CryEngine 47316 78

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Zaczęty 17.08.2011 roku

Wyświetleń 47316

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eto

eto

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z racji iz nie patrzylem jakie to sa pliki, dam to:
http://freesdk.crydev.net/display/SDKDOC8/CryENGINE+Directory+Structure
powinieneś sobie poradzic

no i tradycyjnie
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We're currently looking at the possibility of releasing more sample assets so this could quite be a possibility but we'll confirm more on this later
 
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muttley

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Jak na moje to by mogli popracować nad stabilnośćią, bo trzeba być urodzonym farciarzem, żeby mieć mniej niż 1 zwiechę na 30 min.
 

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jono

CryEngine 3
#22 2011-09-03, 19:12(Ostatnia zmiana: 2011-09-03, 19:13)
@up popieram dodatkowo jak uruchamiam to mi temp. GPU podskakuje z 60st do na 72 st..
 

eto

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eto

CryEngine 3
#23 2011-09-03, 22:14(Ostatnia zmiana: 2011-09-03, 22:35)
no fakt, niestabilny... chociaz mi głownie wywalało jak zdecydowanie przesadzałem (nagłe umieszczenie paruset tysięcy drzew w odległości max 1cm, za wysoka rozdzielczosć robionego screena [ustawiłem milion na pół miliona pikseli :lol: ], itepe). Przynajmniej wiadomo ze nareperują, majstry.

edit:
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In just over 2 weeks, the free CryENGINE 3 SDK has reached over 300,000 downloads!
 
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muttley

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Jak zrobić by świat nie był taki kwadratowy? Zrobiłem nowy teren, 2048x2048, unit size = 1, wygenerowałem teren (domyślne ustawienia) i mam takie gówna przy każdym wzniesieniu...

 

Gruppenfuehrer Kereth

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New World Order, bitchez!
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Gruppenfuehrer Kereth

CryEngine 3
#25 2011-10-08, 08:20(Ostatnia zmiana: 2011-10-08, 08:20)
Terrain -> Modify -> Smooth
 
Комиссар RBT

eto

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update :D  build 2572:
Spoiler

CryENGINE 3 Free SDK – Build 2572 Changelog
Added ability to save levels to Projects for use with CryDev Projects Database
Added redundancy for logoff to prevent “Account Locked” errors
Added more flexibility to login username/password allowed characters
Added ability for any CryDev user to load any level within the Launcher
Added support for building GameDLL using Visual C++ Express
Added ability for player to switch seats in some vehicles
Added Time:FrameDelay flownode to delay actions for just one frame
Fixed several login and logoff crashes
Fixed crash when creating new levels
Fixed rare crash when deleting an Animation Graph Editor view, along with several other fixes and adjustments to Animation Graph Editor
Fixed rare crash if sound system is disabled
Fixed several warnings/issues specific to 64-bit
Fixed issue relating to mouse and screen resolution in Launcher
Fixed issue where AI wouldn’t enter vehicles
Fixed issue with Material Editor jumping to different materials against users input
Fixed issue with road tool not aligning correctly with edited terrain
Fixed “Frozen” material layer
Fixed HMMWV not loading in Vehicle Editor
Fixed issue with water volume material not displaying water ripples
Fixed a few misplaced objects in the Forest sample level
Made several adjustments to particle system
Made several fixes made to AI system
Made several changes to weapon firemodes and other weapon tweaks
Improved CryTif support (64-bit and newer versions of Photoshop)
Adjustments made to Flowgraph editor
Adjusted warning box on Sandbox startup related to NtfsDisableLastAccessUpdate error, users can now ignore this warning or have the registry adjusted to fix
Fixed TimeofDayTrigger and looping ToD not working correctly
Fix for 16-bit float image always generate DXT5 instead of DXT1
Adjusted spawnpoint arrow/icon
Fixed issue with overlapping water volumes
Many fixes/improvements to Maya eksporter
Several updates to Abrams Tank & MH60 Blackhawk sample vehicles
Adjusted motionBlur settings to provide nicer results
Added several new asset additions to the Forest sample level, including things like water droplet sounds, sounds for falling debris, etc
Made several beautification updates to Forest level including new textures, additional objects, new materials, etc
Updated rock assets for improved collision
Added rooster boid with animations
Updated turtle boid animations
Added LODs for several assets, chimneys, railroad tracks, drains, etc
Improved several particle effects, including bullet/water impact
Added 3ds Max files for railroad tracks
Added new low detail texture for terrain
Added several new destroyable props and replaced lamp post and power poles in Forst with destroyable versions
Added new outdoor toilet asset for Forest
Added pickup, pick and throw animations
Made several adjustments to the Asset Browser
Fixed: Potential crash if no filename is specified for a static vehicle part. Added proper warnings with references to the part and vehicle causing the problem
Fixed crash on closing Vehicle Editor when the HMMWW is loaded
Destroyable object pieces no longer always sink in water ("kwater" prop was applied even when unset)


Also we wanted to point out that this next build is based off the 3.3.7 version of CryENGINE 3, while the first release was based on 3.3.5. Here are the changes that were added in from 3.3.6. Please note that there may be some changes that are not relevant to the Free SDK:

3.3.6 Engine Build Changes

Renderer and 3d Engine
Fix: Render error when using the check-box \"Use Terrain Color\" for vegetation
Added: High resolution screenshot support
Fix: Flickering shadows throughout level
Fix: Issues with material reloading in engine
Fix: ATI specific ocean surface aliasing artifact
Fix: Water dripples
Fix: Max particle pixel fill now clamped to proper screen size – moved m_Wdith / m_Height members to SParticleRenderContext.
Fix: Small particle bug with animated textures
Fix: Particle incorrect positioning with MoveRelEmitter on initial emission
Fix: Particle sound durations: one-shots now always play to completion. Pulsed emitters don't kill sounds early
Fix: Restored ability of invisible particles to spawn 2nd-gen visible particles, fixing semantics of IsActive.
Fix: Simplified ParticleEmitter.GetMaterial, removed unneeded ParticleEffect.FirstActive.
Fix: Allow serialization/pasting of particle effects without version number; pasting only renames effects with no previous name

CryCommon
Fix: Potential crash with CryString.swap()

CryPhysics
Fix: Scale on cloth entities
Improve simulation parameters for the rope object
Fix: Allow scale on ePT_Fixed constraints mode
Fix: Issues with non-colliding (thickness 0) cloth
Fix: Some issues with precomputed rope collider parts

CrySoundSystem
Fix: Wrong position of the Sound Listener in the Sandbox Editor when not in-game
Added: Additional information about which sound event was not found
Removed obsolete CVars: pl_FootstepSoundsNormalized and pl_AnimationTriggeredFootstepSounds
Fix: Not able to play sound events properly

CryAISystem
Improved: car maneuvering
Fix: Allow vehicles regenerate paths on the way
Renamed CPipeUser::m_IsSteering to CPipeUser::IsSteeringAroundObstacle to prevent confusion when reverse-engineering vehicle maneuvering code
Added: Possibility to switch AI Debug Renders at runtime
Replaced: "typedef unsigned tNavCapMask;" with "typedef uint32 tNavCapMask;"
Fix: Network AI Debug Draw: Switch from type size_t to uint32
Fix: Network AI Debug Draw: Add support for big endian
Fix: Don't use Network AI Debug Draw on Dedicated Servers in Release
Fix: Comment out deprecated CScriptBind_AI::GetGroupTarget and CScriptBind_AI::GetGroupTargetCount
Fix: Stop using unsupported goalop "usecover"
Removed: Unused AI perception variables
Fix: AI Actor should be handled as remote client
Fix: AI vehicle turret guys not always shooting you after a cp load, due to their vehicle not being correctly ignored for their sight tests
Fix: AI Debug Draw
Fix: AI Debug Renderer not showing in the Editor before the game start
Fix: Issue moving backwards in COPTrace::ExecuteManeuver
Fix: After a checkpoint reload enemies would stop tracking their target much quicker than what they should
Fix: An helicopter patrolling can have the improper AI
Fix: PlayerSensor and WeaponSensor to work if input entity changes during runtime
Fix: Crash in CTacticalPointSystem::BoolPropertyInternal
Fix: Cover surface message error when the bai file is not present. It explicitly says the file should maybe be regenerated if needed.
Fix: FlowNode to calculate screen position out of entity position
Fix: Improve AI debug draw goal pipe display: now shows all active goal ops rather than just the last executed one each goal op can do custom text
Fix: InsertSubPipe can re-execute completed GoalOp upon return
Fix: ScriptBind Add constants "InsideRange" and "OutsideRange"
Fix: Console spam CGoalPipe::PushGoal - Attempting to push goalop "usecover"
Fix: Goalop COPWait
Fix: Serialization of goalop "timeout"
Fix: CGoalPipe::PeekPopGoalResult()
Fix: Goalop Wait (even XML) should always be blocking and grouped
Fix: Potential crash in DelayedPipeSelection::DelayedPipeSelection
Fix: DelayedPipeSelection::DelayedPipeSelection

Entity System
Improved: es_DrawProximityTriggers indicates enabled/disabled and entered/exited
Fix: Entity:EntityInfo low-node can check if an entity is also an AI object
Fix: Translucency problem with es_DrawProximityTriggers

CryAction and GameDll
Fix: Weapon State driven serialization
Improved: Some cosmetic changes about pAIVisualDebugRenderer in CCryAction::ConnectCmd and CCryAction::DisconnectCmd
Fix: Improve FlowActorSensor Node
Added: function to get ZoomModeName to IWeapon
Added: UIManager (singleton access to all game code relevant UI classes)
Fix: Change HUD UIAction to use FlowActorSensor node
Fix: Change HUD to display proper death message (don't show in spectator mode)
Added: Minimap Nodes to FlowMinimapNodes
Added: OnZoomChanged callback to IWeaponListener
Added: WeaponSensorNode
Fix: AIActions also prompt if it has unsaved changes
Added: Display of custom picture on level load
Added: New flownode to help setting mc's in screen space (0-1)
Fix: Disallow pause in MP
Fix: UI FlowNodes to flush all events that are used in UIAction FlowGraphs that are on the event stack
Fix: gfx_reload_all command
Fix: AI Actors not using player prediction code
Fix: Crash in FlowActorSensor Node
Fix: FlowWeaponSensor Node to receive correct name for zoom mode
Fix: Potential crash on opening a Flowgraph
Fix: Unregister FlowWeaponSensor from IItemSystem on unload level
Fix: UIActionEvents if no level xml exists
Fix: Picking up breakage pieces
Fix: Client can't reload in a MP session
Fix: Wrong first person muzzle flash effect
Fix: Unsafe way to flush UI events in FG
Fix: LocalPlayer Node does not trigger output if local player id changes
Fix: HUD UIAction for MP
Fix: Client not visible on Server after first spawn
Fix: Client health above 100 after first spawn
Fix: Health value returned from FlowActorNode to be int rather then float
Fix: Crash in CanPerformPickUp
Fix: Network hot fixes
Fix: Disable Layer activation in MP
Fix: Call IGame:Shutdown even if "ExitOnQuit" is set to 1

Scripts
Updated: DestroyableObject
Added: DeadBody entity properties not available in Sandbox
Fix: Foley and footstep system tweak
Fix: Add character sounds to Grunt_x
Improved: Weapons: Binoculars, RocketLauncher
Updated: Game/Scripts/AI/Coordination/Coordination.lua
Fix: Changes default model of Door entity to be a door rather than a sphere

Sandbox Editor
Refactored: the file change notification system, now it also reports the change type and skips duplicate notifications
Removed: "Browse for Layer Texture", it is no longer supported
Fix: Change FileChangeMonitor to use 32bit tick count
Fix: Add context menu to all objects in editor view-port. Following items are added: "Show in Asset Browser" and "Properties".
Removed: Unused UI elements from asset browser
Added: New system to handle files that are not linked to the level
Improved: Solid system reliability by excluding invalid data before updating a rendering data
Removed: 'Use Custom Terrain size' check-box from the "Create new level" dialog
Removed: "X" button does not function correctly in the Asset Browser
Fix: Several leak within the file change monitor, added also clear() to MTQueue
Fix: resize of the PropertiesPanel
Fix: Cloud sync in LiveCreate
Fix: Console hot update for CGFs
Fix: Crash when sandbox is open with material editor
Fix: Invalidate a HyperGraphNode without changing the "modification" state
Fix: Potential crash bug when updating solid brush
Fix: Crash bug happening when hiding and undoing a solid box.
Fix: Crash while setting material in Updating Mesh with Solids Editor
Fix: MaterialEditor layout problem on SwitchingUI twice (The actual controls were destroyed but never recreated)
Added: keyboard shortcuts for particle item Enable and Enable All
Fix: Spline tool-tips now show values with 3 rather than 2 digits precision, accurate for 8-bit quantization
Fix: Bug about surface type drop-down menu so as for the list to have all surface items in Particle Editor
Fix: Saving library creates useless Libs/ folder in root dir

3ds Max eksporter
Added: MaxScript interface to eksporter log
Fix: Overwrite message boxes disabled when called from MaxScript
Fix: set_bone_list setting node list actually
Fix: Crash after Reseting a scene
Fix: Animation - Subrange window doesn't stay open when you move away from the utilities tab
Fix: Animation - Subrange window being unable to be resized makes it difficult to work with large names
Fix: CrySkin crashes max if copy/pasted to another object
Fix: NamedRanges dialog not wrapped into CNamedRangesDialog
Fix: Bone selection was always reset when you click on the bone in the bone list
Fix: Some of the text labels in CrySkin were wrong because of the conflicting string resource identifiers. MaxCryExport resource IDs are bumped by 2000

download
http://www.crydev.net/dm_eds/download_detail.php?id=4

no i sdk pobrano już ponad pół miliona razy
 
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eto

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wracając do tej "wady" logowania, jakiś czas temu znalazłem taki filmik:
[media]
https://www.youtube.com/watch?v=Jm1CqBizLBo
[/media]
fajna sprawa
 
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eto

CryEngine 3
#28 2011-12-23, 23:39(Ostatnia zmiana: 2011-12-23, 23:40)
NANANANA! Jest plugin do Blendera :D

autor: angjminer

TCL Community
CryBlend.zip

Cytuj
Once you have downloaded both of these files, install the TCL Community file and unzip the CryBlend.zip. Inside the zip file you should have a folder called "cryblend" and inside that, a folder called "Crytools". COPY the PMCT folder to your bin32 folder of your CE3 Free SDK directory inside the RC folder. Then create a shortcut to PMCT.tcl which you then need to run.

[media]
https://www.youtube.com/watch?v=CN-p7zvivJw
[/media]

topic na crydevie:
http://www.crydev.net/viewtopic.php?f=315&t=80167
 
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eto

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inż. Avallach

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inż. Avallach
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CryEngine 3
#30 2012-01-20, 22:17(Ostatnia zmiana: 2012-01-20, 22:21)
Klimacik trochę jak w tf2, zwłaszcza z części conceptów. Ogólnie grafika raczej słaba (w porównaniu z fotorealizmem który da się osiągnąć na tym silniku), ale to pewnie wina głównie assetów. Choćby te drzewa i trawa, ani to realistyczne, ani kreskówkowe.

Leinnan

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Drzewa zjebane ale trawa mi się akurat podoba
 
Mit der Dummheit kämpfen die Götter selbst vergebens

steam | slavic castles |  last.fm | moddb.com | Stary, najlepszy lider Sclavinii

eto

eto

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drzewa slabe, fakt. ja jeszcze bym sie przyczepil do dachu, imo lepszy bylby gutkowy (chociaz i tak dobrze ze zrobil ubytki).

góry w tle mhmmmmm <<<<3333

Cytuj
ale to pewnie wina głównie assetów.
gościu studiuje 3D Games Art w Londynie :3
 
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eto

CryEngine 3
#33 2012-02-23, 20:14(Ostatnia zmiana: 2012-02-23, 20:15)
CryENGINE 3 Free SDK Update – 3.3.9

[media]
https://www.youtube.com/watch?v=oDrlSmzPBss
[/media]

build 3410:
Spoiler
Major New Features:

DX9 Parallax Occlusion Mapping (POM)
DX9 Screen-Space Directional Occlusion (SSDO)
DX9 Particle Global Illumination (GI)
New “Very High” graphics configuration
Added Scaleform support (v3.9.93)

Important Updates:

Improved SLI/CF support
Improved 32-bit Editor support
Improved support for 5.1/7.1 surround sound setups
Improved support for Windows font sizes
Improved Sandbox UI
Added Visual Studio 2010 support
Removed Visual Studio 2008 support

Full Changelog:

Added UI Emulator
Added UI Actions
Added sample HUD & Launcher menu
Fixed multi-GPU (SLI/CF) flickering issue
Fixed issue with NVIDIA driver support for 32-bit Launcher/Editor
Added new surface explosion effects
Restored particle lifetime curves for alpha, size, etc
Fixed falling leaves & ground smoke graphical bugs
Added and reworked existing sound reverb presets
Added aquatic plants
Fixed seagull boid error
Cleaned up and reworked weapons project (sounds, structure)
Cleaned up and reworked environment project (sounds, structure)
Fixed LODs of beach trees
Added LODs for various vegetation assets
Added new assets for Forest level rework
Reworked Forest level & improved quality of level, including assets, terrain, area shapes, etc
Added POM textures for Forest
Added new destroyed texture for vehicles
Fixed tire explosion sound
Fixed red dot for Rocket Launcher not working
Updated props prefab library with many houses included interiors
Improved soil & wood impact effects
Updated ocean material for Forest
Improved Flowgraph Debugger (Support for Breakpoints)
Improved surface effects for vehicles
Refactored vehicle pfx and vfx libraries
Fixed empty Rocket Launcher effects
Improved SCAR muzzle flash
Added SCAR loop tail sounds
Added AI character Civilian, behavior "Wander between points of interest"
Added boost functionality to all vehicles
Improved house/barrel LOD quality
Added support for AI territories & waves for vehicles
Adjusted vehicle debris pooling to improve memory management
Added more control over XYZ detail material slope
Fixed vegetation bending issues
Fixed crash when using light shapes
Fixed bi-directional rotation params for particles
Fixed stack overflow issue for Win x64
Fixed level heap violation associated with level unload, temp surfaces and fog volume containers
Many adjustments to the sound system
Many adjustments to voxel system
Fixed crash on Launcher start-up and ALT+TAB functionality
Fixed LOD loading bug
Further improvements to Asset Browser
Fixed geometry issue with light objects
Fixed potential crash if no top animation exists in layer for hit death reaction
Fixed crash if no raycaster exists anymore
Fixed potential issue when animation controls an entity directly
Fixed potential crash in renderer
Fixed DOF linkage error
Fixed DX9 vertex decl. issue
Added Mute button to Sandbox UI
Fixed incorrect texture reference in default vehicle lights
Fixed fakeLight property not working for vehicle lights
Fixed terrain SetWaterLevel not updating water level in physics
Fixed environment probe crash
Fixed issue with Rocket Launcher only dropping after projectile had been destroyed
Enabled terrain shadow casting on all specs except Low
Re-enable Fresnel tweaking for water
Enable dynamic textures and projector texture
Fixed issue with non-actor entities not receiving hits
Fixed Character Editor crash when using Morph Targets
Fixed projection problems with bump map decals applied on vegetation objects
Fixed issue with pickable items and AI weapons
Fixed boid animations
Made several adjustments to boid code
Fixed issue with under water sound mood
Fixed particle issue when TurbulenceSpeed < 0
Fixed rare Editor crash
Improvements to rigid entity / fluid interaction
Fixed close attack issue with AI losing sight of player
Fixed rare issue where using "Save As" in Editor resulted in the .cry file being deleted if an error occurred
Improved ocean particle interaction based on wave height
Added ability to define tire explosion particle effects (instead of being hard coded)
Added ability to define custom params for Rocket Launcher RDS (instead of being hard coded)
Updated FMOD (4.38.04) binaries - Fix for 5.1/7.1 surround sound crash
Fixed memory leak in Editor
Improved emitter debug bounding box drawing, scales correctly, alpha support, etc.
Improved vegetation profiler
Allow water volumes to be turned on / off
Improved scope view for Rocket Launcher
Fixed crash for using Windows Font > 100% in size
Fixed shadow disappearing when light props are modified
Fixed 3rd person camera reset when changing seats in vehicles
Fixed crash when using broken_mtl option in surface type
Fixed issue with voxel LOD seams
Fixed hot reloading of animations in Character Editor not working
Fixed animation events at 0.0f not triggering
Fixed updating of current ammo pool on ammo pickup
Updated latest EAX code
Fixed Animation System Assert on startup (last unloading of DBA)
Fixed Animation System Assert in PoseBlenderAim
Fixed Focus and confine cursor problems in the Launcher
Fixed issue with LookIK
Fixed Time of Day synchronisation
Fixed infinite ammo bug
Fixed white spec on the rocket launcher scope glass and renamed ids
Fixed ammo pool not updating on pickup ammo
Added some missing textures spec & ddn
Fixed rendering bugs related to vegetation wind
Changed pfx modifications to use only one library. Now all weapons use the weapon_fx.xml
Adjustments to civilian AI & reaction to the player
Updated MaxCryExport: disable export of vertex animation by default
Fixed VehicleLights flownode not working
Added ScriptBind and FlowNode for loading TimeOfDay files
Fixed Crash on opening WheelMaster dialog in the Vehicle Editor
Fixed Vehicle Editor crash after closing WheelMaster dialog
Fixed AI Debug Draw TagPoints
Fixed Starting 2 material effects while using melee attacks ("No Surface Type") and wrong direction
Updated bullet effects for most surfaces
Improved dock area assets, collision proxies, LOD’s, scale of objects
Fixed collision issue on lower area of light house
Added multiple improvements to decal assets quality
Added new TOD Street light prefab
Added Tractor sample asset
Updated Resource Compiler
Renamed BehaviorSelectionTree to SelectionTreeEditor
Adding Auto Backup option in the File menu to easy enable/disable the auto backup of the level
Updated XT Toolkit
Being able to start animations from Lua with animation driven motion
Rename DefaultVehicle to EmptyVehicle
Updated Editor tips
Improves the filter edit control behavior in the node tree pane of TrackView by allowing a tab-switch of current matches
Added ability to change order of track events in the ‘Edit Events’ dialog
Added quick access for Entities using the Animated Character Extension in the context menu
Improved civilians reaction to player
Allow moving keys to the time between 0 and the sequence start time.
Maya: Validate message control system. Allow some validation messages to be disabled by the user
Maya: Getting UDP from bone geometries into the game
Point Light Shaft Properties added to light entity
Audio Caching for Items
Added possibility to check for matching rows/colums and wrong ordering in Material Effects with setting mfx_debug to 3
Collada: Changed the rotation from Y-up to make the facing correct
Added ScriptBind and FlowNode for loading TimeOfDay files
Remove old key dialogs from TrackView
Updated the SDK character model
Maya: Plugin version update
Improve the naming of director nodes in TrackView
Fixed Terrain collision enabled icon being backwards
Fix broken undo/redo of keys and splines after redo adding a entity to TrackView
Improved default lighting setup in Character Editor and Animation Graph Editor
Launcher: Level.cfg are now loaded
Fixed picking an object inside a group/prefab not working
Fixed Autostarting a TrackView sequence doesn't hide the player
Fixed two-handed pickups
Re-factored graphics configs and removed redundant CVars

Vehicle Updates

Speedboat
Tweaked material & fixed surface type errors
Many adjustments to damage behaviors and effects
Improved wake/spray effects
Improved 1st and 3rd person cameras
Added ability to custom define wave effect in XML file (instead of being hard coded)

Abrams
Added gun overheat effect for Abrams, fixed errors
Updated Abrams material
Fixed faulty left tread
Added recoil animation for main cannon
Many adjustments to damage behaviors and effects
Added new sounds and states (engine stop, exhaust smoke puff, etc)
Increased main cannon damage, improved effects & sounds
Added lights to Abrams
Tweaked main cannon projectile to be visible
Added MP modification to Abrams to give separate driver/gunner control
Fixed inaccurate Abrams damaged model

MH60 Blackhawk
Fixed decal issue & made general improvements to material
Added new texture for downwash effect & improved environment interaction effects
Many adjustments to damage behaviors and effects
Added navigation lights toggle
Added new sounds and states (engine stop, exhaust smoke puff, etc)
Fixed control issue when helicopter is at its highest limit
Fixed controls locking up when using gamepad
Improved handling of rotor animation, uses engine animation, not hard coded
Added ability to adjust velocity damping via XML instead of hard coded

HMMWV
Updated HMMWV material
Many adjustments to damage behaviors and effects
Improved surface interaction and effects
Many tweaks to vehicle handling, performance & environment interaction
Improved 1st and 3rd person cameras

download: http://www.crydev.net/dm_eds/download_detail.php?id=4
 
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CryENGINE 3 Free SDK Update – 3.3.9
build 3410:

Major New Features:

DX9 Parallax Occlusion Mapping (POM)
Added Scaleform support (v3.9.93)

Aż się dziwię, że tego pierwszego nie było w CE3 przedtem, a to drugie jest potrzebne ;d
 

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No scaleform to przecież technologia przyszłości. Filmiki w W2 jak i w wielu innych grach są właśnie takie dzięki sf.
 

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eto

CryEngine 3
#36 2012-02-27, 19:01(Ostatnia zmiana: 2012-02-27, 19:03)
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Aż się dziwię, że tego pierwszego nie było w CE3 przedtem,
ja to sie dziwie ze jeszcze nie ma wsparcia dla nowszego directx'a

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No scaleform to przecież technologia przyszłości.
w sumie juz teraz ma sie calkiem dobrze

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Filmiki w W2 jak i w wielu innych grach są właśnie takie dzięki sf.
filmiki? scaleform to narzedzia do tworzenia ui.

http://www.develop-online.net/news/39922/CryEngine-3-includes-Autodesk-Scaleform
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Scaleform provides tools to help create a range of UI assets like mini-maps, heads-up displays, game menus, mission objectives, and flash projection.

tak btw zaraz sam sciagne ta najnowsza wersje i zobacze co i jak
 
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https://www.youtube.com/watch?v=ijOx1QdLpcI
- takie małe demo Scaleforma z UDK :D
 

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eto

CryEngine 3
#38 2012-03-12, 20:22(Ostatnia zmiana: 2012-03-12, 20:24)
nvidia puściła w internety filmidło z GDC. narazie obejrzalem co nieco o reflections, pom i teselacji, pozniej mowia cos o nowym/zmienionym/rewolucyjnym navmeshu.

http://nvidia.fullviewmedia.com/gdc2012/03-crytek.html
 
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CryENGINE 3 Free SDK Update – 3.4.0 DX11
[media]
https://www.youtube.com/watch?v=r5nB9u4jjy4
[/media]

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Among the key enhancements free CryENGINE 3 SDK users can look forward to in version 3.4 are:

  • Revamped DirectX 11 Tessellation
    DX11 support and tessellation has come a long way since Crysis 2. Phong, PN triangles and displacement maps, along with no need for pre-tessellated assets, makes CryENGINE's DX11 support among the best in the industry.

  • Multi-layer Navigation Mesh
    The multi-layer navigation is a powerful new and easy-to-use navigation system that AI agents utilize to path-find through game maps.

  • Improved Skin Rendering and Eye Shader
    New scattering approach gives more realistic rendering with fewer artifacts. New settings, checkboxes and sliders for things like oiliness, iris control, colors, pupil dilatation, tessellation and parallax support make CryENGINE character rendering more advanced and customizable than ever before.

  • Advanced/Improved/Extended Glass Shader
    The glass shader is a specialized tool for rendering glass-based surfaces. It can represent a wide range of glass types, including regular windows, stained glass, leaded glass, beveled glass, some crystal types and some types of transparent plastics as well. The improved glass shader now also boasts features such as a dirt layer designed to produce extremely realistic-looking glass surfaces complete with dust and dirt, differential fog and refraction blur.

On top of these key updates, version 3.4 of the free CryENGINE 3 SDK addresses a number of bugs from previous releases and gives developers access to further improvements that include:

  • Improved glass rendering.
  • Geometric light beams.
  • Point light shafts.
  • Time of day based filmic HDR tone mapping.
  • Curves and key tangents for time of day.
  • User controlled per cascade shadow bias through time of day.
  • Improved transitions between levels of detail.
  • Volumetric fog features extended and improved.
Improved distance cloud shading.

Changelog:
uwaga dlugi spoiler
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CryENGINE 3 3.4.0 SDK Changelog

Refactored UI game events
Added new UIGameEvent class (moved functions from UIActionEvents to this class)
New interface for auto registering to UIManager
Continuous update is not automatically paused/restored when filtering/restoring the visible objects inside sandbox. Pausing the continuous update also when jumping into game in Sandbox.
Include node indices in navigation graph debug draw
DX11 CBuffer Downscale Improvements + fixes
Make sure vehicles can use the Multi-layer Navigation
Added Overwrite All button to checkout dialog
Added FG node to catch and trigger upon animation events set up in character editor
Changed UIEventSystems of old game dll to use new event dispatchers
HUD3D use correct offsets for different resolutions
Now correctly set the alpha for glass phys fragments.
Added variable stable fragment size to glass, meaning smaller pieces can stick nearer edges.
Coloured glass particle effects to match glass material (Off by default).
Enabled glass cvars in release builds.
Fixing EngineAssets location
Add icon and version number to remote shader compiler
Remove some obsolete shaders from the shader list
Gamma changes now respect window focus in Dx10/11 (As per Dx9 in DeviceLost state).
Support for non-uniform phys scaling (clone-based)
Set the web server port for the Remote Shader Compiler
Re-added EF_Query( EFQ_D3DDevic )
FrameProfileSystem now displays frame time, lost time, and overhead with same averaging method as profile entries.
Time of Day: added serialization of key flags for splines
Sandbox, Time of Day: added toolbar for Spline editor, dockable frames.
Added "Reverse" to MaterialEffect particle hit direction options.
Add GeometryBeam inside the Sandbox shader list
Remote Shader Compiler to VS2010
Set ai_MNMEditorBackgroundUpdate to 1 by default
Shadowpool caching support, blockpacker usage fixed
Being able to choose an entity class category from within Lua scripts and external entity class handlers used inside the Editor, instead of always putting them into "Default"
Added callback to handle glass system cvar changes. Tidies up the temp crash fix.
Enabled the new glass system by default when in multiplayer.
Implements the light animation by (ab)using the light node in the movie system.
Adds position/rotation animation support to the light animation system.
Makes it possible to scrub a light animation through the regular TrackView interface.
Move more textures to Engine\EngineAssets
Lua debugger GUI improvements
Added GameScript projects to GameCodeOnly solutions
Implements the film curve preview in the Time Of Day dialog.
New UIEvent receiver and sender helpers for variable args and arg count
Some helper functions for easier UIEventDesc creation
Allow to use Vec3 as type for UIEvent FlowNode ports
Rework TemplBeamProc 1. Dust 2. Air Turbulence 3. Volumetric Shadows
Re-add start and end colors
Simple tool to check flags
New glass shader featuring: Improved lighting consistency. Support for opaque layer, tint color map, alphatest shadows using opaque map, blurred refraction (High end only). Removed support for alphablended non-refractive glass. Tidied up legacy code.
Glass Shader: Added diffuse multiplier to vertex alpha.
Glass Shader: Added global opacity multiplier.
Enable geometry instancing by default
Changed UIEventSystems to use new easier style (new game dll first)
Improve default values for film curve tod settings
Add MotionBuilder 2012 eksporter to be built in the tools solution file
Updated UpdateCryGameScriptsProject
HUD3d position C2 calculation
Database Save button now enabled/disabled depending on count of modified libraries.
Added cvar to define if _mp should be auto added to sound files on mp
Enhanced particle MaterialEffects, allowing direction type to be specified per-effect, same as other effect modifiers. Compatible with ealier XML that specifies it per group.
Allow lazy updates for flash elements
Allow to override dyn tex with from uielement
Only render uielelemnt to dyn tex if needed (with lazy render flag)
Optimizations:
Removed useless GUID info from ParticleEffects.
Resizing and "Look & Feel" of the solid panel
Perf improvements to glass triangle hashing loop.
Saving of ~300 bytes per glass RN by removal of temp vars and class restructuring.
Swapped a large continuous glass array for a smaller cyclic one. Up to 40kb PC and 10kb consoles saved.
Glass impact decal params are now only calculated once instead of every frame.
Using CTRL + Middle Mouse to add/remove a flowgraph breakpoint
ITimer and FrameProfile systems now consistently use CryGetTicks(), replacing runtime tests and function pointers.
Removed unused members in ProfilerInfo.
Added state to SParticleUpdateContext to reduce repeated computations.
Integration of multi-particle ParticleEmitter.EmitParticles() change.
Sped up emit rate/count computation in SubEmitter.EmitParticles(). Cache EmitCountScale, avoid calling GetExtent() during particle emission.
Removed SAnimationDesc struct from code and new AnimGraph files, following C2 behavior. Replaced with runtime functions to compute SAnimationMovement and get SAnimationSelectionProperties*.
Removed unused GetAnimationLength functions.
Adjusting view distance ratio on a few object for consistency
Sandbox Rollupbar resizing and "look & feel"
Cleaned up gamma ramp calculations, now round results correctly.
Prevent execution of sound creation code with an empty sound name string and display of an unnecessary error message to the log
Refactoring:
Little simplification to tod sun shadow cascades control/removed hdr contrast control
Tweakable per-cascade shadow bias
Significantly improve shader compilation speed by replacing fxc with cryfxc
Move cryfxc into PCD3D11/v005
Adding d3d compiler dll to be complete
Rename %DETAIL_MAPPING back to %DETAIL_BUMP_MAPPING to maintain backward compatibility
Added inline tick functions to ITimer: GetTicks(), GetTicksPerSecond(), TicksToSeconds(). Removed silly virtual TicksToMillis/Nanos(). Also added GetNonFiberTicks(), which subtracts FiberYieldTime(), simplifying a lot of code. Removed redundant tick functions and members from FrameProfileSystem.
Movd OPT_STRUCT facilities from TypeInfo.h to platform.h. Made member and acccessor names more consistent: _Member, Accessor(), Setter(val)
Remove not needed ifdef GAME_IS_CRYSIS2
Branch refactoring
Update the ToolkitPro .dll inside the Tools directory
Removed support for deprecated fog mode. Prerequisite for coming volumetric fog enhancements.
Add parser support for shader interpolator arrays
Terrain non linear alpha blending factor support ("blend layer")
Updates for per-light shadow bias / lights specular was mismatching sun specular / tone mapper curve tod control / brute force dof quality mode+ resolution scale fix
Separates the HDR parameters and packs together with the film curve preview in the TimeOfDay dialog.
Increase the range of volumetric scale
Move light beam update to a new shader
Adapting 3dMouse default values
Validate shaders for fog and water volumes
Removing geom_instancing=0
Small tweak to vignetting texture (was a bit overkill)
Remove grass material pre-multiply on diffuse colour
Removing per art request cvdetailscale (and old cvnumlayers)
Moved CryCG to mingw-gcc based builds
Move two more textures to Engine\EngineAssets
Added:
Added missing file that's being referenced for grenades
Adding scripts only RC Job
Deleted:
Deleted StaticSymbols.cpp (obsolete)
Delete no longer needed test file
Delete depreciated Tool Box config file
Delete depreciated Modelling Panel file
Delete unused/unavailable item from equipment pack
Delete depreciated file (Tools -> User Commands)
Tweaks:
Updated AsianCoaxialWeapon to use HMG weapon sounds. Lowered rate of fire for visuals to match audio.
Removed GAME_IS_CRYSIS2 from AI system, replaced with local define in AI system if new flight navigation should be used
Better facing for dynamic flash tags
Adjusting new script separation RC Job processing
Adding R_HDRBlueShift = 0.
Adding new glass decal controls, default values.
Fixed issue with unused grenade types (flash, emp, smoke) spamming console. Fixed spacing. Fixed issue with incorrectly pointing helper.
Removed vehicleCollisionDestructionSpeed="4" param from MH60. Was blowing up far too easily when nudging other vehicles.
Removed commented out CVars. Changed r_HDRRendering default to '3'.
Lowered grenade damage (250 -> 150). Lowered min/max radius 5/15 -> 2/10. More realistic behaviour for a frag grenade, less chance of killing yourself.
Keeping the joint velocities when "ragdollizing" the actor. Better for the Hit/Death Reactionsystem (death reactions).
Sandbox, Time of Day: More sensible default zoom settings, cleanup.
Added isPassengerShielded="1" to gunner seat for protection against rockets.
Tweaked damage and radius on vehicle explosions. Fixed issue with Abrams explosion not causing reaction (delay set to 0.2).
Updated path to new cloth asset
Updating size of glass texture atlas.
Changed the default TOD to suit new filmic tone mapper (r_HDRRendering 3)
Ensured lock pointer is NULL before attempting to lock to help track down a possible failed LockVB crash
Renamed CryEngine_GameCodeOnly to CryEngine_GameCodeOnly_LEGACY
Small code cleanup
Adjusting RC Job for new script processing
Tweak default TOD - decreased DOF settings
Adding ai_MNMEditorBackgroundUpdate to system.cfg to generate nav mesh in editor whilst not the primary focus
Removed upper limit for maximum players in multiplayer
R_shadowsstencilprepass const cvar set to 2
Removed hardcoded weapon attachment definitions, instead loaded in a data driven way.
Made some glass index types more explicit to help avoid errors.
Updated glass decal atlas - Slightly increased white-levels on larger break pattern.
Removed glass system cvar from multiplayer.cfg as now globally enabled.
Renamed CryEngine_VS10.mk to new name as well
Changed 0xCE 0x94 to delta
Added canary for CRenderObject id overflow
Tweak HMMWV - added dynamic light for headlights
Disabled the game side stealth-o-meter code in the Target Track Threat Modifier. CL676413 - !B Fixed issue where the visual stimulus would be pushed down because the outThreat wouldn't be set by the threat modifier.
Removed unnecessary file copy and linker flag
Minor cleanup of make variables
Reduced smart path follower look ahead distance to 0.33 meters instead of 10
Updated system.cfg to clarify sys_spec is only for Launcher and not for Editor
Cleaned GameCodeOnly solutions
Character shader refactoring/cleanup.
Update multiplayer.cfg - Removed several duplicate CVars. Removed graphics related CVars that shouldn't be MP specific and are defined in main CVarGroups (viewdistratios, etc). Removed obsolete CVars.
Removed unnecessary UI warnings
Fixes:
Sandbox will now notify the designer if they are trying to "Export to Engine" while the navigation data didn't finish the processing operation. Also Launcher will load the navigation data even if there is a version inconsistency between the MNM configuration file and the eksported data
Fix the result value returned by the RayCast in case the ending triangle is not acceptable.
Small fix due to renamed GetUserName
DX11 CBuffer Downscale Improvements
Disabled warning "Could not read AI Cover Surfaces" when there are no Cover Surfaces on the map
Crash when drawing debug information for formations
Fixed Entity Pool
Fixed GetOutputXMLFileName if empty string is passed
Time Of Day: Fixed creation of property nodes after re-opening the dialog box
Fixed: HitDeath Reactions didn't consider caused damage for explosions
Fixed: HitDeathReactions never checked if ragdollizing the actor is allowed
Fix global initialisers in x64 release builds
Fixed: Possible infinite loop while loading malformed Lua breakpoint information from breakpoints.lst
Improved Scoped Time Logger
Fixed potential crash in CStructInfo.FindSubVar
Fixed: Readded Game Token type not set correctly (always used type string, bad for network serialization)
Move into Compiler from typo'd directory.
Removed double-triangle hash on glass node initialisation.
Fixed a case where glass phys frags with id 0 were using garbage geometry.
Fixed: No Bird boids animations
Blend layer color input fix for vegetation
Crash fix for MP if no game mode is set
Fixed CSaltBufferArray::IsValid
Fixed: Missing caused damage parameter when notifying the HDR system (Collision)
Final fix for x64 static linking
Fixed: Weird living entity behavior on non terrain ground.
Fixed health not updated on hud
Fixes the issue of 'r_measureoverdraw' not working in DX11.
Fixed: Crash in BreakableManager
Fixed: Wrong path to default CGF
Shadow tweaks
Finally fixed crash in profile system when changing profile_allthreads from 0 to 1.
!I potential multithreading problem with rigidbody mass recomputation
Enable flowgraph nodes Input:Key and Input:Action in multiplayer
AnimationGraph: Fix for animation randomizer not being properly called, resulting in unrandomized repetition when multiple characters enter the same state
Tick timing fixes and cleanup:
Fixed inconsistencies in CryGetTicks, QueryPerformanceCounter, and QueryPerformanceFrequency. CryGetTicks is now equivalent to QPC on all platforms, fixing some profiling results. Win32/64 use Windows QPC rather than RDTSC, as it's guaranteed thread-safe, and has acceptable performance on Profile builds.
Sandbox: "Inside the Time of Day window, groups of keyframes cannot be deleted." -
Sandbox: "Time of Day: When first opening the Time of Day, the timeline scrubber does not render/refresh"
Fixed: Material Picker doesn't pick correct submaterial
Fixed: Don't receive update item callbacks when setting the initial values in the TimeOfDayDialog
Fixed wrong vcproj file settings in Project.mk
Fix dissolving issues on sprites causing flickering
Sprite-model dissolving quality improvements
Fix up lod dissolving issues on view change
Dissolve improvements - distance based, cross over LODs to minimise volume differences and screen-space noise
Implement dissolve to-from nothing/bottom LOD/sprite
Fixed D3D11 staging texture leak - introduced pool of staging textures
Ensured that staging textures only get freed on Unlock, if they were allocated as a result of a Lock
Fixed log(0) FPE
Fixed: Footstep sounds and player water interaction not working
AnimationGraph: Additives Modifier will now correctly end looping animations even if multiple characters are in the same state
Duplicated cvar registrations
Compile fixes for VS2010, plus fix for long running shader servers
Fix shader lists being left as .tmp files if rename fails (adds same 5s retry as with delete of old .txt files)
Removed non-ansi characters that makes errors when building with asian locale
Correctly adding the mnm data file (.bai) to the level.pak
Renamed IUIElement to IUIObject since it conflicts with IFlashUI
Crashfix if shader error message occur while platform os is not initialized yet
Fixed DebugCallStack::FillStackTrace in 64-bit mode
Fixed: Expended ammo was never reset correctly when dropping/picking up the weapon.
Various fixes for pointer checks, missing initialisation, incorrect asserts, unhelpful log messages, bad indentation.
Fixed: Puppet range container was never reset. Was constantly growing inside Sandbox.
Alpha value now used for refractive particles on blending as well as bump scaling, for proper results with overlapping particles.
Fixed FPE in ParticleContainer.ComputeUpdateContext when TurbulenceSize was small.
Fixed correct editor set level
Fixed function BasicActor:InitialSetup
Fixed compile error in debug win32
Refactor instancing RT flags to reduce shader combinations
Fixed "ai_DebugDrawVolumeVoxels" and removed (unused) volume hidespots-related code
Fixed basic event hanlder
Fixed correct windows event handlint
Temporary crash fix for new glass system
Static analyzer warnings fix
Fix crash when a texture is used for rendering which was created during the precache phase
Fixed assert in Debug-Renderer
Compile fix + fix for gs tweakables not being properly set/declared
Ensure right view projection matrix used for waterfoginto
Fix Color shift bug. Renamed the generation params
Couple more shader compilation fixes/cleanups
Register class otherwise renderer will not be able to create render window
Don't add bullet impulse if there was no rendermesh hit
AI: CGoalPipeXMLReader::ParseGoalOp (COPWait does not work for XML goal pipes)
Fixed: Full recursive clone for archetype entities properties table
AI: CETHR-1075: SIGNALFILTER_SUPERFACTION always sends signal to Player (regardless of faction)
An issue with multiple phys areas affecting an entity
Fixed: Boolean properties didn't work when using external entity property handler
Some fixes to linked scaled physics objects
Fixed: Typing in new helper directions didn't update correctly the actual helper rotation in the Vehicle Editor. Only worked when rotating it in the viewport.
Fixed static linking of dedicated server without staticsymbols.cpp
Fixed mem overwrite crash in WriteVerticesIndirect, and removed implicit container count limit
Fix AnimGraph file compatibility with new cvar which indicates AnimDesc objects in ver 63 files.
Re-enabled USE_SELECTION_PROPERTIES define, as AnimationSelectionProperties required for pre-Crysis2 AnimGraph code.
Lightbeam Hot Fix
Fix shader compilation bug
Fixed: HitDeath Reactionsystem health thresholds were never used
Fixed: TacticalPointSystem AvoidCircle not working correctly
Fixed: Display name sometimes not set to an empty string for the Material Picker Tool
Removed missing files from Editor project
Added free_container of s_pWaterHitsMGPU to avoid level leak
Fixed aux geom level leak
Fixed memory overwrite in terrain serialisation
Glass depth fog correctly uses refracted depth.
Instancing-related shader compiler error fixes
Preset wasn't specified (from now on it uses "Gradient" preset)
Had no crytif settings: now uses preset=DiffuseLowQ
Had no crytif settings specified, now it's HDRReflectionsRGBK_high
Fixing wrong preset used, now it's HDRCubemapRGBK_highQ
Adds mips to noise texture
SetMaxWaterDepth and SetMinWaterDepth use the wrong depth value in cm. They multiply the value in meter twice.
Fixed invalid index buffer sizing on glass fragments.
Removed redundant draw attempt on glass fragments.
Removed double offset in DX11 DevBuffer updates.
Sprites popping in and out.
Fix juddering sprite quads
Initialise LOD transition state on vegetation to prevent lots of dissolves when turning
Cut down on sprite updates due to light info changing
Sprite/model lighting differences - write more upward normal for sprites to receive more ambient light.
LOD/dissolving issues - account for instance scale in sprite switch distance
LOD popping/sprite accuracy - fix editor tool to allow artists to clear rotations on vegetation
Fixed missing sprites if vegetation lod0 mesh is not streamed in yet
Default to least detailed LOD for sprite generation - Grass sprite fix with new sprite system.
Fixing the debug draw of the path with the MNMPathStart and MNMPathEnd tag point. It now correctly checks if the path was found to add the start and end position to the path point.
Allow path and raycast debug also without MNMDebugLocator and minor code adjustments for the RayCast over the MeshGrid
Add AlphaBlendShadows in the shader parser for the new beam shader
Fixed Multi-layer Navigation menu items
Time Of Day: Time and Speed settings are always saved - after editing and dialog closure
Some fixes to articulated kinematic objects
Fixed: ZeroG update ignores global gravity
Fixes path to new engine assets dir
X64 relese fixes
Fixed CullRenderer crash due to uninitialized values
Fixed error in devirt when providing a path with ends with a path seperator
Abbreviated SpecFromDiffuse shader param names so that they fit in the material editor without resizing the labels
Fixed inverted zoom adjustment for particle Max Distances.
Some fixes to player-player collisions
Fixed: AI Actors not triggering Area triggers
MD: Fixed compile issue for MotionBuider plug-ins.
Fixed UIInput to be usable with controller analog stick as well
Fixed: Invalid point access in curved editor control
Safety guard for potential tone mapper updates with incorrect 0..1 mapping
Shader compilation fixes
Fix shader compile error
Couple more compile fixes
Fixed: Music Graph doesn't invalidate correctly the panels after loading a new graph
Fix for shadows batching into scene normals alpha channel (when shadows disabled, shadows term was glossiness)
Don't create shaders which are requested from compressed shaders only
Fixed documentation of console variable "ai_DebugDrawNavigation"
Fixed: Possible Crash when removing material effects FG content
Fixed typo in rope node that was using position as U texture coordinate.
Removing unexisting old file from DedicatedLauncher and Launcher
Fixed: Crash on chainloading a level on a Dedicated Server due to not unloading the previous level before changing the game context
Particle Effect Enable/Disable menu commands now modify library.
Fixed: Opening/Closing prefab or group didn't update the prefab flowgraph list correctly
The following shaders/features are removed: metal, custom, rain layer


download: http://www.crydev.net/dm_eds/download_detail.php?id=4

sam szczerze mowiac myslalem ze jeszcze sobie poczekamy :lol:
 
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