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robertoortiz
02-09-2016, 06:40 AM
Lumberyard, as Amazon calls it, is based on Crytek’s famous CryEngine, and can be used to develop games for both PC and consoles. It’s also free to download, and comes with “no seat fees, subscription fees, or requirements to share revenue.”
http://kotaku.com/amazon-releases-its-own-game-engine-for-free-1757995787

tommyc
02-09-2016, 07:23 AM
I wonder how long it will be before they start pushing their own gaming console.

Kaptive
02-09-2016, 08:02 AM
Q. Can I use Lumberyard for non-game purposes, such as architecture, simulations, and animated movies?
Yes, please do.

Well that's something useful, especially for free. One thing I can't seem to find any reference on, is file formats and how to get assets into it. I'm kind of hoping that with the next version of LW, the updates in surfacing/object make it easier to export into game engine formats.

safetyman
02-10-2016, 05:30 AM
Their tutorials use Max and Maya with fbx as the go-between. The idea behind this is to get folks to use Lumberyard's tools to build multiplayer games that integrate with Twitch; people could tune in to certain Lumberyard-created games on Twitch, then jump in to that player's game immediately.

Kaptive
02-10-2016, 06:48 AM
Their tutorials use Max and Maya with fbx as the go-between. The idea behind this is to get folks to use Lumberyard's tools to build multiplayer games that integrate with Twitch; people could tune in to certain Lumberyard-created games on Twitch, then jump in to that player's game immediately.

Yeah, I did a bit more digging last night and saw the Maya/Max references. It also seemed to infer that you do surfacing and rigging in Lumberyard after importing the objects, so maybe there is still a chance for a bit of LW... though non of it was very clear. Without being familiar with the process it was a bit hard to interpret.

Actually, I've just been doing a bit more digging, and found a few links and info that might be useful, so I'll post them here as reference to anyone searching in the future...

Basically, the following info is more related to Cryengine, but as Lumberyard is a version of that, I have to assume that the actual asset format etc will remain the same... so... I found the following HERE (https://forums.robertsspaceindustries.com/discussion/55906/lightwave-compliant)


So here's how to get your Lightwave Assets into CryEngine:

Prep:
1) Download the CryExporter plugin from http://walen.se/ and install it. NOTE: I've only tested this with 11.5, so I'm not sure how well it will work in previous versions of Lightwave.
2a) Prep your model. Every surface needs to have a UV map, and a texture applied to it. (Even glass.) Use your favorite baking method to get these images. You CAN use multiple surfaces with multiple textures in your model.
2b) You may also need to split the model up into layers. Try not to exceed 60,000 polygons per model/layer. Your hard limit is around 65,000.
2c) Real-life model scale seems to apply. The TARDIS pictured above was modeled to the real-world scale, and after importing, it seems to be the correct size.
3) Load up Layout, and install the CryExporter plugin.
4) Go to the Utilities and under additional, run the CryExportOptions plugin.
5a) Specify the RC path and the Game Objects path. The RC path is the path to rc.exe, which can be found in Bin32/rc of your CryEngine directory. (There is no 64-bit version of rc.exe.) The Objects directory is commonly CryEngine/GameSDK/Objects. If you wish, you can specify a different directory, and copy the objects over manually. (This can keep you from reading an incomplete file, or overwriting your object or material with new ones.) I recommend the latter, but it's not necessary.
5b) If Version is not CryEngine 3, change it. When done, hit Continue.

Exporting:
6) On a blank scene, add a null. The name is irrelevant.
7) Open up the Geometry properties for the Null, and add the CryExportNode plugin to the null.
8) Double click the CryExportNode and give it a name. This is the parent directory and model name that your model will be exported as. In my instance, I used TARDIS.
9) Now load your prepped model, and make the null the parent. You can load several models or model layers to this null.
10) Save the scene.
11) Go to the Utilities and under additional, run the CryExportCGF plugin. The process will take a while, and there is no notification of when it finishes. (You can often find out if it's done by trying to do something else in Lightwave.)
12) Convert your textures to DDS files. Most paint software can do this, sometimes with a plugin. Photoshop users can download Nvidia's Texture Tools to do this.
13) By now, your model should be exported. If not, wait until it is. If you used a separate export directory then copy the CGF and MTL files into your CryEngine/GameSDK/Objects/(modelname) directory. Make sure to copy your DDS textures to the same directory.

Importing:
14) Load up CryEngine, and load/create a level.
15) Click on Brush, the go down to the browser window. You should see your models directory, with the object inside it. If you bring it into the game, you'll notice that it's probably 100% transparent. This is because your materials aren't properly defined.
16) Open the Material Editor, and navigate to your model's material.
17) For each sub-material, you will need to change the Shader to ReferenceImage.
18) Assign the diffuse image for all your surfaces, using the DDS images you baked earlier. Your model should now show up.

That's the basics of bringing a Lightwave model into CryEngine.

Please excuse the crappy surfacing/texture job of my TARDIS. I didn't spend a lot of time to finesse things, I just wanted to figure out the process.

Also, there is a link HERE (https://forums.robertsspaceindustries.com/discussion/44595/howto-create-your-own-art-using-rsi-s-assets/p5) to more info...

Also, while hunting down information, I found the following UV creation tool which supports Lightwave too ...but will also export to Cryengine format, so might be useful. Looks like a pretty decent UV tool anyways. HERE (http://www.unwrap3d.com/u3d/index.aspx) ...In fact, this program may have many uses regarding format exchange.

That is all for now. Might be of use to someone!

Ztreem
02-10-2016, 08:42 AM
Q. Can I use Lumberyard for non-game purposes, such as architecture, simulations, and animated movies?
Yes, please do.

Well that's something useful, especially for free. One thing I can't seem to find any reference on, is file formats and how to get assets into it. I'm kind of hoping that with the next version of LW, the updates in surfacing/object make it easier to export into game engine formats.

I havn't looked into any details on lumberyard, but most modern game engines support fbx so it should work with LW. I mostly use Unity and it works very good with LW through fbx and obj.

Kaptive
02-10-2016, 09:00 AM
I havn't looked into any details on lumberyard, but most modern game engines support fbx so it should work with LW. I mostly use Unity and it works very good with LW through fbx and obj.

Ah right ok, good to know! Cheers for the info. I really must give it a try at some point soon!

robertoortiz
02-10-2016, 09:14 AM
Here is the DOWNLOAD link:
http://aws.amazon.com/lumberyard/?tag=kotakuamzn-20&ascsubtag=097db77f623ec2b7c150bfc192a7b415a9b2e840&rawdata=%5Br%7Chttp%3A%2F%2Fforums.newtek.com%2Fsh owthread.php%3F149734-Amazon-Releases-Its-Own-Game-Engine-For-Free%5Bt%7Clink%5Bp%7C1757995787%5Ba%7Clumberyard% 5Bau%7C5786474687605213265

Lets use this thread to share resources...Like tutorials an experiments with LW.

shrox
02-10-2016, 07:29 PM
Neat.

robertoortiz
02-10-2016, 10:11 PM
Amazon has create a series of video tutorials for Lumberyard on youtube, it's on their youtube channel here-
https://www.youtube.com/channel/UCIpwO-VpFfyZcA9h2UnIrUQ/featured

It even has videos on how to export from Maya to Lumberyard.

lightscape
02-11-2016, 09:11 PM
There's some interesting discussion with pbr workflow
https://gamedev.amazon.com/forums/questions/2437/pbr-metalness-workflowtangent-basis.html

Based on crytek engine
http://community.thefoundry.co.uk/discussion/topic.aspx?f=4&t=119895&page=0

The Dommo
02-12-2016, 06:01 AM
From what I read, Lumberyard is based on Cryengine.
It may be a similar pipeline to using that - but I am speculating.