Please note this documentation is obsolete and only provided as reference for older engine versions.
Overview
Here you can find documentation of older features that may be interesting or useful for users of older builds, as well as for reference purposes.
In This Topic
- Obsolete Animation
- Cooperative Animations System
- First-Person Weapons — This tutorial describes the process of creating a set of arms, a weapon, and the system using scripts as references.
- Locomotion Group Editor (Pre 3.5)
- Mannequin 3.5.0
- Mannequin 3.5.9
- Posing Characters for Screenshots
- The Animation Graph 1.0
- The Animation Graph 1.5
- Transition from CBA to AnimSettings
- Using Limb IK inside a Level
- Obsolete Materials and Shaders
- Obsolete Entities
- Fire Entities - CE3.5 (deprecated)
- Irradiance Volumes - CE3.6 (deprecated)
- Ladder Entity - CE3.4 (deprecated)
- Sound Entities (deprecated)
- Voxel Objects — You can create cliffs, caves, and other landscape features with the Voxel Object tool.
- Obsolete Asset Creation
- Soft Cover
- CAL File Reference
- Fat Thin Variations
- LOD Morphs
- Exporting a Character Head
- Morph Transfers Between Meshes
- The FaceAnim Tool
- Morph Transfers Between Characters
- Mirroring Morphs
- CryTools
- Look IK
- Photobump
- Fixing the Bone Scale
- Animation Startup Guide — The Animation Startup Guide is intended to serve as a roadmap providing comprehensive and easy to use information on creating and exporting animation assets for new users of CryEngine.
- Debugging (animated)
- Environment Maps
- Locomotion Groups — This topic contains an overview of locomotion groups and their types, as well as a creation workflow.
- Normal map baking with xNormal
- Occlusion Proxy
- Optimizing Vegetation Assets
- Pre 3.5-Hinged Attachments
- SceneRoot in SDK 3.6.8 and older
- The CBA File — CryENGINE uses a highly optimized and compressed animation format, which requires additional information for pre-processing steps. The CBA file defines these parameters for animation file processing.
- Obsolete Texturing
- Ambient Occlusion with Mental Ray
- Dirt Layer
- Polybump
- Polybump Standalone Tutorial — Learn how to bake high-resolution geometry onto a low-polygon mesh by using the Polybump standalone application.
- Polybump 3ds Max Plugin — This topic contains an overview of the 3ds Max Polybump plugin for exporting Polybumps from 3ds Max to the Sandbox Editor.
- Polybump Basic Usage Guide — This is a step-by-step tutorial for creating Polybump models.
- Polybump Tool Reference — This topic contains information about the settings and parameters found in the Polybump tool.
- Chamfering Edges — This topic describes the purpose of chamfered edges. It also contains instructions for creating a chamfered model.
- Specular Maps
- Unified Detail Mapping
- Unified Detail Mapping in Cryengine
- FMOD Ex Audio (deprecated)
- Dialog System — Will tell you all about player and AI dialogs and how they are handled.
- General Audio topics — Serves as category for things related to both and has a focus on profiling and performance.
- Music System — Will cover the same topics regarding anything music-wise.
- Sound System — Will tell you all about sounds and their setup and integration with the engine.
- The FMOD Designer — The FMOD Designer gives sound designers an enormous amount of freedom and hides all the small details from game programmers and level designers.
- Training Slides — The attached PowerPoint presentation is used for training purposes and provides a helpful overview.
- Solid Tool — Solids are basic 3D models created in Sandbox Editor without any need of other 3D programs like Max or Maya.
- Terrain Ambient Occlusion — Use the Terrain Ambient Occlusion system to control the amount of light in a scene.
- Crytek UI in XSI - Obsolete
- Obsolete PAK Manager
Overview
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