Search found 111 matches

by Markemp
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...
by Markemp
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...
by Markemp
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...
by Markemp
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...
by Markemp
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...
by Markemp
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...
by Markemp
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......
by Markemp
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 ...
by Markemp
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.
by Markemp
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...
by Markemp
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...
by Markemp
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...
by Markemp
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.

Image

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