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amorilia  |
Trained Modder | Member since: 13.09.2007, 10:42 | Posts: 211 | Location: Desele's House of Earthly Delights |
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USFORCES  |
Beginner | Member since: 09.12.2007, 10:48 | Posts: 87 |
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Post Topic: RE: [REL] Blender CGF scripts 0.0.2 + PyFFI 0.8.0 + QSkope Posted 27.01.2008, 17:29 |
Really nice of you to do all this, and this will make alot of people happy.
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Wich  |
Beginner | Member since: 04.01.2008, 17:12 | Posts: 37 | Location: UK |
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Post Topic: nice work Posted 27.01.2008, 17:41 |
Hey thats really nice work!!
any chance you could do a brief tutorials or video etc on basic use?
any you can give would be great
regards
Cry-Wich
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MTD  |
Beginner | Member since: 27.10.2007, 19:08 | Posts: 47 | Location: Denmark |
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Post Topic: Posted 27.01.2008, 17:50 |
Finally! A working exporter for Crysis  Thanks, you really helped me out there!
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amorilia  |
Trained Modder | Member since: 13.09.2007, 10:42 | Posts: 211 | Location: Desele's House of Earthly Delights |
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Post Topic: Posted 27.01.2008, 18:34 |
@Cry-Wich: EP1 wrote a tutorial on how to use the scripts with Far Cry. The tutorial works for Crysis too. http://farcry.crymod.com/filebase.php?cat=6&letter=BThe only thing to be careful about with Crysis and Blender is that you must put your textures in a subfolder of the Game folder for export to work properly. This does not need to be in your official Crysis install Game folder, you can just mimick the file structure of the Game folder elsewhere, which you may prefer in order not to clutter up your Crysis install. For example, in my setup I have something like ...Documents/My Crysis Stuff/Game/Objects/Amorilia/monkey.cgf ...Documents/My Crysis Stuff/Game/Textures/Amorilia/bricks.dds After texturing and selecting the Textures/Amorilia/bricks.dds texture in Blender, when exporting, the exporter will recognize the /Game/ part in the path and cut off the texture path there. So when you then create a pak file containing the Objects and Textures folders above, and put that in your crysis Game folder, the game will find the texture referenced in the cgf. (Aside, the texture does not need to reside in Levels, so it is no problem to share textures between different levels.) Once the crymod wiki is open to the public, EP1 and I will wikify the tutorial. Cheers
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Ghogiel  |
Beginner | Member since: 20.08.2007, 00:24 | Posts: 20 |
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Post Topic: Posted 28.01.2008, 02:07 |
Small world.  Good stuff too.
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EP1  |
Beginner | Member since: 04.10.2004, 17:05 | Posts: 71 | Location: Grahamstown, South Africa |
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Post Topic: Posted 28.01.2008, 09:52 |
Once again the brilliant Amorillia contibuting to the community! Thanks for the awesome progs and converters, will update the tut accordingly.
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Killuminati91  |
Skilled Modder | Member since: 05.11.2007, 18:06 | Posts: 703 | Location: Germany |
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Post Topic: Posted 28.01.2008, 16:37 |
"no such file or directory C:\\" ... What the hell. Any ideas?
o
L_
OL
This is Schäuble. Copy Schäuble into your signature to help him on his way to Überwachungsstaat.
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amorilia  |
Trained Modder | Member since: 13.09.2007, 10:42 | Posts: 211 | Location: Desele's House of Earthly Delights |
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Post Topic: Posted 28.01.2008, 21:53 |
Small world indeed  Killuminati91: What exactly is triggering the error?
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Pandur1982  |
Beginner | Member since: 28.01.2008, 22:31 | Posts: 2 |
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Post Topic: Posted 28.01.2008, 22:36 |
Hello
my Problem is i have make a cube and it export it but i see in the editor not the cube i see a ball by every modell.I think is a shader problem and in max i have the same but in max i take crysis shader then i see the modell.Is the same problem in Blender?
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amorilia  |
Trained Modder | Member since: 13.09.2007, 10:42 | Posts: 211 | Location: Desele's House of Earthly Delights |
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Post Topic: Posted 28.01.2008, 23:28 |
Well, the Blender exporter selects the Illum shader if you choose the Crysis export option, so that should not be a problem.
When exporting with Blender, you can change the default shader with PyFFI's file editor QSkope: after installing PyFFI and PyQt4, right-click any CE1 cgf file, select "edit with QSkope", browse to the material chunks, and change whatever is between brackets in the material name to the shader you want to use. You can change the material type (metal, glass, ...) in this way as well, or simply retexture an existing object (look at the material texD field in QSkope). Look at the screenshots in the first post for some examples. Obviously, this works regardless of which modelling application you use.
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Pandur1982  |
Beginner | Member since: 28.01.2008, 22:31 | Posts: 2 |
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Post Topic: Posted 28.01.2008, 23:44 |
Hm i have change the material in qskope
i have mak 2 picture from the problem and the the file.
Ok i have found my problem i have no texture use.
Attachments:
affe.zip [6.73 KiB]
Downloaded 539 times
Last edited by Pandur1982 on 29.01.2008, 00:13, edited 1 time in total.
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amorilia  |
Trained Modder | Member since: 13.09.2007, 10:42 | Posts: 211 | Location: Desele's House of Earthly Delights |
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Post Topic: Posted 29.01.2008, 00:26 |
From the screenshot, as you say, it seems that there is no diffuse texture selected. Looking further into the cgf file, there is also no UV data. You have to create a UV map in Blender, and assign a texture in Blender. I think this is the reason that the engine does not show the geometry. I once wrote a tutorial for the nif scripts detailing this process, this will show you how to do those things (just ignore any comments that is not related to crysis): http://niftools.sourceforge.net/wiki/Blender/ChairDoes that help?
Last edited by amorilia on 29.01.2008, 00:28, edited 1 time in total.
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Kay_Eva  |
Uber Modder | Member since: 26.11.2007, 02:49 | Posts: 1702 | Location: A Sweet Sweet Orgy of Grass and Vegetation |
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Post Topic: Posted 30.01.2008, 09:21 |
wow amorilia, you're just being beyond awesome man thank you! :easter:- I'm gonna try it soon heheheheheheheheheehh!!!!
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Clivey  |
Honourable Member | Member since: 11.02.2005, 22:57 | Posts: 2733 | Location: Somewhere in Kent, UK |
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Post Topic: Posted 31.01.2008, 01:38 |
Great news amorilia,  )
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