Fragen zur Cryengine 3
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Hallo,
ich hätte noch ein paar Fragen zur Cryengine 3:
1. Wie kann ich die Figur ändern??
2. Wie kann ich den Hintergrund( entweder Bild oder Himmel) ändern??
3. Hat jemand erfahrung mit dem cryengine 3 cookbock oder gibt es bessere??hoffe jemand kann mir helfen
alex
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Programmer410 schrieb:
Hallo,
ich hätte noch ein paar Fragen zur Cryengine 3:
1. Wie kann ich die Figur ändern??
2. Wie kann ich den Hintergrund( entweder Bild oder Himmel) ändern??
3. Hat jemand erfahrung mit dem cryengine 3 cookbock oder gibt es bessere??hoffe jemand kann mir helfen
alex
1: Nimm doch einfach ein anderes Modell?(zeig mal code)
2: Skybox sollte in deinem Code eig. vorkommen?(zeig mal code)
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welchen teil des codes??
--> ist etwas mehr...
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Da wo du dein modell auswählst, oder eben deine skybox lädst.
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das hier vielleicht, habs mir net genauer angeschaut
/************************************************************************* Crytek Source File. Copyright (C), Crytek Studios, 2001-2004. ------------------------------------------------------------------------- $Id$ $DateTime$ Description: Actor System interfaces. ------------------------------------------------------------------------- History: - 26:8:2004 14:55 : Created by Márcio Martins *************************************************************************/ #ifndef __IACTORSYSTEM_H__ #define __IACTORSYSTEM_H__ #if _MSC_VER > 1000 # pragma once #endif #include <IEntity.h> #include <IEntitySystem.h> #include <IScriptSystem.h> #include "IGameObjectSystem.h" #include "IGameObject.h" enum EActorPhysicalization { eAP_NotPhysicalized, eAP_Alive, eAP_Ragdoll, eAP_Sleep, eAP_Frozen, eAP_Linked, eAP_Spectator, }; struct IActor; struct IActionListener; struct IAnimationGraphState; struct SViewParams; class CGameObject; struct IGameObjectExtension; struct IInventory; struct IAnimatedCharacter; struct ICharacterInstance; struct AnimEventInstance; struct SReadabilitySoundEntry; struct IAIAction; struct pe_params_rope; struct ICachedAIValues; //-------------------------------------------------------------------------------- //-------------------------------------------------------------------------------- //-------------------------------------------------------------------------------- typedef int ActorClass; struct IActor: public IGameObjectExtension { virtual ~IActor(){} virtual void SetHealth( float health ) = 0; virtual float GetHealth() const = 0; virtual int GetHealthAsRoundedPercentage() const = 0; virtual void SetMaxHealth( float maxHealth ) = 0; virtual float GetMaxHealth() const = 0; virtual int GetArmor() const = 0; virtual int GetMaxArmor() const = 0; virtual bool IsFallen() const = 0; virtual bool IsDead() const = 0; virtual int IsGod() = 0; virtual void Fall(Vec3 hitPos = Vec3(0,0,0), float time = 0.0f) = 0; virtual bool AllowLandingBob() = 0; virtual void PlayAction(const char *action,const char *extension, bool looping=false) = 0; virtual IAnimationGraphState * GetAnimationGraphState() = 0; virtual void ResetAnimGraph() = 0; virtual void NotifyAnimGraphTransition(const char *anim) = 0; virtual void NotifyAnimGraphInput(int id, const char *value) = 0; virtual void NotifyAnimGraphInput(int id, int value) = 0; virtual void CreateScriptEvent(const char *event,float value,const char *str = NULL) = 0; virtual bool BecomeAggressiveToAgent(EntityId entityID) = 0; virtual void SetFacialAlertnessLevel(int alertness) = 0; virtual void RequestFacialExpression(const char* pExpressionName = NULL, f32* sequenceLength = NULL) = 0; virtual void PrecacheFacialExpression(const char* pExpressionName) = 0; virtual EntityId GetGrabbedEntityId() const = 0; virtual void HideAllAttachments(bool isHiding) = 0; virtual void SetIKPos(const char *pLimbName, const Vec3& goalPos, int priority) = 0; virtual void SetViewInVehicle(Quat viewRotation) = 0; virtual void SetViewRotation( const Quat &rotation ) = 0; virtual Quat GetViewRotation() const = 0; //virtual Vec3 GetViewAngleOffset() = 0; virtual Vec3 GetLocalEyePos( int slot = 0 ) const = 0; virtual void CameraShake(float angle,float shift,float duration,float frequency,Vec3 pos,int ID,const char* source="") = 0; virtual IItem* GetHolsteredItem() const = 0; virtual void HolsterItem(bool holster, bool playSelect = true) = 0; //virtual IItem *GetCurrentItem() const = 0; virtual IItem* GetCurrentItem(bool includeVehicle=false) const = 0; virtual bool DropItem(EntityId itemId, float impulseScale=1.0f, bool selectNext=true, bool byDeath=false) = 0; virtual IInventory *GetInventory() const = 0; virtual void NotifyCurrentItemChanged(IItem* newItem) = 0; virtual IMovementController * GetMovementController() const = 0; // get currently linked vehicle, or NULL virtual IEntity *LinkToVehicle(EntityId vehicleId) = 0; virtual IEntity* GetLinkedEntity() const = 0; virtual uint8 GetSpectatorMode() const = 0; virtual void SetSleepTimer(float timer) = 0; virtual IMaterial *GetReplacementMaterial() = 0; virtual bool IsThirdPerson() const = 0; virtual void ToggleThirdPerson() = 0; //virtual void SendRevive(const Vec3& position, const Quat& orientation, int team, bool clearInventory) = 0; virtual void Release() = 0; virtual bool IsPlayer() const = 0; virtual bool IsClient() const = 0; virtual bool IsMigrating() const = 0; virtual void SetMigrating(bool isMigrating) = 0; virtual void InitLocalPlayer() = 0; virtual const char* GetActorClassName() const = 0; virtual ActorClass GetActorClass() const = 0; virtual const char* GetEntityClassName() const = 0; virtual void SerializeXML( XmlNodeRef& node, bool bLoading ) = 0; virtual void SerializeLevelToLevel( TSerialize &ser ) = 0; virtual void ProcessEvent( SEntityEvent& event ) = 0; virtual IAnimatedCharacter * GetAnimatedCharacter() = 0; virtual const IAnimatedCharacter * GetAnimatedCharacter() const = 0; virtual void PlayExactPositioningAnimation( const char* sAnimationName, bool bSignal, const Vec3& vPosition, const Vec3& vDirection, float startWidth, float startArcAngle, float directionTolerance ) = 0; virtual void CancelExactPositioningAnimation() = 0; virtual void PlayAnimation( const char* sAnimationName, bool bSignal ) = 0; // Respawn the actor to some intiial data (used by CheckpointSystem) virtual bool Respawn() { CryWarning(VALIDATOR_MODULE_GAME, VALIDATOR_WARNING, "Use of IActor::Respawn when not implemented!"); return false; } // Reset the actor to its initial location (used by CheckpointSystem) virtual void ResetToSpawnLocation() { CryWarning(VALIDATOR_MODULE_GAME, VALIDATOR_WARNING, "Use of IActor::ResetToSpawnLocation when not implemented!"); } // Can the actor currently break through glass (used by ActionGame) virtual bool CanBreakGlass() const { return false; } // Enables/Disables time demo mode. // Some movement/view direction things work differently when running under time demo. virtual void EnableTimeDemo( bool bTimeDemo ) = 0; uint16 GetChannelId() const { return GetGameObject()->GetChannelId(); } void SetChannelId( uint16 id ) { GetGameObject()->SetChannelId( id ); } virtual void SwitchDemoModeSpectator(bool activate) = 0; //virtual void NotifyLeaveFallAndPlay() = 0; //virtual void NotifyInventoryAmmoChange(IEntityClass* pAmmoClass, int amount) = 0; virtual void SetCustomHead(const char* customHead){};// = 0; // IVehicle virtual IVehicle *GetLinkedVehicle() const = 0; virtual void OnAIProxyEnabled(bool enabled) = 0; virtual void OnReturnedToPool() = 0; virtual void OnPreparedFromPool() = 0; virtual void MountedGunControllerEnabled(bool val) {}; virtual bool MountedGunControllerEnabled() const { return false; } }; struct IActorIterator { virtual ~IActorIterator(){} virtual size_t Count() = 0; virtual IActor* Next() = 0; virtual void AddRef() = 0; virtual void Release() = 0; }; typedef _smart_ptr<IActorIterator> IActorIteratorPtr; struct IItemParamsNode; struct IActorSystem { virtual ~IActorSystem(){} virtual void Reset() = 0; virtual void Reload() = 0; virtual IActor *GetActor(EntityId entityId) = 0; virtual IActor *GetActorByChannelId(uint16 channelId) = 0; virtual IActor *CreateActor(uint16 channelId, const char *name, const char *actorClass, const Vec3 &pos, const Quat &rot, const Vec3 &scale, EntityId id = 0) = 0; virtual int GetActorCount() const = 0; virtual IActorIteratorPtr CreateActorIterator() = 0; virtual void SetDemoPlaybackMappedOriginalServerPlayer(EntityId id) = 0; virtual EntityId GetDemoPlaybackMappedOriginalServerPlayer() const = 0; virtual void SwitchDemoSpectator(EntityId id = 0) = 0; virtual IActor *GetCurrentDemoSpectator() = 0; virtual IActor *GetOriginalDemoSpectator() = 0; virtual void AddActor(EntityId entityId, IActor *pActor) = 0; virtual void RemoveActor(EntityId entityId) = 0; virtual void Scan(const char *folderName) = 0; virtual bool ScanXML(const XmlNodeRef &root, const char *xmlFile)=0; virtual const IItemParamsNode *GetActorParams(const char *actorClass) const = 0; virtual bool IsActorClass(IEntityClass *pClass) const = 0; }; #endif //__IACTORSYSTEM_H__
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Ja das ist ein Header aus dem Engine, aber ich brauche den Code den du zum laden deines Modells verwendest.
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ich habe noch kein eigenen charakter, momentan gibt es noch den langweiligen spiel-charakter. Deshalb frag ich ja.
P.S.HAst du nicht Lust an dem Spiel mitzuarbeiten, du scheinst ja sehr gut programmieren zu können.
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Vielleicht kann ich hier und da helfen.