for Blender users: http://www.crydev.net/newspage.php?news=89611 Pro Tips that will make your life a lot easier: Make sure you use and practice CORRECT TOPOLOGY. MORE DETAILS HERE Check for clean geometry. MORE DETAILS HERE Turn up the undo limit to a really high number in the program. SAVE FREQUENTLY and in many different iterations. 3D software files are known to commonly get corrupted. If you are new, START SMALL. Do beginner tutorials. Tutorials - Modeling: Videos: Hard Surface Essentials --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced Blender Basics --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced Coffee Cup --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced Little Robot --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced 1975 Ford Thunderbird --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced Official Blender Tutorials --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced CG Cookie Tutorials --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced Text: Blender Modeling --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced 3dsMax (Click on modeling) --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced Maya (Click on modeling) --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced Futuristic Weapon --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced SPECIFIC MODELING TOPICS: Character Modeling: Head Modeling --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced Hand Modeling --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced 50 Adv. Character Breakdowns --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced Spaceship Modeling: Small Spaceship --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced Spaceship Corridor --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced ----------------------------------------------------------------------------------------------------------------------------- Getting Started - UV Mapping: Take a look at the 3D software help and tutorial files. (Blender Help, 3ds Max Help, Maya Help -- Blender Tutorials, 3ds Max Tutorials, Maya Tutorials) If you are still unsure of what UV Mapping does, see About UV Layouts. Get to know the various methods of UV Mapping. Each method has it's strengths and weakness; you'll most likely end up using a combination of methods to achieve the best results. Pro Tips that will make your life a lot easier: Make sure you use and practice CORRECT TOPOLOGY. If you followed good topology rules, UV Mapping will be much easier because you'll have edge loops to grab onto. MORE DETAILS HERE. Use a checker pattern to help you fine-tune UVs. Example. Use up as much of the UV Layout area as possible. Wasted area means your textures will be needlessly smaller. Example. Again, SAVE FREQUENTLY and in many different iterations. 3D software files are known to commonly get corrupted. If you are new, START SMALL. Do beginner tutorials and small projects. If the UV project is exceptionally difficult, try one of the UV plugins listed at the top. (Roadkill, Headus, Diamant) Take a deep breath. UV Mapping can be one of the most tedious things you'll have to do in the 3D world, but don't let it discourage you! Tutorials - UV Mapping: Videos: Maya UVing Basics --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced Maya Character UVing --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced Blender UVing Basics --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced Blender Character UVing --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced 3dsMax UVing Basics --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced 3dsMax Character UVing --------- Blender 3dsMax Maya ------ Beginner Intermediate Advanced ----------------------------------------------------------------------------------------------------------------------------- Getting Started - Texture Painting: Choose one of the various Painting software packages. Make sure you follow the rules listed in the CryEngine SDK. (see Texturing Guidelines) If you're really new to 2D painting, go through the help documentation included with the painting software. (Photoshop Help, Gimp Help, Paint.NET Help) If you're really new to 3D painting, go through the help documentation included with the painting software. (Mudbox Help, ZBrush Help, 3D Coat Help) Make sure you follow the steps on how to use the Resource Compiler and properly export your asset materials (see Using the Resource Compiler) Pro Tips that will make your life a lot easier: Customize or download new brushes Work at AT LEAST 2x the final value of your texture. For instance, if you are using a 1024 x 1024 texture for CryEngine, work at 2048 x 2048 and then downsize. This will allow you to paint in small details easier Turn up the undo limit to a really high number in the program. ORGANIZE your layers so you can go back edit things easily SAVE FREQUENTLY and in many different iterations. 2D/3D painting software packages are known to crash when working with large files. Tutorials - 2D Texture Painting: Comprehensive series: Polycount Texture Tutorials --------- Beginner Intermediate Advanced Tutorials - 3D Texture Painting: Comprehensive series: Zbrush Tutorials --------- Mudbox Zbrush 3D-Coat ------ Beginner Intermediate Advanced Mudbox Tutorials --------- Mudbox Zbrush 3D-Coat ------ Beginner Intermediate Advanced Mudbox Tutorials --------- Mudbox Zbrush 3D-Coat ------ Beginner Intermediate Advanced 3D-Coat Tutorials --------- Mudbox Zbrush 3D-Coat ------ Beginner Intermediate Advanced Videos: Preparing A Model for Painting --------- Mudbox Zbrush 3D-Coat ------ Beginner Intermediate Advanced Creature Painting --------- Mudbox Zbrush 3D-Coat ------ Beginner Intermediate Advanced ----------------------------------------------------------------------------------------------------------------------------- Community Resources: RSI Modding Forums ModCitizen 42 - Star Citizen Modding Site Youtube Search - various tutorials. Free Autodesk Area - various tutorials. Free digital-tutors - various tutorials. Paid The Gnomon Workshop - various tutorials. Paid CG Cookie - various tutorials. Some free cg tuts+ - various tutorials. Some free 3DTotal - various tutorials, models, and textures. Some free TurboSquid - various tutorials, models, and textures. Some free Renderosity - various tutorials, models, and textures. Some free Creative Crash - various tutorials, models, and textures. Some free Game Artisans - various tutorials and models. Polycount - community forum for 3D artists. Blender Artists - get help for blender. Stack Overflow - get help for programming.
  10. Today CryTek announced that they will add Linux support to CryEngine! Which means it might give CR the chance to port the game to Linux in the future. Actually I won't be surprised if when we hit a funding milestone some time after the GDC that one of the new milestones will be implementing Linux support. Link: http://www.crytek.com/news/conference-attendees-can-also-see-a-brand-new-mobile-game-extra-engine-updates-and-much-more-at-crytek-s-booth Original thread on Reddit Anyone looking forward to that? Could be interesting to see how well it will run using Linux seeing how Valve had some positive results with their own Source Engine.
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