The Star Citizen modding community is looking for a little help!
Star Citizen is built on Cryengine 3, so there are a lot of tools we have available to help create user generated content, and CIG has been very supportive of this. They have even discussed creating a custom SDK for us, but... I guess game development comes first. So until then we're left to our own devices, and there are some oddities in these game files that are causing fits.
Specifically, when we look at game objects in Noesis, the separate objects tend to be exploded all over the place. Allow me to demonstrate:

It's tough to see in that picture, but this is the MISC_Freelancer cga file (renamed to .cgf so that Noesis can import/export). The picture doesn't show it clearly but basically the 500+ objects that make up the ship are scattered all over the universe. Here is a better shot in Blender, with the file converted to .obj and imported:

Here is the interesting thing: The origins for the points are all at 0,0,0, but the geometry is spread out. The pieces are in the proper relative rotation and scale, but the transform from the origin is off by (a rough estimate) a factor of 1000. In other words, you can move the pieces to the origin by roughly that factor while keeping the same scale and rotation, and they'll be in the right place relative to the origin. However, doing this 500+ times with no guidance on if you have the right factor (or if it's even constant) is just too daunting.
In MechWarrior Online (also a Cryengine 3 game), they come with handy .cdf file that has info we can correct transform for, but there is no equivalent information in Star Citizen.
So my question is: Any ideas on how to fix the transform issues for these files? Thank you for your time!


