Wednesday, September 18, 2013

Setting up 3ds Max 2014 Design and Photoshop CS6 to CryENGINE3.5.3 in the labs

Hi Guys,

I just tried the setup and export process in the labs.

The labs use 3ds Max 2014 Design and Photoshop CS6. I used the same CryENGINE3.5.3 folder I had on my machine ... copying it to the Electronic Arts\Crytek folder on the C drive. Remember I already downloaded and replaced the CryCompressorRC.dll file.

Setting up 3ds Max 2014 Design:

This time I used the CryExport16_64.dlu exporter, but other than that everything was the same. 

Setting up Photoshop CS6:

This was exactly the same as setting up my laptop.

Following Rosamond's Tutorial:

Everything was the same as on my laptop except for 2 things:

1. The bitmap in 3ds Max 2014 Design defaults to using "Real World Scale" ... this is very annoying. It also defaults to this setting in the 3ds Max UVW modifier settings. Uncheck it in both instances to have your texture display as you expect.

2. When I selected the bitmap the window had a setting called "sequence" ... this creates and uses a *.ifl file instead of the CryTif file you created in photoshop (the *.ifl file references the CryTif file rather than using it directly). Uncheck "sequence" and it will use the CryTif file as expected.

I also got the same CryENGINE crash on startup when I tried to export the material without the engine already open. Launching the editor solved this, as before.

Transferring the files back to my laptop:

Because I created an objects file I copied that and the level folder that contained the level I modified back to my memory stick. I created a backup of the old level folder and copied the modified one back to my laptop. Then merged all the new model files into the existing Objects folder on my laptop.

I always save the 3ds Max file and any textures used inside the Objects folder ... so everything is in the same place.

Everything updated as expected on my laptop.

Cheers  

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