3dsMax Vehicle Export and Setup

Table of Contents

Overview

Tutorial Author: Sava
Forum Thread: http://www.crydev.net/viewtopic.php?f=291&t=72617
Tutorial Files: cryengine tutorials.rar

Example Video

Vehicle Export & Setup

Tank Vehicle Export and Setup

Software used
3dsmax 2009 with cryengine 3 plugin
notepad++
cryengine3 sandbox editor
This tutorial assumes that you have the software, able to create similar meshes as to the ones in the tutorial.

Lets get started

Setup of a basic four-wheeled vehicle in max is very easy. The front of the vehicle is the positive y axis. The body is the main mesh but since it doesn’t rotate separately from the rest of the vehicle it’s pivot is on 0,0,0. The wheels have their own pivots at their centers since they do rotate separately from the rest of the vehicle.

After the parts are done being placed and named you have to setup the hierarchy of the vehicle in schematic view. everything is linked to the body and the body is linked to the dummy. If for example your wheel has a tire and a rim the rim would be linked to the body and the tire would be linked to the rim. Think of this as what part is connected to what.

The vehicle is now ready for export. Keep in mind that the .cga file exports to the location the the .max file. Because the dummy is the parent node you only need to put it into the exporter. The name of the dummy is also the name of your vehicle unless you check “custom filename.”

Scripting

I highly recommend to get notepad++ or and equivalent software for this part of the tutorial to make your life easier. Make new folders where you are going to save your scripts to: (gamecrysis2\scripts\entities\vehicles\implementations\XML). Keep in mid this part of the tutorial will be more of a example. I'll let you figure out what the other params do.

Go ahead and open the Myvehicle.xml provided with the tutorial. First thing you will see is this when you open the file:

All you need to know is vehicle name is obviously the name of your vehicle, pushability is whether the player can push the vehicle while not entered. Buoyancy determines if the vehicle can float (I don’t know what simulation does) and SoundParams decides which sound archive the vehicle uses. The itv sounds most like a tank so i chose it.

Damages are various damages the vehicle can do to itself and to other things. Here you can play around with the first line of code and the damage multipliers section.

Components are used for creating weakspots on the vehicle. They probably have some other uses that I don’t know about.

Parts is one of the sections you will have to modify for you vehicle. Each separate mesh in max needs a corresponding part with the same name. For this tutorial you only need to worry about 2 different types of parts: Animated and SubPartWheel. the “body” should be the parent part and all other parts should be children. If you have a piece of glass on a door for example then the door should be the child of the body and the glass should be the child of the door.

In that line of code you need to put the location of your body.cga file. The treads have the same line so do that for all 3 files.

Helpers are pretty much the same thing as dummy nodes in 3ds max. I won’t be explaining actions and seats.

Movement params is what make the tank drive like a tank. You can play around with the values.

If you want more info on different params and options in vehicle xml coding extract the def_vehicle.xml from (scripts/entities/vehicles)

That’s the basics of a four wheeled car setup in cryengine 3. Here’s another great tutorial on four wheeled car setup. http://www.moddb.com/engines/cryengine-3/tutorials/how-to-create-a-new-vehicle-in-cryengine-3


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