Aloys wrote:Looks really nice.. This is starting to take shape.
Have you yet looked at the animation systems in there? That building won't be complete without a small rotation.

Heh......yah, I'm sort of dreading that. The Unreal SDK has something called Matinee that you do your animations in. CryEngine is set up mainly so that people create their assets in other programs like Max, Maya and XSI (I think that's what it's called).
I was having a issue today with the bridges. In Max, they look like this of course:

When I got them into the scene in CryEngine, they looked like this:

I was tearing my hair out. Turns out, the pivot point was too far away. Right now for all the objects, once I have them in the scene and scale them to the correct scaled (32.8083 is the factor since there is 3.28083 feet to a meter), I have to move them and the coordinates were: 1024, 1024, -3101. That last one, the Z coordinates was too far away for the bridges. One of the CryTek Devs gave me a heads up as to why:
This come from a huge optimization that was made to run time meshes.
We now convert meshes using 16bit FP whereas before it was 32bit FP. This gains a good deal of performance as the engine no longer has to convert them at run-time, and all it requires is a bit of asset manipulation to rectify.
This happens with non-optimized meshes typically that have been exported with their pivots (or origins) far away from the render mesh.
You can solve this quite easily by adjusting your pivots on objects to make for a much smaller overall bounding box.
Usually you will only see this happen on huge meshes or when you have multiple objects using a similar pivot in max.
The file for Gahreesen has everything spread out all over the place. This is because of the different areas we can explore: the "Well Room" area, the Exterior area, and inside the training building. Well everything in the exterior area is located at 10085 feet 9.867 inches from 0 in height (almost 2 miles, hehehe). So I had to go in and change the bridges piviot points so that they have a common one that was closer. It fixed the problem:

However I wasted about 5 hours on this.

so much more I could have gotten done today (but it's the weekend so I can stay up late).
Anyways, while I was trouble shooting, I was looking at the exporter in Max and noticed that it has different things for Animated Meshes.............I groaned at this, as I think I'm going to set up the Animation of the buildings in Max and THEN export them all over again.
But that's okay, I already have fixed a lot of stuff. Since I don't have Gahreesen's actual Max file from Cyan, I had to import, and when you do that, there are issues (double verticies that have to be removed, and then when you FBX export to Max, that opens up other issues, such as having to re-apply smoothing groups, etc, etc).
So now I'm off to read the manual (yah, they actual have a manual for this:
http://freesdk.crydev.net/display/SDKDOC2/Home ) and see what it says about animations. Hehehe.