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arieas  |
Uber Modder | Member since: 26.01.2010, 01:17 | Posts: 1026 |
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Post Topic: Re: CryENGINE 3.4.0 - DX11 Now Available! Posted 14.04.2012, 02:42 |
The POM technique of using the alphas in normal maps has been deprecated, perhaps now removed, instead it uses a separate displacement map. Not sure if there were other uses for an alpha channel in the normal map, but POM can be done that way now. http://freesdk.crydev.net/display/SDKDO ... e+with+POM
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The_Distiller  |
Trained Modder | Member since: 04.11.2009, 16:58 | Posts: 262 | Location: Germany |
Likes: 3 |
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Post Topic: Re: CryENGINE 3.4.0 - DX11 Now Available! Posted 14.04.2012, 02:54 |
Finally DX11, thank you so so much Crytek!
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Mackinder  |
Beginner | Member since: 06.02.2012, 21:03 | Posts: 15 |
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Post Topic: Re: CryENGINE 3.4.0 - DX11 Now Available! Posted 14.04.2012, 03:17 |
Awesome arieas! Thanks man.
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RayFan9876  |
Maths Wizard | Member since: 30.09.2008, 02:17 | Posts: 4902 | Location: The Land of Sinnamon | Status: Online |
Likes: 8 |
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Post Topic: Re: CryENGINE 3.4.0 - DX11 Now Available! Posted 14.04.2012, 05:16 |
Oh joy, DX11 and all that!  I can't wait for this to finish on my abysmally slow internet! Only two hours left of the download....
Rayman: Revenge of the Dark - Leader, Composer, Audio, Modeller, Animator, Level Designer Arthias: Prologue - Composer, Audio
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quanganht  |
Beginner | Member since: 02.11.2008, 11:47 | Posts: 3 |
Likes: 0 |
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Post Topic: Re: CryENGINE 3.4.0 - DX11 Now Available! Posted 14.04.2012, 05:18 |
Crytek: "I don't aways update the free SDK, but when I do, the change log is 10 pages long" Lol, just joking. Long change logs mean they actually do a great job improving the SDK.
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Razorback-PT  |
Trainee | Member since: 30.06.2011, 02:26 | Posts: 133 | Location: Portugal |
Likes: 0 |
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Post Topic: Re: CryENGINE 3.4.0 - DX11 Now Available! Posted 14.04.2012, 05:55 |
Off to buy a dx11 card, brb.
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axeldev  |
Hardcore Modder | Member since: 17.12.2011, 08:44 | Posts: 826 | Location: Soon in Melbourne |
Likes: 2 |
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Post Topic: Re: CryENGINE 3.4.0 - DX11 Now Available! Posted 14.04.2012, 06:27 |
huh?where can i downnload the new update?
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Talvipakkanen  |
24/7 Modder | Member since: 16.06.2008, 22:11 | Posts: 4306 | Location: Oulu, Finland |
Likes: 2 |
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Post Topic: Re: CryENGINE 3.4.0 - DX11 Now Available! Posted 14.04.2012, 06:28 |
Download link on front page  May need refreshing browser cache to see correct version number, but download is new anyway.
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axeldev  |
Hardcore Modder | Member since: 17.12.2011, 08:44 | Posts: 826 | Location: Soon in Melbourne |
Likes: 2 |
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Post Topic: Re: CryENGINE 3.4.0 - DX11 Now Available! Posted 14.04.2012, 06:31 |
ahh,its says 3.3.9 in the front page
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axeldev  |
Hardcore Modder | Member since: 17.12.2011, 08:44 | Posts: 826 | Location: Soon in Melbourne |
Likes: 2 |
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Post Topic: Re: CryENGINE 3.4.0 - DX11 Now Available! Posted 14.04.2012, 06:32 |
wow refresh the browser really work! 1 gigabyte wo..,1 day remaining
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Lex4art  |
Skilled Modder | Member since: 15.04.2008, 13:25 | Posts: 624 | Location: Russian federation, Moskow |
Likes: 0 |
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Post Topic: Re: CryENGINE 3.4.0 - DX11 Now Available! Posted 14.04.2012, 08:03 |
Btw, by default tesselation is disabled. Add "e_Tessellation=1" to your autoexec.cfg file to make it work.
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RayFan9876  |
Maths Wizard | Member since: 30.09.2008, 02:17 | Posts: 4902 | Location: The Land of Sinnamon | Status: Online |
Likes: 8 |
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Post Topic: Re: CryENGINE 3.4.0 - DX11 Now Available! Posted 14.04.2012, 10:04 |
Quote by Lex4art: Btw, by default tesselation is disabled. Add "e_Tessellation=1" to your autoexec.cfg file to make it work. Actually, just use sys_spec=4 to enable the full DX11 setup.
Rayman: Revenge of the Dark - Leader, Composer, Audio, Modeller, Animator, Level Designer Arthias: Prologue - Composer, Audio
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scumm  |
Beginner | Member since: 03.02.2009, 19:02 | Posts: 66 |
Likes: 0 |
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Post Topic: Re: CryENGINE 3.4.0 - DX11 Now Available! Posted 14.04.2012, 11:55 |
Quote by Cry-Ruan: Quote by scumm: Avira keeps informing me of trojan when running program (and "installing"). Cant run without disabling my firewall... Seems to be a false positive. Does Avira not support an exceptions list? Yes, I assumed so ^^. Think it doesnt like not having full access to the files. Thanks Cry-Ruan, was hoping it had something like that.
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Cry-Adam  |
Community Manager | Member since: 09.01.2008, 01:11 | Posts: 8381 | Location: Crytek HQ |
Likes: 39 |
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Post Topic: Re: CryENGINE 3.4.0 - DX11 Now Available! Posted 14.04.2012, 12:05 |
Quote by Mackinder: Yeah my alphas aren't working. Which means the POM isn't working. And I suppose that means tessellation doesn't work either. Quote by Olli.: Bingo...
Ironic how after waiting for so long, tesselation is finally here, but it just cant be used. Erm... jumping the gun a bit there guys. Of course POM/Tessellation is working. Load Forest and look...
I'm not sure if there's been any process changes with displacement but if you're unsure, review the sample files that are shipped with the SDK to see how it's done. Setting your graphics to VeryHigh is certainly a good start...
 No dev/modding PM's please, use the forums! :)
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the_grim  |
Superstar Dolphin | Member since: 16.08.2004, 10:46 | Posts: 9515 | Location: Finland |
Likes: 39 |
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Post Topic: Re: CryENGINE 3.4.0 - DX11 Now Available! Posted 14.04.2012, 12:09 |
Quote by Olli.: nope.. at least the TOD fubars quite epicly. HDR values go through the roof and i suspect some other stuff in the environment tab as well. There are new settings for the HDR. Since these settings didn't exist in your old ToD, the engine has to assume default values.
Quote: btw has anyone else been experiencing bugs regarding custom normal maps with alpha channels? bugs such as "not working at all" The workflow for POM textures changed a while ago, you need separate _displ maps for POM. I don't know what the reason behind this is, but _displ maps are compatible both with POM and tessellation displacement. The documentation on this has been updated long ago... http://freesdk.crydev.net/display/SDKDO ... e+with+POMQuote by Olli.: Quote by Mackinder: And I suppose that means tessellation doesn't work either. Bingo... Ironic how after waiting for so long, tesselation is finally here, but it just cant be used.  It works right out of the box now for any material (at least Illum and HumanSkin shaders), with no need for special _ptm models that Crysis 2 required.
Last edited by the_grim on 14.04.2012, 12:12, edited 1 time in total.
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