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Lighting Overview

The renderer is what has made CRYENGINE famous over the years as it is considered to be the fastest real-time lighting engine on the market, unlike many other engines that require long periods of baking shadow information to textures called lightmaps. The lighting can come in many ways but the two most common forms can be found in the standard point light entity along with the directional sun light that is provided by default in every level.

For this initial step we will be activating a couple of the well-known features that ship with CRYENGINE that allow for high quality ambient light in your scene and volumetric clouds that can cover your terrain. These initial tweaks will give you a better starting base to test objects in your scene and see them in the best "light" possible. Even though most would consider SVOGI to be an advanced topic it is best to know how to turn it on at the very minimum in order to quickly have Global Illumination in your scene, which can dramatically alter the quality of your level.

How To Activate SVOGI And Volumetric Clouds

You need to follow these below mentioned steps to activate these advanced lighting features:

  1. This lesson requires the previous chapter of 6 - Spawning AI Waves to have been completed to carry on.
  2. We will now add a Graph Token to keep track of the kill count and print it to the screen. To start off we need to head up to the top of the Flow Graph tool and then click Tools->Edit Graph Tokens... to assign it the name of killCount and the type of Int.
  3. We will first begin by initialising our token by creating a Mission:GameTokenSet node and add the killCount Token to the slot and assign the initial Value to be Zero.
  4. Next we will want to add a Weapon:HitInfo node to the graph to begin tracking the amount of kills that are happening from the player side. We will need to connect the Game:Start Output to the Enable input port of the Weapon node. Along with this we will need to connect an Actor:LocalPlayer node to the Shooter Id port.
  5. Now with the shooter logic defined we will want to output the target logic from the Weapon:HitInfo node. To stem this off we will be creating an Entity:EntityInfo node to check the Class to split scoring logic and then run a String:Compare node to see if the string "human" is the class of the Entity.
  6. With the Class logic in place  we simply  need to check the Alive state of the Entity and if it outputs from Dead we will run a Mission:GameTokenModify node that has the killCount token attached an an operation of Addition as an Integer.
  7. Finally, in this step we can hook up a Mission:GameToken node with killcount as the Token and Output to a Debug DisplayMessage node in the Show and Message slots. 


  1. After Installing CRYENGINE and launching the CRYENGINE Launcher, you will first be presented with the Project Creation Panel.

  2. Click the New Project tab and select the Blank Template, enter a Save Location and Name, then click Create Project.

  3.     Assign a name to your project and click the Create Project button.


The Create Project tab is where you can create new projects based off several different template types while the Projects tab contains any previously created projects or samples that you have downloaded.

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