Opening a level in the CryENGINE 3 Sandbox
Navigating a level with the Sandbox Camera
Setting up a personalized toolset layout
How to customize toolbars and menus
Selecting and browsing level objects
Restoring the CryENGINE 3 default settings
Generating a procedural terrain
Setting up the terrain texture
Placing the objects in the world
Utilizing the layers for multiple developer collaboration
Running a map from the Launcher
Making basic shapes with the Solids tool
Utilizing the Geom entities instead of brushes
Breaking up tiling with Decals
Creating Prefabs to store in external libraries
Creating your first time of day using the basic parameters
Adjusting the terrain lighting
Using the real-time Global Illumination
Editing HDR lighting and the effects for flares
Creating a global volumetric fog
Creating a night scene with time of day parameters
Creating a photo realistic ocean
Improving your sky with clouds
Setting up the interior navigation
Debugging the AI triangulation
Narrowing the AI's FOV to allow attacks from behind
Installing the CryENGINE 3 plugin for 3D Studio Max
Creating textures using CryTIF
Setting up units to match CryENGINE in 3ds
Creating and exporting static objects
Creating and exporting destroyable objects
Using advanced material editor parameters to create animation
Creating skinned characters for the CryENGINE
Ragdoll and physics for characters
Creating animation for your character
Previewing animations and characters for Sandbox
Creating upper body only animations
Creating locomotion animations
Animating rigid body geometry data
Increasing the mass to push objects with the car
Setting up multiple cameras for the car
How to beam the player to a tag point from a trigger
Making the AI go to a location when the player enters a proximity trigger
Rewarding the player for reaching a kill goal
Displaying the player's health through a Flow Graph
Changing the player camera through key input
Creating a new Track View sequence
Animating a camera in the Track View
Triggering a sequence using the Flow Graph
Animating entities in the Track View
Playing animations on entities in the Track View
Using console variables (CVars) in the Track View
Profiling and Improving Performance
Profiling performance in the Sandbox
Optimizing the levels with VisAreas and portals
Using light boxes and light areas