There’s been some buzz on the CryDev Forums. We’ve recently been working on discovering the nuances of TCP/UDP socketing and CryEngine’s server capabilities. Well, I’d like to say I take no credit for discovering this process, I simply documented it. I have also posted it here.
Full list of steps taken:
- Export functional map to engine.
- Open CryLauncher. Log in using credentials.
Well, it’s not me, I’m rancid1. The short version is… he’s that artifically intelligent dude you saw me beating up in my baseball bat video. I’m also seen siding with him against a crew of SDK_Agents in another video. He’s a third person character, implemented in CryEngine 3. And recently… I decided I’d sculpt him.
Anyway, here’s the GrabDoc.
It CAN be Tested!
At this point – if you open CryEngine… what you should have is an Entity you can drag and drop into levels which will be fully interact able weapon (incapable of damage since the collision is in a totally borked spot.) And once you grab the weapon, a lot of red text saying the animation doesn’t exist.
At this point we have three files. A material (baseball_bat.mtl), a third person geometry file (baseball_bat_tp.cgf) and a first person character file (baseball_bat_fp.chr). It’s not enough to get a weapon into the engine. But to test that it’s working (and we should at this point) we could drag the CGF file into a map as level-geometry. To test the CHR file, use the Character Editor.