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Crysis will have four amazing multiplayer modes. Each will require different tactics and play styles. Let me go over a few of the major features which Crysis will have...

Classes: Crysis will support a new class system which will be more customisable and which will allow players freedom of choice. You'll be able to mix and match weapons and abilities so you can play how you want. For example, some may want to be a medic and sniper while others would like to be an engineer while using a rocket launcher.

Componant Damage: Tanks and Jets will no longer rule the battlefield thanks to Crysis and it's componant damage system. In past games, vehicles would simply have 'health' style meters which when empty, would cause the vehicle to explode.

Crysis avoids this by taking a more complex but realistic approach. Let's take a helicoptor for example, shooting it's back rotor will send it into a violent spin and will most likely cause it to crash into the ground. However, like in real-life, helicopters don't always explode when they crash, it depends on how it crashes and where it crashes.

This all new componant damage system will make it more realistic and a lot more fun. It also gives vehicle users a second chance as they won't automatically die when they crash.

Vehicles: All multiplayer modes will have vehicles, but only the 'Power Strugle' mode will support all of them. Vehicles won't be as ruling unlike in many other games where vehicles dominate infantry.

The reason for this is a combination of things, componant damage being one and 'choice' being the other. Infantry can be much more useful and fun than many vehicles (thanks to great weapons and the nano-suit). So jumping in a vehicle will no longer be an automated habit.

Below are descriptions of the four multiplayer game modes...


Tactical Deathmatch
This multiplayer mode is to please those who just enjoy jumping into a server and going crazy. In this mode there are no teams or any main objectives. However there may be player based objectives, but not much is known. The reason this mode and most of the others have the word "Tactical" infront of them, is simply because of all the environmental dynamics as well as the players ability to customize their tools, weapons and suit.

Tactical Team Deathmatch
This is just like the deathmatch but with teams. There may be control points and other objectives but that is unknown at this time.

Power Struggle
This is it, the multiplayer mixup we've been waiting for. This mode takes the best from a hand full of genres and creates something totally unique yet spectacular. Let me explain...

All players start the game on one of two teams with nothing more than a pistol and a basic nano-suit. The two possible teams are the US Delta Force, or the North Korean Army. After you have joined a team with your pistol and basic nano-suit, you have to fight to earn points.

These points do more than just make your name look pretty on the scoreboard. You will use these points to purchase weapons, vehicles and even whole manufacturing plants.

How you earn points is quite interesting as it will depend on what type/rank of player you killed. For example, if you're a noob and you just killed a general, then you will get more points than if he killed you. This helps with balancing so the guy who gets the vehicle first doesn't just own the whole map.

Each game in "Power Struggle" mode can last over 10 hours (5 Crysis days). If buying standard vehicles isn't enough, you can even crossbreed them with alien technology. So you can have an invisible tank or a jeep that has a mounted freeze gun rather than a 50.cal. The combinations are amazing.



You can buy weapons from where you spawn, but you can buy better weapons and vehicles at certain control points of the maps. You can buy items using your prestige points which you can earn doing all sorts of things but mainly by killing enemies. However, when you die you will lose your gun and any of your vehicles, presuming your vehicle exploded when you died.

Crysis Mod SDK v1.0 (1 viewing) (1) Guest
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TOPIC: Crysis Mod SDK v1.0
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Vairo (Visitor)
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Crysis Mod SDK v1.0 4 Years, 3 Months ago Karma: 23  
Another e-mail from Alex, this time the title says everything as they have mentioned the surprise in crysis weekly update nr.4 , so here it comes!



QUOTE:
Crysis Mod SDK v1.0 Hits The World-Wide Community!



Today the existing world-wide modding community of Crysis will receive a major boost as Crytek is happy to release the first version of the Mod Software Development Kit for the award-winning FPS.





Mod SDK - Description

With the tools and the assets provided now modders will be able to not only get their own creations exported into the Sandbox2 Editor but will also be able to create complete new levels and modifications with outstanding content.



This SDK is only the first version that has been released to the community in order to provide the necessary exporters, plug-ins, and also respective documentation.



Next to some basic sample assets that provide information on how to set things up correctly, this SDK also includes a few serious game assets. These are high poly objects that can be used as reference for own creations.



With patch 1.2 not being far away from being released, the SDK will get updated with the game source code. The update will then be available for download around the patch is released.





Mod SDK – Content

The list below represents everything modders will find from the 400MB sized package. To download the Mod SDK please follow this link.



Tools:

Resource Compiler (32 bit only)
CryExport plug-in for 3DS Max 8 (32 bit only), Max 9 and Max 2008 (32 and 64 bit)
Polybump plug-in for 3DS Max 8 (32 bit only), Max 9 and Max 2008 (32 and 64 bit)
Polybump application (32 and 64 bit)
CryTIFF plug-in for Adobe Photoshop (32 bit only)
FMOD Designer Tool (32 bit only)
Rigging, Artist, Animation Tools for 3DS Max


Example Mod:

SDK_Mod (inclusive “Nanosuit Playground” level)


Sample Assets:

First person model (pure hands, with weapon)
Third person run animation
Properties (doors, glass, jointed breakables, ladders)
Whitebox human male model
Whitebox head model
Weapons (SCAR)
Weapon attachments (magazine, silencer, scope)
Weapon attachment scripts
Vegetation (bushes, grass, trees)
Vehicles (helicopter)


Serious Game Assets:

HMMWV Vehicle high poly model
HMMWV Vehicle high poly model for 3DS Max 2008
HMMWV Vehicle scripts
Abrams Tank high poly model
Abrams Tank scripts




Cevat’s Community Note

In addition to the whole surprisingly SDK release Cevat Yerli, founder and CEO of Crytek also would like to take the opportunity and send some words directed to the world-wide community:



Dear Crysis Community,



About 3 months ago Crysis shipped worldwide. We started collecting feedback and were confident that we would be able release our first Patch one week after the release. Unfortunately we underestimated the challenges and were forced to move the release of our patches and the full SDK to 2008.



Since the Demo Release and the Crysis Full Release we have seen wonderful creations of art, design, movies from our community and talented teams have formed to create the next generation of Crysis MODs.



We as Crytek are thrilled to see the talent, engagement, passion and creative potential out there.



We always planned to release the MOD C++ SDK close to the Crysis ship date.



To be plain honest we simply did a bad job, and I personally want to apologize for it. I know the community is growing on a daily base, whilst other members are getting upset and disappointed. We always strife for the highest quality, and sometimes this becomes our Achilles heel.



Within the last few weeks we have been working extra hard to get the first version of the SDK ready for the community. With the tools, the example assets and the updated documentation we hope that it will kick-start your mod development.



We have big plans in engaging the community, making you an even larger part of the future of Crytek which we will share with you soon.



You are the reason why we do games.



On behalf of everyone at Crytek, I want to say big thanks for your support, feedback and engagement in the community. We do our best to listen to you.





Thank you for taking the time to read this.



Cevat Yerli





Documentation – Sandbox2 Manual Update

In addition to the huge SDK package it was also important to update the documentation accordingly. The already available “Sandbox2 Manual“ has been extended by a few new references which are listed here:



Editor References:

Entities – Volume Object
Rollup Bar




Documentation - Asset Creation Update

We also would like to introduce you to a completely new manual called “Asset Creation”. This manual is especially meant to be used in conjunction with the Crysis Mod SDK and covers various topics regarding asset creation, installing the CryTools and using these together with modeling programs and the Sandbox2 Editor.



All the included tutorials and references are still Work In Progress material and will get updated within the next days and weeks. Thus it might happen that you read about a functionality that is partially working or differently used to what is written.



Getting Started:

Installing the 3DS Max Exporter
Installing the SOFTIMAGE|XSI Exporter
Installing the CryTIF Plugin


Basics – General Info:

Creating Objects in 3dsMax and Exporting to CryEngine2
Using the SOFTIMAGE|XSI Exporter
Material Setup
Level of Detail
Exporting and Importing Animations
Physics Proxy Setup
Mass & Density Setup for assets used as Entities
Instancing Objects
Occlusion proxy
Pickable Objects


Basics – Breakable and Destroyable Objects:

Breakable Objects
Procedural Breaking 2D Objects
Procedural Breaking 3D Objects


Basics – Natural Objects:

Tree Setup
Bush Setup
Grass Setup
Vegetation Shader
Touch Bending
Detail bending for Vegetation
Soft Cover


Basics – Vehicles:

Vehicle Setup
Car Setup
Tank Setup
Helicopter Setup


Basics – Weapons:

3rd person weapon models and attachments


Tutorials:

Character Creation Tutorial
How to export a head with morphs
How to create Wrinkle maps
How to export a texture from Photoshop with the CryTIF plugin
Using the Polybump application


References:

Polybump Tool Reference




As usual you can find the complete official documentation on http://doc.crymod.com.



Enjoy the content and happy modding!

-Crysis Dev Team



To find more information and support visit Crytek’s official portal www.crymod.com.




 
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Crysis Mod SDK v1.0
Vairo 2008/02/23 01:11
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