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Thema: CryEngine 3 Free SDK

  1. #441
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    Zitat Zitat von ReVan1199 Beitrag anzeigen
    Soll angeblich daran liegen, das man die neue Version vom SDK über die das alte SDK geschoben hat.
    http://www.crydev.net/viewtopic.php?p=1080819#p1080819
    Ich hab das Problem auch so, und ich hab das nicht überkopiert.
    Zitat Zitat von NeoSephiroth Beitrag anzeigen
    Ruckzuck hängt der Kiefer tiefer.
    Mal im ernst, das ist super! Partikeleffekte, Sound, Die Animation des Tors (wobei ich mir nicht sicher bin, wie du das ohne 3DS Max oder Maya hinbekommen hast), alles super, wie in der TV Serie. :O

    Das was ich noch nicht so toll finde, ist der Glow überall, reduzier den mal ein wenig, und schalte diese fürchterlichen "Anamorphic" Flares von Crysis 2 ab, dann sollte das perfekt aussehen.

  2. #442
    Professional Avatar von NeoSephiroth
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    Ja der Glow ist tatsächlich ein bisschen hoch. Ändern tu ich daran aber nix weil ich die Mod eh nicht release und schon gar nicht für Crysis 2.

    Wie ich das ohne 3D S Max oder Maya hinbekommen habe? Ganz einfach: Flowgraph.
    Ich kanns dir ja gern ma über Skype zeigen.

  3. #443
    Professional Avatar von Biggreuda
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    Wow, du hast mir Flowgraph 3D Modelle erstellt? Das musst du mir aber auch zeigen!

    Sieht schon klasse aus, Respekt! Aber der letzte Spruch von dir macht keinen Sinn
    ​​

  4. #444
    Semi Pro Avatar von maniac
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    Ich vermute mal er meint, dass er die einzelnen Modelle mit Sketchup erstellt hat, im Sandbox zusammengebaut hat und dann mit dem Flowgraph animiert hat
    Mit FG Modelle erstellen wär schon der Hammer

  5. #445
    Professional Avatar von NeoSephiroth
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    Ja ich hab meine Antwort auf das Animieren der Objekte bezogen. Das ist ja mit Sketchup nicht machbar bzw. nicht exportierbar. Dass ich die Modelle mit Sketchup gemacht habe wusste Stalker_Raince ja schon länger.^^

  6. #446
    Professional Avatar von Biggreuda
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    Meh, sorry. 3h/Tag Schlaf und etwas viel Stress momentan, da steht ja sogar "die Animation des Tors..." -.-

    Bin auch zu sehr auf die Modellierung fixiert, habe noch nie viel mit 3ds Max animiert und noch weniger davon in die CE exportiert^^

    Weitermachen!
    ​​

  7. #447
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    Zitat Zitat von Biggreuda Beitrag anzeigen
    Bin auch zu sehr auf die Modellierung fixiert, habe noch nie viel mit 3ds Max animiert und noch weniger davon in die CE exportiert^^
    Keine Sorge, animieren ist ca. 200% leichter.

  8. #448
    Professional Avatar von chicken
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    schon wieder login probleme auf crydev
    Intel Core i5-2500K
    ASRock P67 Pro3
    8 GB DDR3-1333
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    Win7 x64

  9. #449
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    Update 3.4.4 ist gleich verfügbar:
    Crydev:

    Season’s greetings CryENGINEERS!

    This year, for the holiday season, we are pleased to present you with an update to the Free SDK sporting new holiday themed assets and some novel features developed specifically for you!

    As the year draws to a close and winter settles in we see it mirrored in the Free SDK with the inclusion of a new sample level which brings some cold weather, snow, frost and holiday cheer! Some new assets have been added to this wintery wonderland including snowmen, presents, Christmas trees, and gnomads hiding around the level.

    One of the major highlights of this update is the refactoring and development of a new entity for simulating weather called the snow entity!

    Similar to the rain entity this feature applies a frozen material layer to all objects within a set radius. This frozen layer has been improved since early iterations as it is now fully deferred which improves performance. Additionally the new entity supports occlusion, frost, falling snow and much more!

    As per usual, there are numerous bug fixes and improvements and we look forward to hearing your feedback on this special “Holiday Edition” of the Free SDK.

    Highlights:
    - New Wintery Forest Sample Level
    - Deferred Snow and Frozen Layer
    - New Holiday themed sample assets
    - Wheeled Vehicles now respond to surface friction[/li]

    Spoiler Release Notes:


    If gamerules don’t exist default to DeathMatch
    Crash on level reload if Model3DHud was still active
    Fixed localization english.pak.
    Switching RCjob to new scheme
    Dedicated Server support for custom GameDLL names (would crash otherwise)
    Integrating latest MaxCryExport changes
    Deprecate the open_url console command
    Deprecate the System.BrowseURL() Lua ScriptBind function
    Removed disabling of geometry instancing in system cfg
    Fix a preprocessor condition to make it easier to be parsed out
    Lowered min aniso filter to 4, added min aniso 8 to sysspec 4, added max aniso 16 too default spec
    Entity Object now sets correct world-space SRendParams.fDistance (using BB radius for size).
    Skins -> CryLight: Menu check marks can now be seen
    Pain sounds not working with new localization system
    Voice sound instances don't get stuck anymore
    Fixed where sometimes AFCM cache entries got stuck due to a wrong used count
    Fixed where during level load the audio volume wasn't quickly enough reset when toggling application window focus status
    Making sure sound buffer that for whatever reason reached a negative ref count get released as well
    Added ability to create queued requests and using this to queue the RemoveReadStreamOnEntry request in case it could not acquire a lock
    Fixed stuttering USM videos
    Renamed Guard of Network.h
    Added option to render params FG that entities in slot 0 can be rendered nearest
    Ropes aren't assigned to a category
    Pain sounds not working with new localization system
    Fixed HDR saturation
    Incorrect batching fix
    Compile errors for the Max 2013 plug-in
    Add missing files inside the MaxCryExport project file
    Added plane restrictions to character ropes
    Vehicles now respond to friction values of surfaces
    Vehicle - near plane motion blur fixed
    Removed raycasts and fixed the logic for the friction response in the vehicle
    Fixed physics debug draw checkbox in rendering panel not enabling
    Scriptbinded SetMaxSpeed for vehicles
    Don't fill UI stack on disabled and invalid uiactions
    Don't mark gfx_reload_all command as cheat (for now as dev mode seems to not work properly)
    Cleanup CryActionHeaders project file
    Wrong cloning of LogicOnce nodes
    Added warning for levels with spaces in name.
    Added warning for height maps larger than 4096.
    Fixed fault with tools configuration dialog cutting off text.
    Misc fixes: printf errors, divide by 0.
    Fixed SSAO
    Disable undo for AnimationGraphs (not supported at all)
    Cylinder-sphere collision issue
    Problem with cylinder-box unprojection with certain alignments
    Cheat protected CVars - Sound
    Fixed invalid packet structure when there are no joints
    Fixed crash when HMMWV blows up
    Default lan port is now 64090
    Fixed rocket launcher not spawning impact decal material. Commented out decal/pfx code in ammo scripts.
    Wrong deallocation if it is the last chunk in FixedAllocator
    Possible fix for freeing invalid data this in parallel reduced spikes during FMOD event data release
    decreased audio's stream buffer and block align size on consoles to counter measure memory overutilization and fragmentation
    Now releasing event data according to the unload option
    Fixed accidental removal of audio data
    Now protecting AFCM file cache entries during lengthy reads so they can't get removed in between
    Fixed where the reverb properties got constantly set even though they did not change
    Dialog Browser releases finished events now
    Fixed where still loading sound events where never stopped
    Preventing createSound from hanging during soundbank preload procedure
    Fixed so event loops don't end up in an endless stop<->update loop
    Put quotes around sound event names to better cache those with spaces
    Fixed remaining corner case for sound stop<->update stack overflow
    Fixed where AFCM file cache entries got uncached while they were waiting for their sound instance to finish loading
    Disabled force feedback in system.cfg, not needed during development
    Don't fill UI stack on disabled and invalid uiactions
    Sanity check in UIActions
    Fixed flow node reloading
    UI stack debugging
    Destroy dynamic created uielement instances on level unload
    Force initvalues on UIAction Enable/Disable
    Re-factored stereoscopic window to fit properly in the rollup bar
    Material flickering fix
    BST Editor wouldn't reload properly due to missing registration
    Removed complex XML cache in CParticleEffect; now load all effects in lib, and delete unused on level start, saves even more memory.
    Wrong use of decal texture - Mine Entity (deprecated feature)
    Small buoyancy tweaks
    Integrated Xbox controller flow graph node from
    Added multiple Xbox controller input detection
    Potential crash if SmartObjectManager is already deleted (VehicleSeatActionWeapons)
    Fixed Normalize-0 error for vertical camera angles.
    Potential crash if the SmartObjectManager doesn't exist anymore (VehicleDamageBehaviorBurn)
    Incorrect lod choosing for multi-mesh static objects
    Fixed where the echo DSP unit did not properly receive serialized values after S/L
    Wrongly setting entity slot when setting the particle emitter (breaks spawning at random render geometry locations if particle emitter is not linked to another entity)
    Fixed and greatly improved particle target motion: no longer applies velocity twice; target orbit fraction computed from particle start age; radial motion properly separated from orbital motion; faster average radius for angular velocity computation.
    Removed some obsolete negative-age particle code.
    Removed unused deep_ptr<> class, contained compile errors anyway when instantiated.
    Much better precision on MoveRelative feature, prevents particle drift.
    Shape Deformations not existing were causing a crash on loading an object with morphs
    Added Raindrop Speed variable and function to rain entity and exposed said function to flow graph
    Accurate frustum culling for particles, 60% more particles culled than cone culling, approx same speed.
    New snowfall texture sheet for snow entities and falling snow.
    Crash when no vehicle specified in the ToggleBoost node

  10. #450
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    na dann, frohe weihnachten!

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