Crytek GmbH (Crytek), creators of the award-winning Crysis video game franchise and CryENGINE 3D engine technology, announced that Autodesk Scaleform user interface (UI) solution is now integrated into CryENGINE 3. The technology will also be included in CryENGINE 3 free SDK, as part of a new update released today. Scaleform has been Crytek’s UI solution-of-choice for the development of all titles in the “Crysis” franchise.
“Our licensees and community need top quality GUI solutions to match up to their ambitious goals with CryENGINE and Scaleform delivers that. Crytek has worked exclusively with Scaleform for the last seven years, and our new integration makes CryENGINE the most complete engine available for a single price, offering all the technology needed to create AAA quality games. We’re excited that we’ve come this far and we’ll have another major update to our engine around GDC 2012.” said Carl Jones, Director of Global Business Development CryENGINE.
Scaleform is a production-proven user interface solution that has been used in more than 1,000 games to date. With Scaleform, users can easily create a whole range of UI assets like mini-maps, heads-up displays (HUDs), game menus, mission objectives, flash projection and more. CryENGINE 3’s new UI-Emulator and UI Actions tools allow for real-time creation and interaction with Autodesk Scaleform UI elements, using the unique “What You See Is What You Play”- philosophy of CryENGINE® Sandbox™.
“CryENGINE 3 simplifies multi-platform game development with efficient tools for gameplay and environment creation, and unique features that enable the simultaneous real-time editing of game environments across multiple platforms,” said Marc Stevens, Autodesk vice president, product management. “As one of the earliest adopters of Scaleform, Crytek knows first-hand that the UI solution makes a great addition to the broad toolset already offered in CryENGINE 3. Scaleform will help Crytek licensees and community members create immersive UI environments for both AAA and casual games.”
CryENGINE Free SDK 3.3.9: Adding Scaleform and a Whole Lot More
In addition to offering Scaleform technology, the Free SDK update will also feature several DirectX 9 rendering improvements, providing POM (Parallax Occlusion Mapping), SSDO (Screen-space Directional Occlusion), Particle GI (Global Illumination) and a new “Very High” graphics configuration to support these new features and offer higher levels of rendering quality.
The CryENGINE team has also been working to provide fixes for the most prominent issues holding up the community. CryENGINE 3 Free SDK 3.3.9 includes improved SLI/CF support, improved 32-bit driver support, support for 5.1/7.1 surround sound systems and many improvements to CryENGINE 3 Sandbox.
3.3.9 Free SDK update trailer
Major New Features:
DX9 Parallax Occlusion Mapping (POM)
DX9 Screen-Space Directional Occlusion (SSDO)
DX9 Particle Global Illumination (GI)
New “Very High” graphics configuration
Added Scaleform support (v3.9.93)
Important Updates:
Improved SLI/CF support
Improved 32-bit Editor support
Improved support for 5.1/7.1 surround sound setups
Improved support for Windows font sizes
Improved Sandbox UI
Added Visual Studio 2010 support
Removed Visual Studio 2008 support
Full Changelog:
Added UI Emulator
Added UI Actions
Added sample HUD & Launcher menu
Fixed multi-GPU (SLI/CF) flickering issue
Fixed issue with NVIDIA driver support for 32-bit Launcher/Editor
Added new surface explosion effects
Restored particle lifetime curves for alpha, size, etc
Fixed shadow disappearing when light props are modified
Fixed 3rd person camera reset when changing seats in vehicles
Fixed crash when using broken_mtl option in surface type
Fixed issue with voxel LOD seams
Fixed hot reloading of animations in Character Editor not working
Fixed animation events at 0.0f not triggering
Fixed updating of current ammo pool on ammo pickup
Updated latest EAX code
Fixed Animation System Assert on startup (last unloading of DBA)
Fixed Animation System Assert in PoseBlenderAim
Fixed Focus and confine cursor problems in the Launcher
Fixed issue with LookIK
Fixed Time of Day synchronisation
Fixed infinite ammo bug
Fixed white spec on the rocket launcher scope glass and renamed ids
Fixed ammo pool not updating on pickup ammo
Added some missing textures spec & ddn
Fixed rendering bugs related to vegetation wind
Changed pfx modifications to use only one library. Now all weapons use the weapon_fx.xml
Adjustments to civilian AI & reaction to the player
Updated MaxCryExport: disable export of vertex animation by default
Fixed VehicleLights flownode not working
Added ScriptBind and FlowNode for loading TimeOfDay files
Fixed Crash on opening WheelMaster dialog in the Vehicle Editor
Fixed Vehicle Editor crash after closing WheelMaster dialog
Fixed AI Debug Draw TagPoints
Fixed Starting 2 material effects while using melee attacks ("No Surface Type") and wrong direction
Updated bullet effects for most surfaces
Improved dock area assets, collision proxies, LOD’s, scale of objects
Fixed collision issue on lower area of light house
Added multiple improvements to decal assets quality
Added new TOD Street light prefab
Added Tractor sample asset
Updated Resource Compiler
Renamed BehaviorSelectionTree to SelectionTreeEditor
Adding Auto Backup option in the File menu to easy enable/disable the auto backup of the level
Updated XT Toolkit
Being able to start animations from Lua with animation driven motion
Rename DefaultVehicle to EmptyVehicle
Updated Editor tips
Improves the filter edit control behavior in the node tree pane of TrackView by allowing a tab-switch of current matches
Added ability to change order of track events in the ‘Edit Events’ dialog
Added quick access for Entities using the Animated Character Extension in the context menu
Improved civilians reaction to player
Allow moving keys to the time between 0 and the sequence start time.
Maya: Validate message control system. Allow some validation messages to be disabled by the user
Maya: Getting UDP from bone geometries into the game
Point Light Shaft Properties added to light entity
Audio Caching for Items
Added possibility to check for matching rows/colums and wrong ordering in Material Effects with setting mfx_debug to 3
Collada: Changed the rotation from Y-up to make the facing correct
Added ScriptBind and FlowNode for loading TimeOfDay files
Remove old key dialogs from TrackView
Updated the SDK character model
Maya: Plugin version update
Improve the naming of director nodes in TrackView
Fixed Terrain collision enabled icon being backwards
Fix broken undo/redo of keys and splines after redo adding a entity to TrackView
Improved default lighting setup in Character Editor and Animation Graph Editor
Launcher: Level.cfg are now loaded
Fixed picking an object inside a group/prefab not working
Fixed Autostarting a TrackView sequence doesn't hide the player
Fixed two-handed pickups
Re-factored graphics configs and removed redundant CVars
Vehicle Updates
Speedboat
Tweaked material & fixed surface type errors
Many adjustments to damage behaviors and effects
Improved wake/spray effects
Improved 1st and 3rd person cameras
Added ability to custom define wave effect in XML file (instead of being hard coded)
Abrams
Added gun overheat effect for Abrams, fixed errors
Updated Abrams material
Fixed faulty left tread
Added recoil animation for main cannon
Many adjustments to damage behaviors and effects
Added new sounds and states (engine stop, exhaust smoke puff, etc)
Increased main cannon damage, improved effects & sounds
Added lights to Abrams
Tweaked main cannon projectile to be visible
Added MP modification to Abrams to give separate driver/gunner control
Fixed inaccurate Abrams damaged model
MH60 Blackhawk
Fixed decal issue & made general improvements to material
Added new texture for downwash effect & improved environment interaction effects
Many adjustments to damage behaviors and effects
Added navigation lights toggle
Added new sounds and states (engine stop, exhaust smoke puff, etc)
Fixed control issue when helicopter is at its highest limit
Fixed controls locking up when using gamepad
Improved handling of rotor animation, uses engine animation, not hard coded
Added ability to adjust velocity damping via XML instead of hard coded
HMMWV
Updated HMMWV material
Many adjustments to damage behaviors and effects
Improved surface interaction and effects
Many tweaks to vehicle handling, performance & environment interaction
Improved 1st and 3rd person cameras
If you have feedback on this latest release, we'd love to hear from you and we've set up a dedicated section of the forum to make sharing information as easy as can be right here: Latest Build Feedback
Post Topic: Re: Free SDK 3.3.9 (3410) Update - Now Available!
Posted 23.02.2012, 20:22
Quote:
DX9 Particle Global Illumination
I wonder what is it. Because the name suggest that this is GI for particles. Which at least for me, make absolutely no sense at all
My Medieval/Fantasy Houses Want to support Hi-res, Hi-Quality tileable textures, help me by adding more space to my dropbox account: http://db.tt/icZx0EWa (create you dropbox account from this link).
Oh Cool. Thus I doubt I find any use of this in any predictable future .
My Medieval/Fantasy Houses Want to support Hi-res, Hi-Quality tileable textures, help me by adding more space to my dropbox account: http://db.tt/icZx0EWa (create you dropbox account from this link).
Post Topic: Re: Free SDK 3.3.9 (3410) Update - Now Available!
Posted 23.02.2012, 22:12
More restrictive then before
Why is EF_Query(EFQ_D3DDevice) now removed from (ERenderQueryTypes)? It is pretty much needed if one is interested in adding custom rendering stuff.
I applaud adding new stuff and improving the existing, but I'am disappointed in you guys working against the community by removing the stuff needed to integrate Awesomium, CEGUI, Gwen and whoever else was working on releasing something using the DirectX9 Direct3D Device.
Last edited by hendrikp on 23.02.2012, 22:27, edited 1 time in total.