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amorilia
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Blender CGF scripts

Postby amorilia » 27.01.2008, 14:46

The Blender cgf scripts have been updated to export Far Cry style cgf files that are compatible with Crysis (i.e. with correct texture paths and Illum shader out of the box).

I've also written a small utility to edit cgf files. It's called QSkope and comes with the newest PyFFI. For example, QSkope allows one to edit texture paths and shaders for Far Cry without having to use a hex editor.

Download instructions, tutorials, and further documentation to get started:
http://wiki.crymod.com/index.php/Exporting_from_Blender

Screenshots:
https://sourceforge.net/project/screenshots.php?group_id=199269

Report any bugs you find on the sourceforge tracker:
https://sourceforge.net/tracker/?group_id=235915

Enjoy,
Amorilia
Last edited by amorilia on 10.01.2010, 16:31, edited 5 times in total.
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USFORCES
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RE: [REL] Blender CGF scripts 0.0.2 + PyFFI 0.8.0 + QSkope

Postby USFORCES » 27.01.2008, 17:29

Really nice of you to do all this, and this will make alot of people happy.
Wich
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nice work

Postby Wich » 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

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MTD
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Postby MTD » 27.01.2008, 17:50

Finally! A working exporter for Crysis :D
Thanks, you really helped me out there!
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amorilia
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Postby amorilia » 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=B

The 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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Postby Ghogiel » 28.01.2008, 02:07

Small world. :)

Good stuff too.
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Postby EP1 » 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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Postby Killuminati91 » 28.01.2008, 16:37

"no such file or directory C:\\" ... What the hell. Any ideas?
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amorilia
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Postby amorilia » 28.01.2008, 21:53

Small world indeed :)

Killuminati91: What exactly is triggering the error?
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Postby Pandur1982 » 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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Postby amorilia » 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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Postby Pandur1982 » 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 628 times
2.jpg
2.jpg (243.67 KiB) Viewed 8161 times
1.jpg
1.jpg (140.57 KiB) Viewed 7956 times
Last edited by Pandur1982 on 29.01.2008, 00:13, edited 1 time in total.
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amorilia
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Postby amorilia » 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/Chair

Does that help?
Last edited by amorilia on 29.01.2008, 00:28, edited 1 time in total.
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Postby Kay_Eva » 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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Postby Clivey » 31.01.2008, 01:38

Great news amorilia, :))


 
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