Mod SDK Information
From CryWiki
Crysis Wars Mod SDK v1.0
About the Crysis Wars Mod SDK
The Crysis Wars Mod SDK essentially performs the same functions as the Crysis Mod SDK. It contains tools, assets and game source code to help modders in creating their mods for the Crysis Wars and Warhead engine. It also features the brand new and improved release of the Sandbox2 level editor so that modders can once again design maps for the latest release in the Crysis franchise. Just because the SDK is named Crysis Wars does not mean that no singleplayer support is available. The engine allows for AI and singleplayer within the Wars (and Warhead) engine, so both singleplayer and multiplayer levels and mods can be made for the engine, identical to the Crysis modding process.
Mod SDK Requirements
- A full version of the Crysis Wars Game with Patch4 (does not work with versions below 1.4, Crysis Warhead or Crysis)
- You will require 70MB of free disk space to install the tools included in the SDK.
- The 3DSMax Exporter Plug-In and Polybump require Autodesk 3DS Max version 9 or higher.
- The XSI Add-On requires the XSI ModTool or a XSI full version.
Download Link
To download the Mod SDK, head over to MyCrysis and download the file from its Download Database page here. Remember you will need to have Patch 1.4 installed, which is also available from the MyCrysis Download Database here.
Mod SDK Content
Code
- Game Source Code (patched to Crysis Wars v1.4)
Tools
- CryENGINE2 Sandbox2 Editor
- Resource Compiler (32-bit only)
- CryExport plug-in for 3DS Max 9, 10 and 11 (32-bit and 64-bit)
- Polybump plug-in for 3DS Max 9, 10 and 11 (32-bit and 64-bit)
- Polybump application (32-bit and 64-bit)
- CryTIFF plug-in for Adobe Photoshop (32-bit only)
- FMOD Designer Tool (32-bit only)
- Rigging, Artist, Animation Tools for 3DS Max
- CryExport plug-in for XSI
- Engine Settings Manager
Plug-Ins
Installing the MaxExporter, Polybump, the MaxScripts and the CryTiff is normally done by the installer. The installer software should automatically detect your actually used version of 3DS Max and installed Photoshop and integrate the plug-ins there. You can also add multiple versions of 3DS Max if you have multiple versions installed and work with them.
If the automatic installation fails you need to do the following steps:
- Copy the plug-in file (CryExportX.dlu) to the plug-in directory in the max install folder.
- Create an empty file in that directory using a text editor (such as notepad) and save the file as CryExportX.ini. The system will fill this file with information itself.
- Next time that you start Max, the plug-in should be automatically loaded. To check, open the Plug-in Manager by selecting the menu command "Customize"->"Plug-in Manager" and look for the file "CryExportX.dlu" in the list. (X is placeholder for the 3DS Max Version).
Mod SDK FAQ
This information is intended to resolve some unanswered questions regarding the Crysis Wars Mod SDK and Editor.
Why is the SDK only for Crysis Wars?
- We did this in order to keep the modding community focused on one title, as well as to allow for both singleplayer and multiplayer mods for this engine version. Adding singleplayer support to Wars is far more convenient than adding multiplayer support for Warhead. This also means that the community won't constantly be developing levels and mods for two titles, which is bound to cause confusion in many aspects of development.
Will maps or mods compiled in Crysis Wars be compatible with Crysis (and vice versa)?
- By default yes, however there are a few aspects of the project that you must change before it will be playable on both titles. Any code in your mod must be recompiled for both titles using their respective SDK's and released separately. Also, if you using any models in your mod that are specific to Crysis or Crysis Wars, make sure they are included so that the users of the other game will be able to use them. Our suggestion would be to develop on the platform you plan to release on to keep it as simple as possible. This support is strictly for current projects/maps that would like to release on both Crysis Wars and Crysis.
Will the Crysis Wars SDK and Editor function with Crysis?
- Theoretically yes. However we thoroughly recommend you use the game's respective editors for the levels as unforeseen consequences may occur through the use of the wrong editor that could cause many different issues with your mod or map. We will not be able to support projects that are using the updated version of the editor with Crysis.
Will the Crysis Wars SDK and Editor function with Crysis Warhead?
- No these are not compatible, as the Crysis Warhead code base is different to that of Wars and consequently neither the editor nor SDK will function with this version.
Is it possible to have the editor and SDK installed for Crysis and the new SDK and editor for Crysis Wars at the same time?
- Yes it is; both SDKs and Editors were built for different games and run off separate installations, so both SDKs and Editors will run as expected separately from one another.
Due to the re-enabled AI in Wars, is AI and co-op in multiplayer now possible?
- AI in Wars doesn't mean that we've added AI to the multiplayer game; we have simply enabled it in the engine so that when Wars is played in singleplayer the AI will function as normal. This means that although AI will be available to use in Wars, multiplayer support for it is not included.
Is there an auto-downloader for mods included in Patch 4 for Crysis Wars?
- No there isn't, however custom levels can still be downloaded with the auto-downloader.
Will we be able to download the Warhead .cry files?
- Unfortunately we cannot provide these there is, however, we have a good reason for this. If users without Crysis Warhead were to obtain the .cry files, they'd be able to play the Warhead levels inside Crysis and Sandbox2 (of course with limited assets). This is to some extent piracy, so unfortunately we will not be providing editable versions of the levels for Warhead.
- The singleplayer menu has not been added to Crysis Wars as we want to avoid the confusion of it being branded a singleplayer title. As in Crysis, to play singleplayer maps on their own you must use the relevant map console command to load them in-game.
Crysis Mod SDK - v1.2
About the Crysis Mod SDK
The Crysis Mod SDK (Software Development Kit) v1.2 is a complete set of tools and assets that modders can use to not only get their own creations into the Sandbox2 Editor and CryENGINE2, but will also allow the community to be be able to create their own game source code to create complex game modes, mechanics, HUD elements and other unique assets for their modification. The kit includes everything needed to set up a custom modification for Crysis and CryENGINE2, including sample code, tools, mods and assets as well as serious game assets that modders can use to base their own creations from. The 1.2 version also includes an enhanced installer for easier setup, as well as the widely anticipated XSI Add-On for CryENGINE2 in a zip file for easier access when setting up the Mod SDK. The Mod SDK can be found and downloaded on the Crymod Download Database here.
Mod SDK Requirements
- You will require an installation of Crysis patched to v1.2 - this patch can be found on Crymod here.
- You will also require 420MB of free disk space to install the tools and the sample assets in the SDK.
Mod SDK Content
Code
- Game Source Code (patched to Crysis v1.2)
Tools
- Resource Compiler (32 bit only)
- CryExport plug-in for 3DS Max 8 (32 bit only), Max 9 and Max 2008 (32 and 64 bit)
- Polybump plug-in for 3DS Max 8 (32 bit only), Max 9 and Max 2008 (32 and 64 bit)
- Polybump application (32 and 64 bit)
- CryTIFF plug-in for Adobe Photoshop (32 bit only)
- FMOD Designer Tool (32 bit only)
- Rigging, Artist, Animation Tools for 3DS Max
- XSI Add-On (including examples) as a zipped file
Example Mod
- SDK_Mod (including the “Nanosuit Playground” level)
Sample Assets
- First person player model (pure hands, with weapon)
- Third person run animation
- Properties (doors, glass, jointed breakables, ladders)
- Whitebox human male model
- Whitebox head model
- Weapons (SCAR)
- Weapon attachments (magazine, silencer, scope)
- Weapon attachment scripts
- Vegetation (bushes, grass, trees)
- Vehicles (helicopter)
Serious Game Assets
- Whitebox human male model
- Whitebox head model
- HMMWV Vehicle high poly model
- HMMWV Vehicle high poly model for 3DS Max 2008
- HMMWV Vehicle scripts
- Abrams Tank high poly model
- Abrams Tank scripts
Mod SDK v1.2 Changelog
Fixes
- Fixed: Folder structure issue with SDK_Mod suit demonstration level
- Fixed: MaxScript Warning popping up during export
- Fixed: Copy process gives warning instead of crashing if a prerequisite is missing
Updates
- Added: Crysis Patch2 based Mod source code
- Added: XSI Add-On (including examples) as a zipped file
- Optimized: Warning to close affected programs pops up on start
- Optimized: ReadMe switched to html file
- Optimized: Installation rules for plug-in are now more flexible
See Also
- SDK Help Forums - For any issues, bugs or feedback, visit these forums on Crymod to post your topics.
- Official Documentation - Check out the official docs for all guides and references on asset creation with CryENGINE2.
- Patch 1.4 - Download the Wars 1.4 Patch
- Wars Mod SDK - Download the Crysis Wars Mod SDK