CryEngine 3 Localization Tutorial

Goals

  • We are going to learn how to localize text in CryENGINE 3.
  • We are going to learn how to create a Localization Package for CryENGINE 3.

Tasks

Part I – Localization

  • Navigate to CryENGINE Game folder (C:\CryENGINE\Game\)
  • Open Localized folder
  • For this example, we’re using the English language. Open “English.PAK” with an archive tool like 7-Zip or WinRAR.
  • Extract contents of “English.PAK”

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Writing Weapon Scripts

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.
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First Person Weapon Asset

You’ll create a separate file from the source model. You’ll want to name this file similar to the third-person file, except use _fp as a suffix. (Mine is baseball_bat_fp.ma) And add onto it – a joint at the origin (name it weapon), and another at the weapons end-point (where you want the collision to happen.) Duplicate this second joint twice. (We need three joints, name them: weapon_01, collision, and weapon_term)

It's not quite ready...It's not quite ready...

With the joints in place, bind the mesh to the initial weapon root.
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