In this video, we introduce you to the series and show you what to expect!
In this video we will install the CryEngine SDK for the first time, and create our account with Crytek.dev.
In this video we will look a the various plugins available for third party content creation software such as 3DS Max and Photoshop, discussing what is available through Crytek and third party options. Although these plugins are not a requirement for this introduction course, we will look at how to properly install some of them for the future.
In this video we will look at the layout of the editor and learn how to navigate in the viewport efficiently.
In this video we will look at the muliple ways of creating terrain objects in CryEngine, and why you might choose one method over another. We will discuss importing height maps, painting our own within the terrain editor, and having the editor generate terrain automatically.
In this video we will look at methods for sculpting our terrain beyond our original height map. Working with brushes such as Flatten, Smooth, and Raise / Lower, we will create a specific terrain for our planned level.
We will look at setting up our textures in the material editor, and how to paint, layer, and blend them on our terrain.
In this video we will look at the vast amount of vegetaion items that comes with CryEngine, and various ways they can be accessed. We will then look at both individual placement, and creating a vegetation system we can paint. We will also discuss methods for controlling where our vegetation places on our height map.
In this video we discuss how to create layers and sub-layers, and how to put our various items within those layers.
In this video we will create our first simple particle effect by creating some falling leaves for our small grove of trees.
Beyond the Ocean initially generated, we will look at creating our own volumes of water for lakes and pools, placing and adjusting the volume, and giving our water a realistic look.
In this video we will learn what Boids are, how to implement them, and how we can use them to give life to our level.
In this video we will look at CryEngine's powerful voxel terrain system, getting our feet wet by creating and texturing a land bridge on our terrain.
We will take a good look at the Time of Day editor, as well as the Lighting Editor, and the Environment tab of the roll up menu. We will establish a firm grounding in how these editors work together and what they can do for the look and mood of our level.
In this two part video we will look at the River and Road creation tools. Although similar in use and function, we will cover some of the key differences to get the proper results from each system.
In this video we will look at some of the vast number of static meshes, refered to as Brushes in CryEngine, and how we can use some of them to enhance our level. We will also discuss the align tool to help bring some of our multi-part brushes together more quickly.
We return to Voxel terrain to look at the creation of caves in CryEngine. We will also discuss the difference in setup required to make caves vs. land bridges or overhangs.
In this five part video we dig deep into the various available Entities and Particle Effects available to us to create the weather we require for our level.
In this video we return once again to particle effects combing them with a Brush and a Simple Light to create a convincing campfire in our scene.
Now we look at pickable items, how to bring them into our level and set them up for our players. We will set up a health pack and an ammo box!
In this lesson we look at the decals available and how to render them correctly on planes, terrain, meshes, and combinations.
In this video we will pull a Grunt Entity into our level and learn how to set him up with a basic path and visually scripting him in the Flow Graph. We also look at creating a trigger to start him on his animation that we cause as we pass through the level towards him. Lastly, we'll note what our proximity does to our carefully set up level and Flow Graph when our enemy detects us.
In this short video we will look at creating a spawn point in our level, saving our level, and exporting it to engine to make our level openable from th launcher rather than the editor.
We return to the sounds of our level so we can practice further with creating Shapes and attaching AmbientVolumes in our scene.
Some final thoughts and a sincere thank you for joining me in this course!