You likely need to run as Admin, or are missing a Microsoft C++ 2008 redistributable. Check the README.html in the SDK top folder.
You likely need to run as Admin, or are missing a Microsoft C++ 2008 redistributable. Check the README.html in the SDK top folder.
What I do is create my terrain in E-on Vue (which has much much better terrain modeling tools), and then import it to the Sandbox.
Free SDK Documentation is now online:
CryDev.net site is up, but registration is not functional yet. It appears you will need an account there to use the SDK:
CryDev appears to be a different path into the CryMod site, the main difference being how you register. Since the Crysis 2 Mod SDK and the Free SDK use pretty much the same software, it makes sense to put users together to exchange info.
Interview with Crytek's managing director, Cevat Yerli, in advance of the Game Developer Conference - Europe Aug 15-17, 2011. I would not be surprised to hear some CryEngine announcements tied to that event.
If you have a copy of the Crysis 2 game, the Mod SDK was released at the end of June. If you mean the standalone SDK, that is supposed to be this month, but no official release date.
Sandbox 3 is the level editor for the CryEngine 3. It has tons of features, one of which is a simple geometry creation and modification tool, which Duruk is writing tutorials for. If you want to do more complex models, you are better off using an external 3D program like 3Ds Max.
One use for the solids tool is if you need to make something that fits the terrain, like a bridge over a river. You rough out the item in the Sandbox editor to fit, then export that model to .obj file. Then load it into 3ds Max and do all the detail work, levels of detail, breakability, vertex colors, etc that the solids tool is just not set up for.
SDK Documentation is here: Sdk.crymod.com
Sandbox Editor will be released Wednesday, Jun 29th:
Read the second paragraph in the summary at the top of the page
The CryEngine 3 development happens on a Windows PC mainly, but you can have a PS3 and Xbox plugged in during development to see how things work in real time. When you are done developing, you can compile final versions of the game and levels for any or all of the 3 platforms. The final versions only work on one platform each, since the processors, OS, and graphics hardware are different on each.
The Cryengine developer pipeline has two stages. First is preparing your assets such as 3D models and textures. That part is done in outside programs like 3ds Max and Photoshop. The second stage is assembling the assets into a game level. That is done in the Sandbox Editor program. The Editor runs on the same game engine as the final game does. So things look like they will in the final version, and you can drop a character into the scene at any time in game mode and test how things are working. Crytek calls this "what you see is what you play".
Besides showing you what the level looks like in final form, there are tons of windows you can open for specialized purposes, and helpers that are invisible in the game, like an "area trigger" that starts an action when you enter the area.
DanielleEber
Danielle joined
Graphics designer building game levels and art assets for the Blue Mars virtual world, which uses the CryEngine 2 graphics engine. I will soon be doing assets for the Second Life world, which is beta testing Collada .dae type model import. My main programs are 3ds Max 2010 and Photoshop CS4.