Re: Cryengine Export tool (cgf-exporter)
Posted: Tue Nov 24, 2015 6:45 am
Very useful Tool, thank you!
Tested with Armored Warfare (RU version) - works good!

Successfully converted .cga, .cgf and .chr models.
Btw, I have some suggestions about AW-converting:
- option for skip LODs (all of them have part name starting with $),
- option for full path to textures in .mtl file, now it's looks like this:
(note \ and / mixing bug)
I renaming it to this:
works ok, but sometimes textures loads from outside folders, like this:
or this:
or from another model folder, like this one for Leopard 2 A6:
So, it's better to detect full path to model in converting and use it for calculating base path to extracted game, i.e. for q:\!_AW\gamezero\objects\vehicles\mbt\leopard2a6\leopard2a6--leopard2a6.cga model "detected" base path is q:\!_AW\gamezero\
Then add this path to textures paths like this:
Another issue for AW .mtl's is
for every material inside, so all of them have zero visibility by default - not sure it's game "feature" or convertion bug...
Tank hulls also have some shitty looking "armor proxies" attached, but with different materials:

(I set transparency to 35 for them on this image for better look)
Would be very useful if you add option to detach (by material) and skip those "proxy" meshes.
Tank turret, suspensoins, tracks and gun parts loads in the center of scene - there's no any dummies or bones to attach them in places?
Found a bug in material, not sure it's game or tool part:
(Leopard2A6_Detachparts_Hull_mtl.mtl)
bump map have diffuse+bump path.
Also some materials contain double bump maps, normal and detail ones (second is for UV2 I think):
(MH60_mtl.mtl)
second one trying to loads as default, so another option for skip is required.
And about options - can you made a .cfg file for changing them?
Because I use DblClick for conversion (set up cgf-converter.exe as default app for open .cga, .cgf, .chr files), so dancing with command line is not so good for me...
Samples (textures UnSplitted already):
MH-60 BlackHawk (15,4 Mb)
Leopard 2 A6 (190,9 Mb)
Tested with Armored Warfare (RU version) - works good!
Successfully converted .cga, .cgf and .chr models.
Btw, I have some suggestions about AW-converting:
- option for skip LODs (all of them have part name starting with $),
- option for full path to textures in .mtl file, now it's looks like this:
Code: Select all
map_Kd \objects/vehicles/mbt/leopard2a6/textures/leopard2a6_hull_d.dds
I renaming it to this:
Code: Select all
map_Kd ./textures/leopard2a6_hull_d.dds
Code: Select all
map_Kd \objects/vehicles/textures_universal/universalprops/universal_props_shader/universal_props_shader_d.dds
Code: Select all
map_bump \textures/detail_bumpmaps/metal/metal_006_detail.dds
Code: Select all
map_Kd \Objects/vehicles/MBT/Leopard2A5/textures/leopard2a5_aps_destroyed_d.dds
Then add this path to textures paths like this:
Code: Select all
map_Kd q:\!_AW\gamezero\textures\leopard2a6_hull_d.dds
Code: Select all
d 0.0000Tank hulls also have some shitty looking "armor proxies" attached, but with different materials:
(I set transparency to 35 for them on this image for better look)
Would be very useful if you add option to detach (by material) and skip those "proxy" meshes.
Tank turret, suspensoins, tracks and gun parts loads in the center of scene - there's no any dummies or bones to attach them in places?
Found a bug in material, not sure it's game or tool part:
Code: Select all
newmtl APS
Kd 0.1636 0.1870 0.1573
Ks 0.4151 0.4151 0.4151
d 0.0000
illum 2
map_Kd \objects/vehicles/mbt/leopard2a6/textures/leopard2a6_aps_d.dds
map_Ks \objects/vehicles/mbt/leopard2a6/textures/leopard2a6_aps_s.dds
map_bump \objects/vehicles/mbt/leopard2a6/textures/leopard2a6_aps_d.ddsobjects/vehicles/mbt/leopard2a6/textures/leopard2a6_aps_ddn.ddsbump map have diffuse+bump path.
Also some materials contain double bump maps, normal and detail ones (second is for UV2 I think):
Code: Select all
newmtl interior
Kd 0.2195 0.2195 0.2195
Ks 0.2195 0.2195 0.2195
d 0.0000
illum 2
map_Kd \objects/vehicles/mh60_blackhawk/textures/mh60_interior.dds
map_Ks \objects/vehicles/mh60_blackhawk/textures/mh60_interior_spec.dds
map_bump \objects/vehicles/mh60_blackhawk/textures/mh60_interior_ddn.dds
map_bump \textures/detail_bumpmaps/metal/metal_006_detail.ddssecond one trying to loads as default, so another option for skip is required.
And about options - can you made a .cfg file for changing them?
Because I use DblClick for conversion (set up cgf-converter.exe as default app for open .cga, .cgf, .chr files), so dancing with command line is not so good for me...
Samples (textures UnSplitted already):
MH-60 BlackHawk (15,4 Mb)
Leopard 2 A6 (190,9 Mb)
