First of course, install the demo, and then the Sandbox 2, it's in the main folder under Editor. Double click the installer and let it go. It'll install fast. Go back to the Editor folder and you should see the Sandbox 2 icon that was just created [it looks just like the Sandbox 1 icon]. Create a desktop shortcut and rename it to Sandbox 2. Well you want to map, eh?
If you've never done any mapping in CryEngine 1, it's gonna be kinda overwhelming, but experienced CryEngine 1 mappers will feel [nearly, ;)] right at home. Some things have changed though, like creating new texture layers, painting layers, deforming terrain [Voxel = caves via terrain mapping, not lego stick em' together models like the CryEngine 1, and now you can create overhang cliffs, etc.], and playing around with the time of day [dawn, midday, dusk, night]
I know it's not much right now since the demo is so new, but here is the official Sandbox 2 editor manual, since no Sandbox 2 manual came with the demo. It's online, and it's VERY HELPFUL, and it's community wiki so it'll be updated a lot in the coming days still.
If any admins are around, PLEASE STICKY this link, it's really helpful. Not only just for mapping, but also for the uber basics of moving in the editor, and other things related to the editor.
It provides answers for questions like: * How do I move around in the editor? * Why are my islands pure white? * How do I apply materials and textures to my layers? * How do deform the terrain, raise, lower, voxel, etc? * How do I create particle effects like for my waterfall, volcano, etc?
And MANY more answers to the common editor questions are answered in this simple online document, the CryEngine 2 Manual....
thanx n88tr, i just hope they have a pdf version, they are soo much better than websites.
puffdadder;4018855thanx n88tr, i just hope they have a pdf version, they are soo much better than websites.
I've heard that there'll be a download package coming from Crymod after the full game comes out. The package will have a .PDF of this [the most current version though will be online, it's updated quite a lot actually], and some other tutorials like helping the AI follow paths, enter vehicles, etc.
I already downloaded the individual package products, but an all-in-one package is always so much nicer.
sweet. i agree, i hope they have a complete modding tutorial instead of picking and choosing and leaving a lot up to other lone modders to figure it out. we don't know the engine as well as crytek, and nor do we have their tools so hope it will be different than the sdk for far cry.
Sadly, I don't believe it will be much better besides they're consolidating ALL their Mapping/Modding/etc custom task tutorials to Crymod. But I do see there is a lot more attention to the modders before the game is actually released, like the manual already, a half dozen 'working with the AI' tutorials, etc. There have been a few maps released already actually, lol.
1st January 2005
A few pointers about flow graph making and AI entering vehicles I just learned which I've not seen in the beginner's tutorials. Assigning seats to your AI before getting more than one of them to enter a vehicle is essential. I have seen round about complex ways to do this usually via adding logic nodes with multiple seat numbers on them and even time delay nodes so one enters after another. The easiest way I've found though is to open the flow graph so the right side toolbar shows and go to View in the upper left and make sure Show Node Inputs is checked. Now select the Vehicle Enter node of the AI you want to assign a seat to and click on where it says Seat=any. The flow graph toolbar will now show the input info for seating for that AI. Click on seat in th toolbar and select which seat position you want the AI to take. Oh but that's not all, even if only two AI are sent to the vehicle, one of them can still act dumb (usually the non driver) and not enter the vehicle. Position the front of the vehicle facing the AI approaching it, in my case it was the Asian Aggressive Heli. Both AI will now get in their assigned seats and the driver will automatically start up the heli. Otherwise the gunner can run around and not get in. This way it can be done with only 4 instead of about 6 AI nodes. I have seen so many flow graphs that look way more complex than they need be it's ridiculous. While I respect that those that make their graphs that way usually know a good deal about how to link nodes, I think simplification may be the better way to go. I'm not sure but I often wonder if an excessive amount of nodes being assigned to AI can create unnecessary lag in some systems while playing the map. That's my "input" for the day. Hope some of you new to Sandbox2 can make use of it.;)
n88tr: that is weird, at least if they consolidated EVERYTHING about EVERYTHING (that is how i name file directories, so that is why capitalized) then it's one thing. if it is only a glance into all the info, i will never forgive them. lol. and they wouldn't accept my video tutorials. :( it is neat though to see the community more active than ever, i mean you couldn't even log in on crymod for the first few days. >Omen< omfg that sounds complicated, hope they talk about "it" (aka, that) in the pdfs. thanks for the info though omen.