Fragen zur Cryengine 3



  • 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



  • 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)



  • welchen teil des codes??
    --> ist etwas mehr...



  • Da wo du dein modell auswählst, oder eben deine skybox lädst.



  • 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__
    


  • Ja das ist ein Header aus dem Engine, aber ich brauche den Code den du zum laden deines Modells verwendest.



  • 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.



  • Vielleicht kann ich hier und da helfen.


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