Cryengine session with Lothar

He explained how you can easily change the time of day as well as tens of attributes that change lighting and fog effects within the time of day settings.

We can use bitmaps for creating a map. The change in tonal values change how high the land is.

The resolution of the level is multiplied by the unit measurements to give you the total real area.
1024x1024 level multiplied by 2 metres as the unit of measurements will result in a 2km² map.

Upon creating the level we should name it, then give it no project style, and assign a terrain height we think is suitable. The height is the value times the unit of measurement and will determine the maximum height of the map. The brightest whites of your bit map will reach this peak. The blacks will remain at below sea level.

You can also use the generate terrain tool which uses Cryengine's own random terrain generator if you don't mind how it looks.

All assets created for the Cryengine must be converted to the .CGF file format.

If we need place-holder objects we can use the solid tool which is a very simple cube creation tool that applies the basic checker texture to itself.

At any time we can jump into the level and see how it feels to walk around.

He showed us how to use simple texture brushes so we can paint our terrain and that all of the default textures have sounds assigned to them so when you walk over them they all make the correct foot-step noise.