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		<title>Миграция с CryENGINE 2 на CryENGINE 3 - История изменений</title>
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		<title>DCamer в 19:16, 9 февраля 2013</title>
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				<updated>2013-02-09T19:16:32Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: white; color:black;&quot;&gt;
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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Предыдущая&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Версия 19:16, 9 февраля 2013&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Строка 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Строка 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;{{В процессе перевода|дата&lt;/del&gt;=&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;16 июня 2012|автор&lt;/del&gt;=&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;1}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Импорт контента из CryENGINE 2 ==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;CryENGINE 3 получила множество технических усовершенствований по сравнению с CryENGINE 2 в отношении производительности и качества рендеринга. Несмотря на многочисленные изменения, в основном все ассеты, которые были созданы для CryENGINE 2 все еще могут быть загружены в CryENGINE 3. Единственный вид ассетов, который требует особого ухода — текстуры. Есть несколько технических усовершенствований в CryENGINE 3, которые требуют многие из существующих текстур перекомпилировать. Как правило, Resource Compiler позаботиться о преобразовании, но это требует, чтобы все текстуры были доступны в виде файлов TIFF.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Importing Content From CryENGINE 2 &lt;/del&gt;==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;= Описание Resource Compiler =&lt;/ins&gt;==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;CryENGINE &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;3 has received a plenty of technical improvements over CryENGINE 2 in respect to performance and rendering quality&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Despite the many changes&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;basically all of the assets that were created for CryENGINE 2 can still be loaded in CryENGINE 3&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The only asset type that requires special care is textures. There are several technical improvements in CryENGINE 3 that require many of the existing textures to be recompiled. Usually, the Resource Compiler will take care of the conversion but it requires all textures to be available as TIFF files&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Resource Compiler (RC) является важной частью ассетопровода в &lt;/ins&gt;CryENGINE. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;RC принимает исходные текстуры&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;которые хранятся в формате TIFF и компилирует их в оптимизированный для платформы формат, который может быть загружены в движок эффективным способом&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;В этом процессе текстуры могут быть сжаты для уменьшения требований к памяти&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Resource Compiler Overview &lt;/del&gt;===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Обновления нормалей карты &lt;/ins&gt;===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The Resource Compiler (RC) is an important part of &lt;/del&gt;CryENGINE&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;'s asset pipeline&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The &lt;/del&gt;RC &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;takes source textures that are stored in the &lt;/del&gt;TIFF &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;format and compiles them to a platform-optimized format that can be loaded by the engine in an efficient way. In this process textures may be compressed to reduce memory requirements&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Способ хранения карт нормалей был немного обновлен. Все карты нормалей, которые были авторизованы для &lt;/ins&gt;CryENGINE &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;2 следует перекомпилировать&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Если &lt;/ins&gt;RC &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;находит соответствующие файлы &lt;/ins&gt;TIFF&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, то перекомпиляция пройдет автоматически, как только устаревшие ассеты будут загружены&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Normal Map Updates &lt;/del&gt;===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;HDR-кодирование &lt;/ins&gt;===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The way in which normal maps are stored was slightly updated. All normal maps that were authored for &lt;/del&gt;CryENGINE &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;2 should be recompiled&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;If the &lt;/del&gt;RC &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;finds the corresponding &lt;/del&gt;TIFF &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;files, this recompilation will take place automatically once an outdated asset is loaded&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;CryENGINE &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;3 использует специальную кодировку для хранения High Dynamic Range изображений, как Environment Cube Map&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Альфа-канал карты Environment хранит множитель, определяющий яркость пикселов хранящихся в каналах RGB. Если альфа-канал не указан, будет стандартный альфа-канал 1/16.0. Однако существующие карты Environment без альфа-канала часто имеют значение альфы 1,0 (белый), так что они будут очень яркими. Эта проблема может быть преодолена путем перекомпиляции карты Environment, которые будут происходить автоматически, если &lt;/ins&gt;RC &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;найдет исходные &lt;/ins&gt;TIFF&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;-текстуры&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;HDR Encoding &lt;/del&gt;===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Цветовое пространство sRGB &lt;/ins&gt;===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;CryENGINE 3 &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;uses a special encoding to store High Dynamic Range images like environmental cube maps&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The alpha channel of an environment map stores a multiplier that determines the brightness of the pixels stored in the RGB channels. If no alpha channel is specified&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a default alpha channel of 1/16.0 will be generated&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;However&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;existing environment maps without alpha channel often have an alpha value of 1&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;0 &lt;/del&gt;(&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;pure white) by default&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;so they will appear very bright&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;This problem can be overcome by recompiling the environment maps which will happen automatically if the RC finds the &lt;/del&gt;TIFF &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;source texture&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;В отличии от CryENGINE 2, &lt;/ins&gt;CryENGINE 3 &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;может выполнять рендеринг с коррекцией гаммы&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Многие текстуры&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;например, диффузные карты, будь то нарисованные или сфотографированные, как правило, хранятся в sRGB пространстве&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Движок может конвертировать эти текстуры в линейном пространстве&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;прежде чем делать любые операции освещения или затенения&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Однако, не все текстуры хранятся в sRGB пространстве &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;например&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;карты нормалей)&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Должна ли текстура быть интерпретирована как sRGB определено в предустановки &lt;/ins&gt;TIFF&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. Чтобы применить настройки хранения, все текстуры необходимо перекомпилировать в RC&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;=== sRGB Color Space ===&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Если текстуры не перекомпилировать, сцена будет выглядеть слишком ярко&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;так как цвета хранящиеся в диффузной карте не корректно интерпретируются движком&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Быстрый обходной путь — отключить &lt;/ins&gt;sRGB &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;рендеринг&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Это можно сделать&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;установив консольную переменную r_UseSRGB в 0&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Пожалуйста, обратите внимание&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;что переключение между &lt;/ins&gt;sRGB &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;и не-&lt;/ins&gt;sRGB &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;во время выполнения будет работать только в D3D9, так что лучше поставить установку в файл system&lt;/ins&gt;.&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;cfg&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;In contrast to CryENGINE 2&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;CryENGINE 3 can perform gamma correct rendering&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Many textures like diffuse maps that are painted or based on photos are usually stored in &lt;/del&gt;sRGB &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;space&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The engine has to convert these textures to linear space before doing any lighting or shading operations. However&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;not all textures are in sRGB space (e&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;g. normal maps)&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;so &lt;/del&gt;sRGB &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;textures need to be tagged as such. Whether a texture is supposed to be interpreted as &lt;/del&gt;sRGB &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is defined in the TIFF preset&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;To apply the settings stored there, all textures need to be recompiled by the RC&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;If the textures are not recompiled&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the scene will look too bright since the colors stored in the diffuse maps are not interpreted correctly by the engine. A quick workaround to this is to disable sRGB rendering. This can be done by setting the console variable r_UseSRGB to 0. Please note that switching between sRGB and non&lt;/del&gt;-&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;sRGB at runtime will only work in D3D9&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;so it is better to put the setting into the system.cfg file&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Рендеринг с коррекцией гаммы в целом производит более правильные и более перспективные результаты. Тем не менее&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;результаты отличаются от не&lt;/ins&gt;-&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;SRGB рендеринга&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;поэтому некоторые ассеты и легкие настройки, возможно, придется переделать&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Gamma correct rendering will in general produce more correct and better looking results. However, the results are different from non-sRGB rendering, so some assets and light settings may need to be tweaked to look good.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Изменения текстур ландшафта &lt;/ins&gt;===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;CryENGINE 3 &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;хранит текстуры ландшафта по-другому&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;чем раньше, так что требуется регенерировать текстуры ландшафта&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Кроме того&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;детальные текстуры ландшафта обрабатывается специальным образом по отношению к &lt;/ins&gt;sRGB (sRGB &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;отключен для них&lt;/ins&gt;). &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Это требуется для изменения предустановки детальной карты ландшафта &lt;/ins&gt;TIFF &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;на &lt;/ins&gt;&amp;lt;tt&amp;gt;TerrainDiffuseHighPassed&amp;lt;/tt&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, так что будут применены правильные настройки&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Terrain Texture Changes &lt;/del&gt;===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;CryENGINE 3 &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;stores the terrain textures in a different way than before&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;so it is required to regenerate the surface texture&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Furthermore&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;terrain detail textures are handled in a special way in respect to &lt;/del&gt;sRGB (sRGB &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is disabled for them&lt;/del&gt;). &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;It is required to change the &lt;/del&gt;TIFF &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;preset of terrain detail maps to &lt;/del&gt;&amp;lt;tt&amp;gt;TerrainDiffuseHighPassed&amp;lt;/tt&amp;gt; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;so that the correct settings will be applied&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Категория:Бесплатный CryEngine]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Категория:Бесплатный CryEngine]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>DCamer</name></author>	</entry>

	<entry>
		<id>http://wiki.crymod.net/index.php?title=%D0%9C%D0%B8%D0%B3%D1%80%D0%B0%D1%86%D0%B8%D1%8F_%D1%81_CryENGINE_2_%D0%BD%D0%B0_CryENGINE_3&amp;diff=3850&amp;oldid=prev</id>
		<title>DCamer: Новая страница: «{{В процессе перевода|дата=16 июня 2012|автор=1}}  == Importing Content From CryENGINE 2 == CryENGINE 3 has received a plenty of techni...»</title>
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				<updated>2012-06-16T18:05:42Z</updated>
		
		<summary type="html">&lt;p&gt;Новая страница: «{{В процессе перевода|дата=16 июня 2012|автор=1}}  == Importing Content From CryENGINE 2 == CryENGINE 3 has received a plenty of techni...»&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Новая страница&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{В процессе перевода|дата=16 июня 2012|автор=1}}&lt;br /&gt;
&lt;br /&gt;
== Importing Content From CryENGINE 2 ==&lt;br /&gt;
CryENGINE 3 has received a plenty of technical improvements over CryENGINE 2 in respect to performance and rendering quality. Despite the many changes, basically all of the assets that were created for CryENGINE 2 can still be loaded in CryENGINE 3. The only asset type that requires special care is textures. There are several technical improvements in CryENGINE 3 that require many of the existing textures to be recompiled. Usually, the Resource Compiler will take care of the conversion but it requires all textures to be available as TIFF files.&lt;br /&gt;
&lt;br /&gt;
=== Resource Compiler Overview ===&lt;br /&gt;
The Resource Compiler (RC) is an important part of CryENGINE's asset pipeline. The RC takes source textures that are stored in the TIFF format and compiles them to a platform-optimized format that can be loaded by the engine in an efficient way. In this process textures may be compressed to reduce memory requirements.&lt;br /&gt;
&lt;br /&gt;
=== Normal Map Updates ===&lt;br /&gt;
The way in which normal maps are stored was slightly updated. All normal maps that were authored for CryENGINE 2 should be recompiled. If the RC finds the corresponding TIFF files, this recompilation will take place automatically once an outdated asset is loaded.&lt;br /&gt;
&lt;br /&gt;
=== HDR Encoding ===&lt;br /&gt;
CryENGINE 3 uses a special encoding to store High Dynamic Range images like environmental cube maps. The alpha channel of an environment map stores a multiplier that determines the brightness of the pixels stored in the RGB channels. If no alpha channel is specified, a default alpha channel of 1/16.0 will be generated. However, existing environment maps without alpha channel often have an alpha value of 1.0 (pure white) by default, so they will appear very bright. This problem can be overcome by recompiling the environment maps which will happen automatically if the RC finds the TIFF source texture.&lt;br /&gt;
&lt;br /&gt;
=== sRGB Color Space ===&lt;br /&gt;
In contrast to CryENGINE 2, CryENGINE 3 can perform gamma correct rendering. Many textures like diffuse maps that are painted or based on photos are usually stored in sRGB space. The engine has to convert these textures to linear space before doing any lighting or shading operations. However, not all textures are in sRGB space (e.g. normal maps), so sRGB textures need to be tagged as such. Whether a texture is supposed to be interpreted as sRGB is defined in the TIFF preset. To apply the settings stored there, all textures need to be recompiled by the RC.&lt;br /&gt;
&lt;br /&gt;
If the textures are not recompiled, the scene will look too bright since the colors stored in the diffuse maps are not interpreted correctly by the engine. A quick workaround to this is to disable sRGB rendering. This can be done by setting the console variable r_UseSRGB to 0. Please note that switching between sRGB and non-sRGB at runtime will only work in D3D9, so it is better to put the setting into the system.cfg file.&lt;br /&gt;
&lt;br /&gt;
Gamma correct rendering will in general produce more correct and better looking results. However, the results are different from non-sRGB rendering, so some assets and light settings may need to be tweaked to look good.&lt;br /&gt;
&lt;br /&gt;
=== Terrain Texture Changes ===&lt;br /&gt;
CryENGINE 3 stores the terrain textures in a different way than before, so it is required to regenerate the surface texture. Furthermore, terrain detail textures are handled in a special way in respect to sRGB (sRGB is disabled for them). It is required to change the TIFF preset of terrain detail maps to &amp;lt;tt&amp;gt;TerrainDiffuseHighPassed&amp;lt;/tt&amp;gt; so that the correct settings will be applied.&lt;br /&gt;
&lt;br /&gt;
[[Категория:Бесплатный CryEngine]]&lt;/div&gt;</summary>
		<author><name>DCamer</name></author>	</entry>

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