Search found 111 matches
- Mon Oct 05, 2015 3:01 pm
- Forum: General game tools
- Topic: Cryengine Converter tool (cgf-exporter)
- Replies: 163
- Views: 65733
Re: Cryengine Export tool (cgf-exporter)
Thank you for your work! What news about position/rotation submeshes? I watch your sources - you use only transform matrix44 only for positions submeshes (without rotations), but class ChunkNode has Pos and Rot properties but don't use it - what is it? Crap, was on vacation when you asked this. Fro...
- Mon Aug 31, 2015 1:48 am
- Forum: 3D/2D models
- Topic: Transformation matrices... how do they work?
- Replies: 4
- Views: 1242
Re: Transformation matrices... how do they work?
Also some interesting read on row-order and column-order matrices https://fgiesen.wordpress.com/2012/02/12/row-major-vs-column-major-row-vectors-vs-column-vectors/ If we look at the examples from open.gl, the translation part is stored in the 4th column, while in your case it is in the 4th row. Dep...
- Sun Aug 30, 2015 2:32 pm
- Forum: 3D/2D models
- Topic: Transformation matrices... how do they work?
- Replies: 4
- Views: 1242
Re: Transformation matrices... how do they work?
Actually the math behind matrices is not as hard. What you usually need is just multiply your 4x4 matrix by your vector without bothering about what's in it. https://open.gl/transformations and https://www.opengl.org/archives/resources/faq/technical/transformations.htm can give you an idea. Also no...
- Sun Aug 30, 2015 3:33 am
- Forum: 3D/2D models
- Topic: Transformation matrices... how do they work?
- Replies: 4
- Views: 1242
Transformation matrices... how do they work?
Hi everyone, This is more general 3D format questions. I'm having problems getting bits and pieces of models into the right place, and it's because I don't quite know how to parse a transformation matrix to find the proper location and rotation for a given part. Let me start with some simple example...
- Sat Aug 29, 2015 5:24 pm
- Forum: General game tools
- Topic: Cryengine Converter tool (cgf-exporter)
- Replies: 163
- Views: 65733
Re: Cryengine Export tool (cgf-exporter)
Ok, I fixed the dreaded exploded geometry issue for Cryengine files! It turns out to be several factors: (@revelation, if you want the code specifics for your cryengine_cgf.dll for Noesis, I'll be happy to share them with you) 1) The transform vector is in 2 places. A Vector3 called Transform, and t...
- Tue Aug 11, 2015 12:43 am
- Forum: Website
- Topic: The future of the forum: Ideas, suggestions and general.
- Replies: 49
- Views: 18147
Re: The future of the forum: Ideas, suggestions and general.
Just based on question 4 I get the feeling that the interest in maintaining the website is waning. But, it does have a rather unique place in the internet, being focused on reverse engineering existing game files. I don't know of any other site that is remotely comparable. I'm probably one of the ol...
- Sun Aug 02, 2015 6:01 pm
- Forum: 3D/2D models
- Topic: Cryengine weird vertex format
- Replies: 2
- Views: 723
Re: Cryengine weird vertex format
Ok, I think I'm getting it... 3 floats for the vertices, 2 half floats for the UVs? Grr...nope 0.0000000 0.0078574 NaN 2.0976560 -0.3044434 0.0000000 0.0078260 -512.0000000 -1.1455080 -0.2954102 0.0000000 0.0078260 -664614000000000000000000000000000000.0000000 -1.1435550 -0.3085938 Got it I think......
- Sun Aug 02, 2015 3:38 pm
- Forum: 3D/2D models
- Topic: Cryengine weird vertex format
- Replies: 2
- Views: 723
Cryengine weird vertex format
Hi everyone, I have found an interesting data structure for newer Cryengine games that is a confusing me. It's a 16 byte structure that's part of an unknown datastream, but I'm thinking it contains vertex, normal and UV information... or some subset of that. Here is a few samples: 00 48 ea 2a 54 bc ...
- Sun Aug 02, 2015 2:31 pm
- Forum: 3D/2D models
- Topic: List of games that you can extract 3d models from !
- Replies: 126
- Views: 220471
Re: List of games that you can extract 3d models from !
MechWarrior Online and Star Citizen. Probably other modern Cryengine (3.4+) games as well.
See my post here for the tool to do that:
viewtopic.php?f=33&t=13137
Edit: Add Armored Warfare to the list.
See my post here for the tool to do that:
viewtopic.php?f=33&t=13137
Edit: Add Armored Warfare to the list.
- Sun Aug 02, 2015 4:54 am
- Forum: General game tools
- Topic: Cryengine Converter tool (cgf-exporter)
- Replies: 163
- Views: 65733
Re: Cryengine Export tool (cgf-exporter)
Cryengine Importer! This replaces the 2 powershell scripts Asset Importer and Mech Importer. It's been consolidated into a Blender add-on, written in python, and a new Prefab Importer feature has been added. You can find this new tool at: https://www.heffaypresents.com/github The tutorial video on h...
- Sun Aug 02, 2015 4:53 am
- Forum: General game tools
- Topic: Cryengine Converter tool (cgf-exporter)
- Replies: 163
- Views: 65733
Cryengine Converter tool (cgf-exporter)
Cryengine Converter Project Location: https://github.com/Markemp/Cryengine-Converter or https://www.heffaypresents.com/GitHub Current version: 1.2.0 Executable: https://github.com/Markemp/Cryengine-Converter/releases/ Change log: 07/04/2021: 1.2.0 release. Upgrade framework to .Net 5.0 (big perform...
- Mon Jul 27, 2015 12:27 am
- Forum: Graphic file formats
- Topic: Cryengine vertex information weirdness
- Replies: 12
- Views: 1930
Re: Cryengine vertex information weirdness
Oh, and I forgot to print up the transformation matrix as well. I'm sure that has some factor in where to put all the objects. is that transformation matrix correct? i'm not familiar with blender but shouldn't the translation be in the forth col? It's very likely transposed. I guessed on the i vs j...
- Sun Jul 26, 2015 11:53 pm
- Forum: Graphic file formats
- Topic: Cryengine vertex information weirdness
- Replies: 12
- Views: 1930
Re: Cryengine vertex information weirdness
Oh, and I forgot to print up the transformation matrix as well.

I'm sure that has some factor in where to put all the objects.

I'm sure that has some factor in where to put all the objects.
- Sun Jul 26, 2015 11:42 pm
- Forum: Graphic file formats
- Topic: Cryengine vertex information weirdness
- Replies: 12
- Views: 1930
Re: Cryengine vertex information weirdness
OK, running out of ideas. Each node chunk imports great. The center is placed at 0,0,0. If I try to apply the Node's position Vector, all the nodes shoot out all over the place. When it says one node is located at 0,0,0 and another (that should be attached) is at 0,0,6 when the Position is applied t...
- Sun Jul 26, 2015 5:37 pm
- Forum: Graphic file formats
- Topic: Cryengine vertex information weirdness
- Replies: 12
- Views: 1930
Re: Cryengine vertex information weirdness
Getting really close to having my Cryengine converter up and running! http://i.imgur.com/Y8jkEFh.png The mesh is nice and clean, the materials and UV all line up right, and everything is fine *except* I can't figure out where to put each of the objects. Each submesh as a Center object, which is just...
