+
+
+
+
About:
+
Crafty is a 3D object, material, model and file browsing utility targeted towards Half-Life modders
+ or enthusiasts looking for a Steam Independent application for quick previews. It currently supports
+ Half-Life 2 .bsp, .mdl, .vmf and .gl formats along with Half-Life .bsp, .mdl, .map and .rmf formats in
+ a variety of render modes.
+
+
Screenshots:
+
+ 
+ 
+ 
+ 
+ 
+ 
+
+
+
+
Features:
+
+ - View Half-Life 2 .bsp, .gl, .mdl and .vmf files.
+ - View Half-Life 1 .bsp, .map, .mdl and .rmf files.
+ - View .obj and .skp files.
+ - Textured, solid, x-ray, wireframe and point render modes.
+ - Toggle occlusion, frustum and backface culling.
+ - Scene freezing.
+ - Export all formats and materials to .obj.
+ - Browse and export from GCF and other package formats.
+ - Browse and export materials.
+ - Browse and export models.
+ - Quick and easy setup.
+ - 100% free.
+
+
+
Hidden Features:
+
Crafty is designed foremost as an object viewer, but it also contains several useful features that
+ can be invoked externally. For example, Crafty's File System Browser, Material Browser and Model
+ Browser can all be invoked with special command arguments. To view one or more packages in File System
+ Browser simply use: Crafty.exe -fsb -mount [package 1] -mount [package 2] ... . To view one or
+ more packages in Material Browser simply use: Crafty.exe -msb -mount [package 1] -mount [package 2]
+ ... . To view one or more packages in Model Browser simply use: Crafty.exe -mb -mount
+ [package 1] -mount [package 2] ... . For example, if you wanted to view thumbnails of the
+ materials in source materials.gcf you would use Crafty.exe -msb -mount "source
+ materials.gcf". If you are familiar with Windows you can also add shortcuts to these features in
+ the system context menu.
+
+
Download
+
+
+
+
Modified: Jul 25th, 2009 - 4:37:18 pm[ 228575 Views ]
+
+
+
+
+
+
+
+
1. firetellerModified: Aug 14th, 2006 - 2:09:12 pm
+
+
+
This seems like a cool tool, but when I try to load a HL2 bsp it pops up an
+ error:
+
+ "Error loading file:
+
+ Error: Unknown file extension."
+
+ So at the moment it doesn't seem to work at all.
+
+ Also it says "Object Viewer" on the windows and icons, perhaps "Crafty" would make more sense.
+
+ Tanks for the tools!
+
+ Fire.
+
+
+
+
2. NemModified: Aug 15th, 2006 - 7:51:25 pm
+
+
+
How are you trying to load the .bsp files? Double click? Do they work from within
+ Object Viewer? The error message should have the file name after the ":" so something odd may be going
+ on.
+
+ I'm on another vacation at the moment so I can't really test it, I'll have a look when get back.

+
+
+
+
3. snakemediaPosted: Aug 17th, 2006 - 3:46:06 pm
+
+
+
What?? Filetype is *.xzp, what is that??
+
+ I do not lknow that new filetype.
+
+ Gb SnakeMedia
+
+
+
+
4. NemPosted: Aug 17th, 2006 - 7:58:07 pm
+
+
+
.xzp (XZip) is the file format for the XBox equivalent of a .gcf files. If you own
+ the XBox version of the game, and you stick it in your computer's DVD-Rom, you will find .xzp files.
+ There are also source and header files in the Source SDK that relate to it.
+
+
+
+
5. snakemediaPosted: Aug 18th, 2006 - 5:54:54 am
+
+
+
Thanks, I know that new filertype...
+
+ Thanks Nerm!
+
+ Gb SnakeMedia
+
+
+
+
6. firetellerPosted: Aug 22nd, 2006 - 11:49:58 am
+
+
+
The error seems to be specific to one of the machines I was using. Must be a windows
+ issue. So I have it working now on another computer.
+
+ Next question:
+
+ I am trying to create some cinematics for a cut sequence of my level. To get the same 'look' as in game
+ I have altred vrad to output the lightmaps as tga files. I have exported the set as obj from crafty
+ (hammer dxf does not have texture param). However, the parameterization of the surfaces that come out of
+ craft don't match to the lightmaps, and there is only one texture coordinate set. Any ideas on how to
+ get the lightmap coordinates?
+
+ Thanks,
+ fire
+
+
+
+
7. NemPosted: Aug 22nd, 2006 - 8:09:47 pm
+
+
+
Lightmaps require an additional UV set which is generated off the the vertices of
+ each face using a linear combination of the vertices in the face and the lightmap's texture axis (then
+ normalized by the lightmap's size and minimums).
+
+ .obj files only support one UV set so it's kinda hard to export these.
+
+
+
+
8. firetellerPosted: Aug 23rd, 2006 - 3:56:24 pm
+
+
+
Any chance that you could put in a flag, that allows crafty to output the lightmap uv
+ set instead of the texture uv set, in the obj? I can combine them in maya procedurally after the
+ fact.
+
+ Thanks,
+ fire
+
+
+
+
9. NemPosted: Aug 24th, 2006 - 1:25:07 am
+
+
+
Maybe something like
this?
+
+
+
+
+
10. BluntmannModified: Aug 24th, 2006 - 9:48:30 am
+
+
+
My favorite tool is the File System Browser.
+ It crashes when i try to extract multiple (big) mounted GCFs at the same time though. (Right after
+ extracting the first GCFs successfully)

+
+ I tried it with Source Engine 2, Counter-Strike Source Shared, Client and Source Materials, Models and
+ Sounds.
+ When i try to extract smaller Gcfs it works.
+
+ But still a really good job Nem :)
+
+
+
+
11. NemPosted: Aug 24th, 2006 - 11:30:17 am
+
+
+
Thanks for the info Bluntman (nice name). The next time it does this, can you post
+ the details of the error message? This will help me track the bug down.
+
+ I've also almost completed v2.0.0 of HLLib (the library that opens GCF files) so the File System Browser
+ will see a big face lift to it's internals in the next few weeks.
+
+
+
+
12. firetellerModified: Aug 24th, 2006 - 3:11:43 pm
+
+
+
> Maybe something like this?
+
+ Percicely. Like I said, I've got the light maps. I'll see if I can't hook the guy up on the link with
+ how to get them to export from vrad.
+
+ So if you can put that feature in it would be *very* helpful. It's the last piece that will allow is to
+ create a compleatly ingame look in a 3d package.
+
+ Alternatly, you might could give me a hent as to were in one of the valve mod kit apps I might just find
+ the reading or writing of the lightmap UV set (or a procedure that computes them). And I could handle
+ the rest myself.
+
+ I'll start looking myself, but so far I haven't see anything obvious.
+
+ you can find me at: joshua at crackcreative dot com
+
+
+ Thanks again for the tools!
+ fire
+
+
+
+
13. NemPosted: Aug 24th, 2006 - 9:26:10 pm
+
+
+
Exporting the lightmaps and the lightmap UVs as a separate mesh isn't to troublesome
+ (that is to say, the way the code is, exporting the lightmaps can be done in a line or two), the reason
+ the next release is going to take about two weeks is because I'm converting it over to HLLib v2.0.0 and
+ I have still to implement the .map <-> .vmf conversion I promised someone else.
+
+ HLLib v2.0.0 is sitting at a healthy 8000+ lines and is just undergoing some final tweaking, and
+ GCFScape v1.5.0 is ready (minus the validation feature I added to HLLib v2.0.0). But as you can imagine
+ all these things take up a lot of my spare time and I have to prioritize feature requests.
+
+ I'll try to lookup the formulas for the UVs this weekend and post them (they weren't anywhere obvious in
+ the source code, I had to figure them out for myself).
+
+
+
+
14. BluntmannModified: Aug 25th, 2006 - 4:43:58 pm
+
+
+
you got mail concerning the bugs, sir ;)
+
+
+
+
15. firetellerPosted: Aug 27th, 2006 - 3:42:11 pm
+
+
+
As long as we're on the subject. It would also be very nice if you could preserve the
+ materials assignments. In the obj file, I get a few objects, one of which is the entire bsp model, the
+ others are trigger zones that I don't need. However, when I break it apart every single poly is
+ seperate, and they all have the same material. To rebuild I'm manually going through grouping, and
+ assigning materals based on the same bsp loaded in hammer (good thing I have two monitors). It sure
+ would save a good deal of time if I could have the materal assignments.
+
+ (I know, this is a request for later, and the light maps are much more important to me - sence there is
+ no workaround)
+
+ Thanks,
+ j
+
+
+
+
+
16. NemPosted: Aug 28th, 2006 - 8:01:05 pm
+
+
+
I'm not sure what you mean. The materials seem to be assigned correctly in every
+ modeling package/viewer I've tested.
+
+
+
+
17. firetellerModified: Aug 29th, 2006 - 4:42:47
+ pm
+
+
+
Oh really? That's interesting. In maya it comes up as a single materal assigned to
+ everything. I'll check some other packages.
+
+

+
+ okay, I'm stupid... I had the wrong profile selected. I was wondering why everthing came up white.
+
+ nm
+
+
+
+
+
+
18. bvigecPosted: Aug 30th, 2006 - 12:28:40
+ pm
+
+
+
Whenever i try to click on a MDL file an error occurs:
+
+ Error initalizing OpenGL engine
+ Error: wglUseFontBitmaps() failed
+
+ I have a 6600GT, athlon 3000+ 1 GB RAM.
+
+ PLZ Help.
+
+
+
+
19. NemPosted: Aug 31st, 2006 - 10:31:02 pm
+
+
+
Weird, been using the same font code for years. Did you update your drivers recently?
+ I'll try to look into it.
+
+
+
+
20. bubaakPosted: Sep 2nd, 2006 - 12:06:27
+ pm
+
+
+
Hi, your work seems fantastic :)
+
+ anyway, i was trying to open VtM: Bloodlines .MDL files with Crafty, but got this error:
+
+ Error: MDL version 2531 not supported.
+
+ Does it mean that Bloodlines uses different .MDL format than HL2?
+
+
+
+
21. NemPosted: Sep 2nd, 2006 - 12:46:52 pm
+
+
+
It would appear so. 2531 doesn't seem like a very likely version number so the header
+ must be a different format. Do the models make use of the .mdl, .vtf and .vvd files you see in Half-Life
+ 2? (I'm not too familiar with blood lines.)
+
+
+
+
22. bubaakPosted: Sep 2nd, 2006 - 3:42:51
+ pm
+
+
+
"Do the models make use of the .mdl, .vtf and .vvd files you see in Half-Life
+ 2?"
+
+ I'm not sure what do you mean by this, could you explain please?
+
+
+
+
23. NemPosted: Sep 3rd, 2006 - 12:02:10 am
+
+
+
Each model in Half-Life 2 is composed of several files, namely a .mdl, a .vvd and
+ several .vtx files. If you only have .mdl files then VtM: Bloodlines is completely different than
+ Half-Life 2.
+
+
+
+
24. bubaakPosted: Sep 3rd, 2006 - 10:45:35
+ am
+
+
+
aaah, i see
+
+ the models are composed of one .mdl, usually one .phy and some .vtx files, in some cases there is also
+ one or more .vmt files but no .vvd
+
+
+
+
25. NemPosted: Sep 3rd, 2006 - 12:59:25 pm
+
+
+
Humm, I suspect they're based on an earlier version of the Half-Life 2 models then.
+ Not much I can do about adding support without documentation on the format.
+
+
+
+
26. NemPosted: Sep 5th, 2006 - 5:32:00 pm
+
+
+
I've added the ability to export lightmaps from VBSP files. To Get the whole VBSP
+ file, complete with lightmap, export it twice with the following settings:
First
+ export:
Material Type: Materials.
Textures enabled.
Models
+ enabled.
Second Export:
Material Type: Lightmaps.
Textures
+ enabled.
Models disabled.
You can enabled or disable Special Materials
+ (just keep it the same for both exports) and use whatever Texture Extension you want. These
+ settings can be found under the Exporting tab of the Options dialog.
+
+ Let me know how it works.
+
+
+
+
27. bubaakPosted: Sep 6th, 2006 - 4:00:01
+ pm
+
+
+
ok cool, thanks anyway
+
+
+
+
I was wondering why this happens in Crafty Alpha 12 and BSPViewer 1.5.6 and not in
+ Counter-Strike 1.6.

The map is de_duztec2, which i found here
http://www.fpsbanana.com/_files/maps/aim_duztec2.zip
+
+ I tried it ingame from many angles, but nothing appeared.
+
+ Also, i noticed that Half-Life .mdl is not working correctly in Crafty at the moment, you should make a
+ note about that for people who are trying it at this moment, even if it still alpha.

+
+ EDIT: Another thing you should fix, is that you can't see any face of the map from outside of it. This
+ makes me sometimes reload the map because i lose the sight of where the map is.
+ Only tested in CS maps.
+
+
+
+
29. NemPosted: Sep 10th, 2006 - 12:03:20 pm
+
+
+
I'll look into the hole you posted above, it could be any number of differences
+ between how Crafty and HL render BSP files, but I'll try to sort it out.
MDL files do *work*,
+ they just lack animations which causes models with animations to appear all jumbled. Animations will be
+ added for the final release.
If you venture outside the world, you can get the whole world to
+ draw by disabling Occlusion Culling (Rendering menu). You can also reset the camera to its
+ starting position in the View menu.
+
+
+
+
Cool thx! And sorry, i didn't looked the "Reset Camera" feature

+
+
+
+
+
31. nitropoweredPosted: Sep 13th, 2006 - 11:02:17
+ am
+
+
+
absolutely gosu program thx and keep the good work !!!

+
+
+
+
32. BluntmannPosted: Sep 16th, 2006 - 6:19:23
+ am
+
+
+
Awesome nem, the new version works without any error for me :)
+
+ Great job.

+
+

+
+
+
+
33. FrigolitPosted: Sep 19th, 2006 - 12:17:30
+ pm
+
+
+
Great tool, however... I found a little bug!
+ On the de_dust2 map from CS 1.6 it seems like when i move the camera (movement, not rotation) it
+ suddenly jumps from the current position to like -14723894729834.
+ But it seems like it started happening after i applied the textures (mounted a folder with the .wad
+ files in the FSB).
+ It doesn't occur on other maps I've tested, so I'm kinda out of ideas.
+ Any thoughts?
+
+
+
+
34. NemPosted: Sep 20th, 2006 - 11:59:38 am
+
+
+
Could be an issue with how Crafty handles keyboard input. There is no real message
+ loop in .NET so the keyboard input is kind of a hack (I'll try to revisit it). Does this continuously
+ happen or is it only once per load? In the mean time, you can reset the camera from the view menu when
+ it happens, though I have to say I've never experienced it.
+
+
+
+
35. FrigolitPosted: Sep 20th, 2006 - 2:09:13
+ pm
+
+
+
It happens all the time, but only on de_dust2 (of the maps i've tested).
+ I've tried reloading the map and also restarting the whole app.
+ I can move the camera a bit, veeery short, just tapping on the key. Tap again and it flies away.
+ And tap it back to the previous location, so it's like if the camera was inside somekind of box.
+ And when it steps out of the box it jumps to a weird position.
+
+ But today it seems to be working fine so far.
+ I'll write if it happens again.
+
+
+
+
36. rhoenPosted: Sep 22nd, 2006 - 9:49:49
+ pm
+
+
+
Hey great program. I'm just trying to find out the codes for any maps I don't know
+ yet and I'm not really sure how to go about doing that, I tried a couple of these bsp things - not sure
+ if the map I'm using doesn't decompile correctly or whatever but I can't find anything even close to a
+ code (like on a keypad that opens a door etc) how can one go about doing this? thanks for any advice and
+ btw so far this is the easiest (best looking) bsp viewer I've seen so far!
+
+
+
+
37. NemPosted: Sep 23rd, 2006 - 5:29:12 pm
+
+
+
What do you mean by finding codes? Do you mean an entity list?
+
+
+
+
38. rhoenPosted: Sep 24th, 2006 - 4:49:14
+ am
+
+
+
hmm It could be. I'm just talking about like when you near the end of a map and it
+ has special hidden rooms accessible through coded (secure, passworded) doorways. For some maps aside
+ from trial and error of millions of combinations, decompiling(?) may be the only way to find the codes
+ as the maps are older and/or it is very rare to find someone who might know it. seems like it woulda
+ been easier than this :) click on an object and see it's associations etc- but nothing so far. the codes
+ are almost always a sequence of numbers (1-9) or letters. maybe the rarer maps I'm looking for didn't
+ decompile correctly or something. Would this be a hard thing to do ? o.O thanks for the advice :)
+
+
+
+
39. NemPosted: Sep 27th, 2006 - 7:02:14 pm
+
+
+
I do plan to add the ability to select and view entity properties in Object Viewer,
+ however, it is on a long list of other features that need implementation so it may take some time. If
+ you are viewing Half-Life 1 BSP files, my BSP Viewer already has this functionality.
+
+
+
+
40. Mad MartinPosted: Oct 1st, 2006 - 5:31:33
+ pm
+
+
+
Hi Nem,
+
+ at first I'd like to thank you for this awesome tool! It's very handy.
+
+ But I got a problem:
+ Every time I load a model from outside any GFCs, the appropriate textures are missing. This happens -
+ for example - with Fakefactory's Cinematic Mod, where some new high poly character models are used with
+ also new high resolution textures. All the models can be opened, but I still haven't found a way to
+ display them textured.
+
+ Any suggestions?
+
+ Martin
+
+
+
+
41. NemPosted: Oct 2nd, 2006 - 1:30:51 am
+
+
+
You need to edit the Specifications\GameInfoCustom.csf file (in NotePad) to
+ add support for additional MODs to Crafty. The file contains documentation on how to do this. Once you
+ have added your new MOD, select its profile in Crafty and everything should work.
+
+
+
+
42. Mad MartinPosted: Oct 2nd, 2006 - 6:12:57
+ am
+
+
+
Thanks, that did fine.
+
+
+
+
43. edman747Posted: Oct 8th, 2006 - 9:56:09
+ am
+
+
+
hi,
+ I would like to use crafty to fly around and check out a map.
+ when I load a level, the point of view is on the floor. how do i change the z, or height? plus is there
+ any way to use the mouse and look around?
+
+
+
+
44. NemPosted: Oct 8th, 2006 - 10:03:12 pm
+
+
+
Hold the right mouse button to look.
+
+
+
+
45. basty7Posted: Oct 14th, 2006 - 5:43:39
+ am
+
+
+
@ who have the cs 1.6 maps for 3Dsmax ? :D
+

+
+
+
+
+
46. StinoPosted: Oct 15th, 2006 - 3:30:58
+ am
+
+
+
Hmmz, 3ds max seems to crash when i import the obj file from crafty.
+
+
+
+
47. NemPosted: Oct 15th, 2006 - 12:41:56 pm
+
+
+
What type of object are you exporting from Crafty and what export settings are you
+ using in Crafty? What error message does 3DS Max give you?
I used 3DS Max 8 to test .obj
+ exportation so it should work. These are the proper import settings to use in 3DS max:
+

+
+
+
+
+
48. StinoModified: Oct 18th, 2006 - 5:41:28
+ am
+
+
+
sometime it works if i set import options to multiple.
+ and with import settings on single it works mostly for smaller maps. but the normals are totally messed
+ up.
+
+ crafty output:
+ i export bsp files.
+ materials+world+models.
+
+ 3d max error: unexpected error, 3d max has detected no changes in your scene and wil exit now. or if i
+ import to something unsaved: will attempt to save a copy of your scene in ...
+
+ if i export models from the model viewer i don't have problems with normals only if i export with the
+ object viewer.
+
+ and for some reason the horizon is vertical (the whole world is turned 90° around the x axis)
+
+
+
+
49. NemPosted: Oct 19th, 2006 - 3:33:21 pm
+
+
+
Dunno what to say, I've tried a bunch of maps and they all work fine for
+ me.
If your importer only works some of the time (seemingly randomly) it's a good indication
+ that there might be something wrong with your importer.
BSP normals are not exported (3DS Max
+ should calculate these) and model normals should be fine as long as
Unify isn't checked. Object
+ Viewer and Model Viewer use the same export code, so if you get different results it sounds like a
+ problem with your importer.
The rotation should be fixed if
Rotate Model isn't
+ checked, but it's hard to know what your importer will do because OBJ files do not specify the
+ "up" vector, and it is different for different modeling packages.
Maybe try
+ searching for another 3DS Max OBJ importer on the net? There is also a good program out there called
PoseRay which
+ can import Crafty OBJ files fine, view them, transform them (swap Y and Z to change the up vector etc.)
+ for different modeling packages and export them.
+
+
+
+
50. Le PoulpePosted: Oct 20th, 2006 - 6:51:11
+ am
+
+
+
Hi
+ I load a BSP with Object Viewer. i have everything but the decals. Is it normal?
+
+
+
+
51. NemPosted: Oct 20th, 2006 - 11:39:39 am
+
+
+
Yes, there are a couple of things the rendering engine is still missing, decals are
+ one of them. They will be added at one point or another.
+
+
+
+
52. Le PoulpePosted: Oct 21st, 2006 - 2:37:41
+ pm
+
+
+
Thank you

+
+
+
+
53. TheShadePosted: Oct 22nd, 2006 - 4:11:21
+ pm
+
+
+
Will support for exporting Counter-Strike Condition Zero/Half-Life Mod maps be
+ supported any time soon? Just curious as I've wanted to port one of the Condition Zero maps to
+ Counter-Strike: Source, and I am unable to decompile it with any of the modern decompiles out there.
+ Also, thanks to this tool one of the mod teams I work on has been able to port our maps to another
+ engine with ease as we are constantly debating what engine to follow through with.
+
+
+
+
54. NemPosted: Oct 23rd, 2006 - 11:41:59 am
+
+
+
Crafty has been able to load Half-Life 1 maps for a long time (just select the
+ correct profile) and has been able to export Half-Life 1 maps to .obj since alpha 12. It cannot,
+ however, decompile them to .map format. For this you may try my BSP Viewer or any number of old school
+ decompilers.
+
+
+
+
55. firetellerPosted: Oct 24th, 2006 - 7:40:22
+ pm
+
+
+
Checking in again re lightmap uv export. Still relly need a way to apply the
+ lightmaps. Even the formula for the calculation would be helpful.
+
+ Thanks,
+ f
+
+
+
+
56. NemPosted: Oct 24th, 2006 - 7:45:06 pm
+
+
+
+
fireteller:
+
Checking in again re lightmap uv export. Still relly need a way to apply the
+ lightmaps. Even the formula for the calculation would be helpful.
I added it
ages ago.
+
+
+
+
+
57. firetellerPosted: Oct 28th, 2006 - 5:04:04
+ pm
+
+
+
Wow I red through the comments and didn't even see that. Thanks a million!!
+
+ f
+
+
+
+
58. jonofmacPosted: Nov 4th, 2006 - 12:35:29
+ am
+
+
+
Hey, quick question... I'm trying to convert a HL2 map to a .obj file for use with
+ 3Ds Max 9 (for a little project) and I can get the object to import just fine, but the textures are not
+ preserved... If i import the .mtl list I still do not get the textures with the files loaded... just
+ default grey... Which means i have to go through by hand and add the .tgas to the textures 1 at a time
+ which is a slight pain in the arse... Is this just the way it is? Or am I doing something wrong??
+
+ Thanks,
+ Jonathan
+
+
+
+
59. NemPosted: Nov 4th, 2006 - 4:54:28 pm
+
+
+
The textures work from me in 3DS Max 8. Check the screen shot I posted a little while
+ ago above for the import settings I use.
+
+
+
+
60. StinoPosted: Nov 13th, 2006 - 12:35:34
+ pm
+
+
+
hmm, it seems that it export a few times the same texture again.
+ like the floor of a room with a hole in the middle, at the left and the right of the hole its texture 1,
+ front is texture 3, and back is texture 4, while the whole floor is the same material (try to export the
+ prizon background from hl2, the lower level has like 10 different textures for the wall while it should
+ be one)
+
+ and thats quite annoying if you are replacing the .tga files by .vtf files with normal and spectacular
+ settings.
+
+
+
+
+