could you translate that to english?
if this is the correct translation:
"there is no disk in the drive rather than a Disk into Drive"
try to export it to your documents folder, sounds like it cant find the hard drive.
Oh sorry, I forgot to translate it...
There is no disk in the disk station. Place a suitable medium in station \Device\Harddisk1\DR1.
I hope my translation is good, I am not English, but I do my best.
try running cryblend.exe as administrator
maybe you dont have the proper rights to the drive?
try exporting to another folder / drive, eg: your desktop.
Hello, first thanks you for this tool! I can't afford 3Dmax and a blender exporter saved my life
But i have a problem, when I launch the .tcl file, in the chatbox there is only "Tif Files (*.tif)" instead of "Crytek Files (.dae, .tif)" like your video.. and try to export a collada create a file ".dae.rcdone" who is useless..
i need help please
hi, glad you are using cryblend!!
first get this:
it is the next release of cryblend v 1.1
unzip it and copy the updated pmct.tcl (in the crytools/pmct folder) over the old one in your bin32/rc/pmct folder,
then run cryblend.exe <<-- modified blender(cry blend is 2 parts)
then watch this:
it explains the basic steps necessary to export from cryblend to cryengine
if you can not name you cube "123456789101112131415161718192021"
(or you only have enough room to type 21 characters ) then your not using cryblend,
your using the bf blender.
hope this helps, if not let me know.
My problem is now solved, many thanks for your hard work.
But now I have a new problem:
If I convert your deformablemeshexample.dae example, I get two new file:
But there is no deformtest1.cgf file...
Can you please help me?
you need to make sure everything is selected CryExportNode_ and all its children:
this is easily done by boarder selecting in the 3d view.
hope this helps,
Many thanks, everything is solved now, it is working correctly.
It is really funny to shoot at the deformable cube with a bazooka (key 3)...
And many, many, many thanks for making this program, now I can do everything with Blender.
Are you still improving and working on CryBlend?
yes i am still working on it, still a lot more to do,
kind of glad i went the way i did,
found out today that blender 2.62 is indeed suppose to have long id names 64 char,
but i also found out that the direction of the collada exporter is up in the air.
there is a small group working on a modified pycollada, i tried it but it required a couple different
py modules i didnt have(numpy being one)
the internal collada exporter is being discussed (code cleanup, udp export, animations etc)
and you can not get to it through python.
i also tried to import an animated dea export from xsi into blender 2.61
-it crashed- O_O
that happens to be one of the things i want to make sure works.
anyway i dont think i am making anyone happy making this a fork,
i just needed to be able to get going as soon as possible,
and i wanted to share what success i was having with every one.
but i do want to contribute back to bf blender to which this would not be possible.
any way currently i am working on 2 items for the next release :
animations : .cga and .anm
have to get a working animation clips export finished.
those darn helper objects:
just havent figured out quite how i want to do that,
want to make sure that if i try to go all point and clicky it wont take an act of god to make it happen.
btw cryblend is not going to have anything that will not help with making assets for the cryengine
eg: cycles<-does not render to texture so i dropped it to speed up compile time.
dont forget this work is base on bf blender
those guys are the real hero's behind this,
(they dont support it, but without them us poor folk would be sol)
Hi, I'm really happy/cheerful/glad/excited (I don't know which one is the most expressing ) that you're doing for us so much cool stuff. I have been using UDK for 2 years, but firstly I used "^trial^" version of Maya... Then sb make Blender working with UDK, but it wasn't sufficient enough :/ It was better and better, but only in exporting static meshes and still needs to be better 'cos for now people can't really do game with Blender and UDK.
And 1 week ago I found out about your project, I looked what you have done so far, and I was amazed
I downloaded again CryEngine( I had it already in the past, but I more enjoyed UDK, because of it's simpler interface and because of that I already knew UDK. But as I said I downloaded CryEngine and looked at it again(still was little confused at begginig), but looked at documentation and my bind was brighter
Now I don't have time to have fun with CryEngine and Blender(CryBlend) , but I hope to do it as soon as I can
*Sorry for language mistakes, but it's not my native language. I'm from Poland
glad to be of service
i was into udk also(even entered the msuc a couple of years ago:
http://forums.epicgames.com/threads/645874-MSUC-Phase-2-Vehicle-Finalists?s=f91278f47d1aeadefc001eb3655722e5<<1947 killamobile )
it was lacking large outside areas ,
love the editor, and the material setup, but
ce3 is visually far superior and thats what i am after :::: photorealism
and i believe in the right hands this can be achieved.
any way have fun and keep checking back for updates!!
got a REALLY UGLY
almost an excuse for a vehicle to work from cryblend to ce3
still working on cryblend but i had to try it out,
think i really need to get some prettier models to show
any way its so getting there, now its past sketchup for sure