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awesome 
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, dedicated polycounter,
1,331 Posts,
Join Date Aug 2011,
Location Berlin
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And we're live with the second release! Updated the thread on CryDev: http://www.crydev.net/viewtopic.php?f=315&t=94539
You can download the latest build here: https://github.com/returnString/CryEngine.RC/downloads
Summarised (and apologies once again for the 'art', but this is fun!):
Usage Guide- Extract the contents of the .zip file to your CryENGINE/Tools folder.
- Run CryEngine.RC.Pipeline.exe to start the application.
- Save your FBX files to CryENGINE/Assets, using the same hierarchy that you'd like them to use in Game/Objects (e.g., C:\Dev\CryENGINE3\Assets\Props\test.fbx will be saved as C:\Dev\CryENGINE3\Game\Objects\Props\test.cgf)
- To export individual files, right click the file in the list, and then select "Export". You can do the same for specific folders to avoid full rebuilds.
Features- UV maps
- Smoothing groups
- Vertex colours
- Multi-materials
- Basic physicalisation
Limitations- Only handles a single mesh
- The mesh must be at the root of the scene hierarchy
- Some 3D applications use different unit scales; use the scale factor to work around this
- Some applications may require a material to exist in order to export material IDs for submaterials
Licence
Both the source code and builds for CryEngine.RC and ManagedFBX are available for use under the following terms:
- The software is only available for non-commercial entities, and may not be relicensed.
- You must make changes available to the public.
- In the rare event that we meet, you owe me a pint.
Crytek Community Rep
Twitter | My Work
" The closest I'll ever get to art is pretty formatting in my code."
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, vertex,
36 Posts,
Join Date Jul 2012,
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Works well on some meshes, and not at all on others, though I blame the finicky dae conversion and not your tool.
Half of my meshes don't convert because of vertices allegedly having the same coordinates - and outside of actually deleting parts of the geometry, or slapping on a ridiculously distorting noise modifier, nothing works.
In Max, no STL errors show up, Xview is fine, no overlapping UVs, nothing to weld within sensible ranges, and there's usually nothing (wrong) at the coordinates specified within the export log.. sigh 
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, dedicated polycounter,
1,331 Posts,
Join Date Aug 2011,
Location Berlin
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Yeah, it's hard for me to tell what's caused by the RC/engine and what's caused by the converter :/
Unless I find some obvious flaws in my application, I'll discuss this with the tools team and see if anything's up.
Also, 0.2.1 is out which has a fix for UV coords being in layers other than 0. Probably not relevant for most users though 
Crytek Community Rep
Twitter | My Work
" The closest I'll ever get to art is pretty formatting in my code."
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, vertex,
36 Posts,
Join Date Jul 2012,
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Looks to me like the classic mesh errors the CryTools would spit out as well. Since I'm using max 2013 though, I can't test that ;-)
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, dedicated polycounter,
1,331 Posts,
Join Date Aug 2011,
Location Berlin
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Hm, a little heads-up: Using Max 2012 and the Cry exporter, getting the disputed meshes into engine works flawlessly.. so maybe the collada part of your tool is doing strange things? 
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, dedicated polycounter,
1,331 Posts,
Join Date Aug 2011,
Location Berlin
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Hey, thanks for confirming that!  I've been meaning to get around to installing 2012 but I've been caught up in other things. This is going to be some fun debugging, I'm sure...
One query; is this with pre-triangulated meshes, or meshes with quads/ngons? I'll be the first to admit that my code is possibly not working entirely as expected but to the best of my knowledge I just list mesh data exactly as provided. There is, however, an exception to this: I do perform a rough triangulation pass using the FBX SDK if a mesh isn't already triangulated. I would assume this uses a similar algorithm to whatever CryMaxExport does to handle quads, but it's worth me investigating.
Crytek Community Rep
Twitter | My Work
" The closest I'll ever get to art is pretty formatting in my code."
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, vertex,
36 Posts,
Join Date Jul 2012,
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Hmm, I can't give you a definitive answer on the triangulation question, but I usually have an Edit Mesh modifier sitting on top of my objects, and I also usually have "Triangulate" checked on when exporting to an FBX.
The files were the exact same FBX models that I tried using with your transmogrifier, so hmm. Could send you a mesh tonight, if it'd help.
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, dedicated polycounter,
1,331 Posts,
Join Date Aug 2011,
Location Berlin
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Yeah, if you have a reliable test case for the issue, feel free to send it over and I'll take a look at it 
Crytek Community Rep
Twitter | My Work
" The closest I'll ever get to art is pretty formatting in my code."
|
, vertex,
36 Posts,
Join Date Jul 2012,
|
I've probably fixed the issue; 0.2.2 is available now and in theory handles all vertices just fine: https://github.com/returnString/CryEngine.RC/downloads
Crytek Community Rep
Twitter | My Work
" The closest I'll ever get to art is pretty formatting in my code."
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, vertex,
36 Posts,
Join Date Jul 2012,
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For those who are still wondering if edited vertex normals alters the shading in CE3. I did some tests on some bushes and it does work like a charm. I'm using maya and MayaCE3 plugin tho.
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, triangle,
286 Posts,
Join Date Aug 2008,
Location France
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@choco
We got that figured out, they're exported through FBX exporter, I installed max 2012
and they're exported too.
If they make any difference to shading is a different thing though.
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, line,
85 Posts,
Join Date Nov 2011,
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For some reason my meshes normals are getting flipped when I use the exporter, I have to flip them before exporting. It is a rather large mesh, maybe that has something to do with it:

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, dedicated polycounter,
1,483 Posts,
Join Date May 2011,
Location Minnesota, USA
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Is it supporting different materials in Maya as well?
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, dedicated polycounter,
1,479 Posts,
Join Date Feb 2006,
Location Redmond WA
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I'm getting a msg "Failed to compile file: C  cryengine_3.4\Assets\Props\arch01.fbx"
Is there a way to see what's going on with this mesh? Is it because I have 5 sided faces?
edit: yes it was, I made it work not having 5 sided faces. Would be awesome if you get that info on a log or something, or if automatically triangulate it for you.
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, dedicated polycounter,
1,479 Posts,
Join Date Feb 2006,
Location Redmond WA
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Hi guys, sorry about the lack of responses, my email subscription to this thread seemingly died :/
The normals bug is very strange. I think there have been cases before where symmetry modifiers have screwed up normals even using the official plugins, but I'll look into this.
With regards to materials: I grab the material IDs from the FBX format which is, at least in theory, universal. If material IDs aren't working on a mesh, please attach it so I can take a look at it.
I already perform triangulation on meshes, seems odd that it failed. If you run the Frontend tool rather than Pipeline, you'll get the full RC log. Pipeline is very much a WIP 
Crytek Community Rep
Twitter | My Work
" The closest I'll ever get to art is pretty formatting in my code."
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, vertex,
36 Posts,
Join Date Jul 2012,
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wow works nice! thanks Ruan!, moving to modo workflow lol!
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, null,
16 Posts,
Join Date Jan 2012,
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Sorry if this is a bit off topic, but this seems to be the best place to ask.
Is there any official word regarding custom vertex normals support with the regular Max exporter ? The current Crydev tools and editor (3.4.0) still don't support them (shading wise) even tho they do seem to export fine as pointed out earlier.
I think I remember reading that this functionality is available to the Crytech team internally - it's a bummer that it is not featured in the public tool! Its a big deal breaker when it comes to efficient modular modeling and texturing ...
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, veteran polycounter,
4,990 Posts,
Join Date Oct 2004,
Location Irvine CA
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Not slating the engine as it seems to yield some really superior results, but I would've thought it would have some kinda FBX support by now, considering how easy it is to get an FBX out of a 3D app into UDK. Would be cool to see it in the next update 
Last edited by Torch; 09-17-2012 at 05:50 AM..
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, polycounter,
1,195 Posts,
Join Date Jul 2010,
Location London, UK
, dedicated polycounter,
1,331 Posts,
Join Date Aug 2011,
Location Berlin
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