Author Topic: Cryengine 2 content is offline, so are any mapper tools needed  (Read 550 times)

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Offline cest73

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Cryengine 2 content is offline, so are any mapper tools needed
« on: February 14, 2017, 12:14:15 PM »
I was on the way to import an asset into the engine...

I use Blender3D, some use 3DSmax, maybe MAYA also.

Each of these had a import/export tool at a time and some where published on the cry2 engine forums/resources.

There is no public access to those resources now. Most probably for good.

So here I wanted to try make an "island of last hope" for those willing to produce content:

Anyone in possession of working plugins for any of the tree programs, do please upload (torrent?) to the one of may filesharing services, so we can continue keep this mod alive?

Prerequisites:
1. A working tool
2. Archived to zip format (by 7z or whatever archiver)
3. password protected (so private)
4. link and password in this thread

Final goal:
assemble an torrent of all files, and hang it out there with a password, so anyone could easily contribute further content.

Order of preference:
1. Blender plugins
2. 3DSmax plugins
3. MAYA plugins

Because Blender is free to use, for static scenery it should suffice?
Yet 3DSmax seems to be better supported with cga (animations) and we need those for doors etc.


Offline DeimosEvotec

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Re: Cryengine 2 content is offline, so are any mapper tools needed
« Reply #1 on: February 14, 2017, 12:23:29 PM »
Did you try to access the forums with the waybackmachine ?

Edit: Seems to work if this is the forum you need: https://web.archive.org/web/20160729213135/https://www.cryengine.com/community/

Edit2: Scrap that, it doesn't have the threads archived. :/

Edit3: Found some interesting links outside of the cry2 forum you might want to check out:
Maya tutorial - Export model to Sandbox2
Importing Assets from 3Ds Max to Cryengines Sandbox2 PT1
Importing Assets from 3Ds Max to Cryengines Sandbox2 PT2
How to Export objects from 3ds Max into the game Crysis :/ Looks like the video links are broken.
Some videos about exporting from 3ds max to crysis
Sadly I didn't find anything for blender. :/
« Last Edit: February 14, 2017, 01:12:16 PM by DeimosEvotec »

Offline RDL_Vitos

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Re: Cryengine 2 content is offline, so are any mapper tools needed
« Reply #2 on: February 15, 2017, 05:23:37 AM »
Your might try this:

Blender 2.69 x32
Python 3.2 x32
CryBlend

or:
niftools blender nif plugin docs
niftools forum
crymods forum
pyffi project home

Only need matching versions of these programs.


Or 3dmax, there are many tutorials. And more opportunities.

Offline cest73

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Re: Cryengine 2 content is offline, so are any mapper tools needed
« Reply #3 on: February 15, 2017, 02:38:37 PM »
Your might try this:

Blender 2.69 x32
Python 3.2 x32
CryBlend

or:
niftools blender nif plugin docs
niftools forum
crymods forum
pyffi project home

Only need matching versions of these programs.


Or 3dmax, there are many tutorials. And more opportunities.
Kind thanks Vitos, for the effort!

I tried already with some old blender and Sandbox2_32bit:
The problem is that Blender 2.4x did internally save all surfaces as triangles.
Nothing bad by it self but nowadays Blender (2.78) know ngons and saves them internally.

This is aesthetically better, and reduces the clutter a bit in wire view.

However, the files need be exported from the current blender back into the trigon mode so some details might be lost.

Further, some of the cloning and mirroring seems to fail on export - meaning each object converted needs to be checked and double checked before going public?

So I will certainly report as I progress, and try hard provide access to tools being used.

1. So far i got to find the props packed in the pac files and unpack them (they are zipped only?)
2. I tried import the whole aegis into the cgf file (and failed miserably) via Blender 2.49b
3. I tried export an empty "Ctrl-N" cube and apparently succeeded (didn't test)
4. I'm about to break Aegis into piece-files and start exporting it one at a time.
5. What fails to import last, will then be tried in 3DSmax

Further I'll need animated elevators (my Aegis is full of elevators needed to traverse the few decks)
Also I will need few more animated outside doors on the Aegis too for the various hangars and the four iconic Drop-ship hatches.
Did I mention the drop-ship load elevators too?

So there is quite a lot to do yet :)

See ya'll there...