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  Beginner BeginnerMember since: 19.08.2011, 22:07Posts: 17 Likes: 0
 

 Post Topic: Re: External Tools - Community polling
PostPosted 17.03.2012, 23:56 
Quote by johnalbertyting:
".fbx" support

Would do the greatest love of all .


Well in the GDC video, they said Cinebox has FBX support... so maybe when that's out, CryEngine as a whole will ahve it also... That would be WAY too useful!

  Beginner BeginnerMember since: 25.09.2011, 05:11Posts: 26Location: Colorado Likes: 0
 

 Post Topic: Re: External Tools - Community polling
PostPosted 01.04.2012, 20:15 
With the CryENGINE 3 SDK being aimed at small developers, I think you should include better support for software's like Blender 3D, GIMP, Google SketchUp, Sculptris ect. I don't think most people here, including me, can afford expensive software's from Autodesk and the like. Or even if some can, they might want to support free and cheap software's rather than overpriced modeling tools.


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User avatar   Hardcore Modder Hardcore ModderMember since: 11.11.2011, 07:36Posts: 811Location: Asia Likes: 0
 

 Post Topic: Re: External Tools - Community polling
PostPosted 04.04.2012, 09:33 
i would love an improve and more user friendly crytiff plugin ps:it can be confusing for the begginers :P


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User avatar   Trainee TraineeMember since: 04.07.2011, 18:14Posts: 133 Likes: 0
 

 Post Topic: Re: External Tools - Community polling
PostPosted 10.04.2012, 14:31 
Everything the UDK can do ... and MORE!

I think that covers a large majority of things people ask for in the various threads here ;)
  Beginner BeginnerMember since: 26.12.2011, 17:50Posts: 36 Likes: 0
 

 Post Topic: Re: External Tools - Community polling
PostPosted 15.04.2012, 15:26 
Modo pipeline.
  Uber Modder Uber ModderMember since: 26.01.2010, 01:17Posts: 1026 Likes: 1
 

 Post Topic: Re: External Tools - Community polling
PostPosted 20.04.2012, 06:19 
Having the material editor as a separate tool would be a great help. The one directly in the editor would still exist, but a separate one that runs independent of the editor could allow materials to be made (without resulting to copy and pasting and editing .mtl files) when creating one directly from 3ds max.
In fact, even making a model viewer a separate tool would be useful, which could work in hand with an external material editor, rather than running the full editor, a basic 3d space, lighting, a few dozen options from setting the view to wireframe, error checking, bone weights, viewing animations etc.
  Trainee TraineeMember since: 03.08.2009, 11:47Posts: 153 Likes: 0
 

 Post Topic: Re: External Tools - Community polling
PostPosted 06.05.2012, 20:28 
weapon\ammo xml editor would be great.
  Experienced Modder Experienced ModderMember since: 30.10.2011, 20:24Posts: 461 Likes: 3
 

 Post Topic: Re: External Tools - Community polling
PostPosted 27.05.2012, 23:17 
An inbuilt XML editor and parser (for checking the syntax is valid) so I don't have to go outside the Sandbox Editor to Notepad++ and then load my XML in Firefox to see if it's valid.
Perhaps also a Lua version of what I mentioned above.

A weapon version of the vehicle editor. (If this isn't handled in the character editor already, I don't think it is.)

A big shiny button saying "Build Game" that produces an application that is the same as Launcher.exe but has no login-in screen and you can specify the application name, icon, cursor and such. Maybe the button could also generate the .pak files to ready the game for distribution.

Also, this is a minor thing, but can we have a button that says "New Vehicle" that creates a new vehicle XML file? Instead of having to place a new vehicle entity, open it in the vehicle editor, click save as, save it as a new name, close the Sandbox Editor and re-open it.
User avatar   Experienced Modder Experienced ModderMember since: 02.11.2011, 01:48Posts: 493 Likes: 0
 

 Post Topic: Re: External Tools - Community polling
PostPosted 07.06.2012, 21:25 
Quote by NanoTurtle:
Official Blender and gimp importers/exporters.

what he said............... :cheesy:
no, wait,
open source the rc.exe,
or rather have it print out all acceptable tags that are allowed in whatever it is trying to convert.


User avatar   Uber Modder Uber ModderMember since: 21.10.2011, 23:50Posts: 1728Location: Bikini Bottom, Germany Likes: 0
 

 Post Topic: Re: External Tools - Community polling
PostPosted 08.06.2012, 09:53 
I only like to see two things:
  • .fbx support
  • CryTif .png support


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User avatar   Trained Modder Trained ModderMember since: 01.08.2010, 19:57Posts: 350Location: Germany Likes: 0
 

 Post Topic: Re: External Tools - Community polling
PostPosted 15.06.2012, 15:25 
terrain tessation without DX11 on certain points,, limited to area like 5m²
for terrain edges
User avatar   Media Support Media SupportMember since: 04.12.2007, 03:23Posts: 6859Location: Norway Likes: 29
 

 Post Topic: Re: External Tools - Community polling
PostPosted 18.06.2012, 12:11 
* Autodesk FBX support implemented into the RC.
* Import motion data (MOCAP) from Autodesk MotionBuilder into the Engine (via FBX?).
* CryExport for Autodesk 3DS Max 2013.
* Autodesk AMP / CLIK (Scaleform GFx related) supplied with the FreeSDK.


 
 
 

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User avatar   Beginner BeginnerMember since: 01.07.2011, 01:43Posts: 33Location: Canada Likes: 0
 

 Post Topic: Re: External Tools - Community polling
PostPosted 18.06.2012, 12:59 
Quote by Lavizh:
* Autodesk FBX support implemented into the RC.


Yes, we absolutely *need* some sort of FBX import support. Either in the Resource Compiler or in Sandbox.
  Beginner BeginnerMember since: 10.07.2012, 22:25Posts: 36 Likes: 0
 

 Post Topic: Re: External Tools - Community polling
PostPosted 15.07.2012, 19:25 
I've like to see official support for 3rd party tools like Blender and GIMP. Why no CryTiff plugin for GIMP? Yeah I know I can use the rc.exe directly and have been doing so, but it's an annoying step that could be eliminated. I also see posts constantly pointing to 3DS Max and Photoshop... most here and most who will use your engine are indies. We don't have $3,000 for a 3DS Max license of $1,000 for Photoshop.. please understand we're not working for multi-million dollar companies like you at CryTek and don't have unlimited resources to buy said top of the line software. If you provide a free SDK then expect to HAVE to support free tools such as GIMP and Blender, because that will be 90% of your userbase. We'll buy the more expensive tools after our games have given the profit to do so, but until then consider us with $0.
User avatar   Experienced Modder Experienced ModderMember since: 22.08.2011, 09:34Posts: 435 Likes: 0
 

 Post Topic: Re: External Tools - Community polling
PostPosted 15.07.2012, 19:52 
An Easier and more reliable way to get animations into the engine would be nice. Also maybe speedtree support like in UDK, not sure how feasible. and this http://www.allegorithmic.com/products/substance-designer-2 is a great tool and workflow.