From 8d916d1d03b06e7c7d41abdddd905a95d3326806 Mon Sep 17 00:00:00 2001 From: Maxxiii <30539708+Maxxiii@users.noreply.github.com> Date: Mon, 14 Sep 2020 16:34:39 +0300 Subject: Add Comments pages for Crafty and update links to it, other small fixes --- images/subpages/Comments/error1.png | Bin 0 -> 12091 bytes pages/Crafty-Download.html | 3 +- pages/Crafty.html | 3 +- pages/Miscellaneous.html | 3 +- ...ng_Preset_Quick_Launch_Buttons_(Half-Life).html | 4 +- ...dding_Preset_Quick_Launch_Buttons_(Source).html | 4 +- .../Batch_Compiler_Setup_(Half-Life).html | 4 +- .../Batch_Compiler_Setup_(Source).html | 4 +- .../Batch_Compiler_Specification_Files.html | 4 +- .../Creating_A_Preset_(Half-Life).html | 4 +- .../Creating_A_Preset_(Source).html | 4 +- subpages/Comments/Crafty-page1.html | 1077 ++++++++++++++++++ subpages/Comments/Crafty-page2.html | 1184 ++++++++++++++++++++ subpages/Comments/Crafty-page3.html | 1181 +++++++++++++++++++ subpages/Comments/Crafty-page4.html | 851 ++++++++++++++ subpages/Comments/Crafty_v1.0.2.html | 393 +++++++ subpages/Comments/GCFScape_v1.3.1_Full-page1.html | 6 +- subpages/Crafty-Requirements.html | 2 +- subpages/Terrain_Generator-Requirements.html | 2 +- .../Cliffs_III_Your_Cliffs_In_Hammer.html | 4 +- .../Cliffs_II_Texturing_Cliffs.html | 4 +- .../Cliffs_I_Generating_Cliffs.html | 6 +- .../Terrain_Generator-Tutorials/Making_A_Cave.html | 4 +- .../Terrain_Generator_Map_Files.html | 4 +- subpages/VTFLib_v1.3.2_Full.html | 4 +- 25 files changed, 4707 insertions(+), 52 deletions(-) create mode 100644 images/subpages/Comments/error1.png create mode 100644 subpages/Comments/Crafty-page1.html create mode 100644 subpages/Comments/Crafty-page2.html create mode 100644 subpages/Comments/Crafty-page3.html create mode 100644 subpages/Comments/Crafty-page4.html create mode 100644 subpages/Comments/Crafty_v1.0.2.html diff --git a/images/subpages/Comments/error1.png b/images/subpages/Comments/error1.png new file mode 100644 index 0000000..3527c33 Binary files /dev/null and b/images/subpages/Comments/error1.png differ diff --git a/pages/Crafty-Download.html b/pages/Crafty-Download.html index f16dc25..7f53b3f 100644 --- a/pages/Crafty-Download.html +++ b/pages/Crafty-Download.html @@ -89,8 +89,7 @@
Modified: Nov 20th, 2010 - 1:38:25 pm[ 11 + class="right">[ 11 Comments ]
diff --git a/pages/Crafty.html b/pages/Crafty.html index af3b1fc..cb4e64a 100644 --- a/pages/Crafty.html +++ b/pages/Crafty.html @@ -97,8 +97,7 @@
Modified: Jul 25th, 2009 - 4:37:18 pm[ 225 + class="right">[ 225 Comments ]
diff --git a/pages/Miscellaneous.html b/pages/Miscellaneous.html index c9ff398..18a1d81 100644 --- a/pages/Miscellaneous.html +++ b/pages/Miscellaneous.html @@ -39,8 +39,7 @@
diff --git a/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Half-Life).html b/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Half-Life).html index acb9ca7..9a89365 100644 --- a/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Half-Life).html +++ b/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Half-Life).html @@ -307,9 +307,7 @@
[ 1 2 ]

-
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New users can register here. -
+
diff --git a/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Source).html b/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Source).html index 27feff2..b6b7e2a 100644 --- a/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Source).html +++ b/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Source).html @@ -160,9 +160,7 @@ batch file
C:\Program Files\Batch Compiler\compile.bat"

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+
diff --git a/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Half-Life).html b/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Half-Life).html index bf7866c..0c486ec 100644 --- a/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Half-Life).html +++ b/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Half-Life).html @@ -417,9 +417,7 @@ 4 ]

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New users can register here. -
+
diff --git a/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Source).html b/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Source).html index 6ae11f3..6f918f4 100644 --- a/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Source).html +++ b/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Source).html @@ -447,9 +447,7 @@
How would i do a Full compile? would it be just changing the option from fast to normal if using the "fast" preset tutorial? is there any other options i need to select

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+
diff --git a/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Specification_Files.html b/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Specification_Files.html index 6aaf805..84eaabc 100644 --- a/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Specification_Files.html +++ b/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Specification_Files.html @@ -2534,9 +2534,7 @@ specification writing and maintenance viewpoint.

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+
diff --git a/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Half-Life).html b/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Half-Life).html index d5f1986..ce74608 100644 --- a/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Half-Life).html +++ b/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Half-Life).html @@ -403,9 +403,7 @@ 7 ]

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diff --git a/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Source).html b/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Source).html index 64e7bfa..2ddb289 100644 --- a/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Source).html +++ b/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Source).html @@ -268,9 +268,7 @@
Hope this hepls.

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diff --git a/subpages/Comments/Crafty-page1.html b/subpages/Comments/Crafty-page1.html new file mode 100644 index 0000000..f9986d2 --- /dev/null +++ b/subpages/Comments/Crafty-page1.html @@ -0,0 +1,1077 @@ + + + + Nem's Tools [Crafty - About - About Crafty] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
About + Crafty - NemPosted: Aug 7th, 2006 - 1:21:50 pm +
+
+
+ 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: +
+ Object Viewer

+ Object Viewer

+ Object Viewer

+ Object Viewer

+ File System Browser

+ Material Browser

+ Model Browser +
+ + 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 + 2 + 3 + 4 + ]

+ +
+
+
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.hiding
+

+
+
+
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) waaa
+
+ 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.
+
+ alarmed
+
+ 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
+

+
+
+
28. joselitostrikeModified: Sep 9th, 2006 - + 6:22:11 pm +
+
+
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. cool
+
+ 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.
+

+
+
+
30. joselitostrikePosted: Sep 10th, 2006 - + 12:24:06 pm +
+
+
Cool thx! And sorry, i didn't looked the "Reset Camera" feature lazy bleeh
+

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

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

+
+
+
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
+ waaa
+

+ +
+
+
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 youcheckingthenews
+

+
+
+
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.
+

+ +
[ + 1 + 2 + 3 + 4 + ]

+ +
+
+
+
Crafty
+ +

+
+
Login
+
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Password:
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Store Password
+
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+ +
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Newest Member
+
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+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/Crafty-page2.html b/subpages/Comments/Crafty-page2.html new file mode 100644 index 0000000..7a27060 --- /dev/null +++ b/subpages/Comments/Crafty-page2.html @@ -0,0 +1,1184 @@ + + + + Nem's Tools [Crafty - About - About Crafty] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
About + Crafty - NemPosted: Aug 7th, 2006 - 1:21:50 pm +
+
+
+ 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: +
+ Object Viewer

+ Object Viewer

+ Object Viewer

+ Object Viewer

+ File System Browser

+ Material Browser

+ Model Browser +
+ + 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 + 2 + 3 + 4 + ]

+ +
+
+
61. NemPosted: Nov 13th, 2006 - 4:26:50 pm +
+
+
Crafty exports a texture per material even though some materials use the same + texture. It just occurred to me that the problem is probably exaggerated by VBSP which modifies existing + materials, creating several new ones with different environment maps (which are stored in the BSP). This + is probably what's causing what you've described.
+
+ To remedy this I can add an option to export only textures as materials, or force the materials to + reference the same texture. If you're using .vtf files in your modeling package, I can also add the + ability to export these (instead of .tga etc.).
+
+ FYI, if you open the .mtl file Crafty exports in Notepad, you can see the full path to the original + material that the exported material was generated off of in the comments.
+

+
+
+
62. StinoModified: Nov 14th, 2006 - 2:20:33 + pm +
+
+
well, i have mounted my source materials.gcf, so its much easier if it references to + the materials/folder/material.vtf, than to tga files, wich are only diffuse maps and vtf is much more, + and its easier to find the corresponding normalmaps, spectacular masks, ... (or maybe this could also be + scripted into the exporter? if the wavefront material library supports it of course :D) it whould help a + lot if you want to create a high detail cinematic of your level.

or a little easier, max can + find files on your computer if he knows the filename, but at the moment that's even unknown to + max


that multiple material exists only on world geometry, and indeed, occurs only on + levels where buildcubemaps is executed :D


+ (every material that has been set to None was a duplicate)
+

+
+
+
63. NemPosted: Nov 15th, 2006 - 1:05:37 pm +
+
+
I'll see what I can do to improve material exportation for the next release, but the + MTL format is still the main limiter. OBJ is well supported (which is why I use it) but not very + flexible. As I said before I'll add support for more flexible formats when I get Crafty to an + appropriate state (suggestions are always welcome).
+
+ Also, VTF files are just diffuse maps, nothing more.
+

+
+
+
64. Makkalakka2kPosted: Nov 21st, 2006 - 10:51:01 + am +
+
+
Export .map and .vmf doesn't work for me. Any idea how i can fix this?
+

+
+
+
65. NemPosted: Nov 21st, 2006 - 1:00:07 pm +
+
+
Export .map and .vmf only export brush objects, as such it is only for converting + .map to .vmf and vice versa. If you want to decompile a .bsp you'll need another tool.
+

+
+
+
66. MaxunitPosted: Dec 6th, 2006 - 3:42:39 + pm +
+
+
Heyo guys.
+
+ I tried this nice app and it works fine with loading maps and so on..but if I load a .bsp file and + export it as a .vmf file, then i get an empty .vmf o.O....what am I doing wrong? Should i decompile the + hl1 map and load the .map file and then re-export it with Crafty as a .vmf?
+
+ Greetz,
+
+ Maxunit
+

+
+
+
67. NemPosted: Dec 6th, 2006 - 6:19:40 pm +
+
+
The .vmf exportation is for converting .map files to .vmf and vice versa. If you want + to decompile Source .bsp files, try VMEX. + There are also a couple of tools for decompiling Half-Life 1 .bsp files listed on Valve's + Wiki.
+

+
+
+
68. monkmonk02Posted: Dec 11th, 2006 - 8:23:39 + am +
+
+
I had a question:
+
+ I'm playing Dark Messiah right now what is a masterlijk game
+ but I want to export the .MDL files from Dark messiah into
+ 3Dsmax8 and convert it toe .NIF for use in the game
+ TES4 Oblivion is this posible
+
+ becouse I had a problem befor with a simmular program
+ with told me Halflife 2 uses .MDL v37 and I need
+ .MDL v44 for Dark Messiah .MDL files
+
+ Dose Crafty suport .MDL v44 Files
+
+
+

+
+
+
69. NemPosted: Dec 12th, 2006 - 12:06:30 pm +
+
+
No, Crafty does not support Dark Messiah .bsp or .mdl files currently. Arkane Studios + made several changes to both formats.
+

+
+
+
70. SetsnaPosted: Dec 16th, 2006 - 7:01:53 + pm +
+
+
Hi,
+
+ i have a little problem with crafty,
+
+ i have already exported cs 1.6 maps and used them in c4d, but when i try to export a cs 1.6 model, i get + the error
+
+ Error: CModel::GetPrimitive() not implemented.
+
+ PS: Sry if my english sucks, i'm from austria^^
+
+
+
+

+
+
+
71. NemPosted: Dec 17th, 2006 - 1:53:23 pm +
+
+
I haven't completed Half-Life 1 .mdl support yet, so .mdl exportation hasn't been + implemented. There is an old Half-Life 1 tool called MDLDec that can decompile .mdl files for you. It's + hard to find, but I found a working download here.
+

+
+
+
72. SetsnaPosted: Dec 17th, 2006 - 5:09:09 + pm +
+
+
mhmm, this mdldec is no more on there servers, i can't download it, are there any + ways to get the models as 3ds or obj files.
+ I don't need even the bones, only textures!
+
+ I have also used milkshape, but i cant save it as 3ds, i get the error, no model empty!!
+

+
+
+
73. SetsnaPosted: Dec 17th, 2006 - 5:11:20 + pm +
+
+
sry, the error is, the model is empty
+

+
+
+
74. NemPosted: Dec 17th, 2006 - 7:07:10 pm +
+
+
This + link (from the site I posted) works for me. Crafty doesn't yet support animations which are + necessary for Half-Life 1 .mdl exporting. I will add this eventually, but right now there are just too + many other things on my plate.
+

+
+
+
75. StinoModified: Dec 30th, 2006 - 6:04:58 + am +
+
+
+
Nem:
+

Also, VTF files are just diffuse maps, nothing more.

+
+ their alpha maps are very important since you don't export them to tga's :D
+ and its easier to find a corresponding normalmap when you know the vtf's name instaid of just knowing + the material number :D +
+

+ +
+
+
76. NemPosted: Dec 30th, 2006 - 10:54:04 pm +
+
+
Humm, the alpha channels should be in the .tga files, if they're not I'll check that + when I get back from vacation. BTW, I have implemented most of your requests; the reason everything is + taking soo long is because there are several other major features I'm working on for the next release. +
+

+
+
+
77. StinoPosted: Jan 10th, 2007 - 9:53:55 + am +
+
+
F:\Sierra\steam\SteamApps\half-life 2 content.gcf mounted.
+ F:\Sierra\steam\SteamApps\source models.gcf mounted.
+ Building source model references for half-life 2...
+ Initializing engine...
+ GL_MAX_TEXTURE_SIZE: 4096
+ GL_MAX_TEXTURE_UNITS_ARB: 8
+ GL_ARB_multitexture support: True
+ GL_ARB_texture_env_combine support: True
+ GL_ARB_texture_env_dot3 support: True
+ Initializing text (courier new)...
+ Engine initialized.
+ Loading Combine_Room\combine_monitor001temp.mdl...
+ Building source game references for half-life 2...
+ Versions: MDL: 44; VVD: 4; VTX: 7.
+ Material models\combine_room/combine_monitor001 not found.
+ Material combine_monitor001 not found.
+ Model Info: 1 Body Part(s); 1 Model(s); 1 Mesh(es); 7460 Vertices; 1 Material(s); 5 LOD(s).
+ Loading Combine_Room\combine_monitor003a.mdl...
+ Versions: MDL: 44; VVD: 4; VTX: 7.
+ Material models\combine_room/combine_monitor002 not found.
+ Material combine_monitor002 not found.
+ Model Info: 1 Body Part(s); 1 Model(s); 1 Mesh(es); 2833 Vertices; 1 Material(s); 5 LOD(s).
+
+ why is the materials gcf mounted in file system browser and not in model viewer? i get all the models + white :s
+

+
+
+
78. The ManPosted: Jan 12th, 2007 - 6:32:38 + pm +
+
+
Could you make it so crafty checks pak files and fall_back dir? As + in:


<gamedir>\maps\
.. \sprites\ + etc
<gamedir>\pakX.pak

<game_fallback_dir>\map\ + etc
<fallback>\pakX.pak

<valve>\map\ + etc
<valve>\pakX.pak

<gcfs>

I have natural selection installed in + \ns\ and in pak0.pak
and all my custom maps/downloads in \ns base\, it works if i define \ns base\ + as an extra searchpath but it doesnt read paks + atm.

could it possibly pharse the liblist.gam for + fallback_dir's?
+
+ highlited points
+

+
+
+
79. The ManPosted: Jan 12th, 2007 - 6:47:59 + pm +
+
+
ok ignore that last comment, just found how to manually mount paks, but the current + available version still uses the hllib that has the bug in reading pak files
+

+
+
+
80. NemPosted: Jan 12th, 2007 - 11:10:58 pm +
+
+
+
Stino:
+
why is the materials gcf mounted in file system browser and not in model viewer? i + get all the models white :s

The active profile (and resources loaded in FSB) are global. + There must be some other reason Crafty can't find them. (Can you see them in the Material + Browser?)

+
The Man:
+
ok ignore that last comment, just found how to manually mount paks, but the current + available version still uses the hllib that has the bug in reading pak files

+ You seem to have figured it mostly out, but to elaborate: Crafty only supports automatic configuration + for Steam games. This is primarily due to the fact that no one has really offered to provide me with + enough information to add automatic configuration support for other non-steam distributions and to test + the support.
+
+ Manual configuration is still possible by selecting a profile then manually mounting the required + resources (as you've done). The profiles are also stored in text (.csf) files which can manually be + edited in most text editing programs to add additional search paths (again as you've done). I will add + an interface for this soon.
+
+ I think I'm going to try to release alpha 13 by next weekend (even though it wont be complete) because + it has a tonne of improvements. I'll just disable the incomplete features. +
+

+
+
+
81. kurdoPosted: Jan 20th, 2007 - 3:17:46 + am +
+
+
Pleas help me, i cant open .gcf files with crafty, i have shutted down steam and i + have the newest .net framework or something, anything i can do?
+
+ Pleas help me!
+

+
+
+
82. NemPosted: Jan 20th, 2007 - 3:37:52 am +
+
+
What error message do you get?
+

+
+
+
83. AkkronModified: Jan 20th, 2007 - 3:52:33 + pm +
+
+
Hi,
+ I like the tool, we are creating a game with a group of amateur, and I would like to be able to use + crafty on programmers machines to check the artists' work quickly. most of us own a copy of HL2 but we + have uninstalled steam... cause it was too annoying.
+ The artist creates some textures, he creates a map with hammer and give us all the files, including the + bsp. we are processing the bsp and the material files to extract lightmaps, geometry and material + information.
+
+ Our problem is that we can't see the bsp textures in crafty.
+ I tried to mount using the filesystem tool this material folder right below root, I tried to put the + material folder next to the bsp, I tried to imitate the HL2 strcuture, nothing seems to work.
+
+ here are the resources files I have:
+ - 1 bsp -> the bsp references the materials like that "myMap/mat0", but doesn't contain the + textures themselves for size reason
+ - vmt files, I have a folder myMap with inside mat0.vmt
+ - gta files: I have a folder myMap with inside mat0.gta
+
+ how can I have my textures correctly found by crafty, which file hierarchy should I use, what's the + configuration of crafty and of the file system tool necessary ?
+ or is it just impossible to do ? :)
+
+ Our artist with all the tools installed confirm that he can't view the textures either.
+
+ thanks for the great tool !
+ Cedric
+

+
+
+
84. NemPosted: Jan 20th, 2007 - 3:50:52 pm +
+
+
If you want to add support to Crafty for a custom mod, you need to tell Crafty where + to look. To do so, add your mod to Crafty's Specifications\GameInfoCustom.csf file (which is + similar to the GameInfo.txt file Hammer requires).

The Root and + MountPoints are irrelevant (since you don't have Steam), but you'll need to add any + SearchPaths you use. SearchPaths are the names of the folders to look in (e.g. whatever + the name of the folder above materials is). Once you've done that, start Crafty, select your profile, + then mount all the resources your require in the File System Browser (no higher up than the search + path).
+

+
+
+
85. AkkronModified: Jan 20th, 2007 - 5:06:15 + pm +
+
+
getting there.
+ It seems that now we have our vmt files correctly found. however the textures still can't be + found:
+
+ "Error loading material HUMAN_LEVEL001_ZONE002/PIERREMUR_001C: Texture + human_level001_zone002\pierreMur_001c not found."
+
+ in the folder human_level001_zone002 I have both the vmt file and the tga file. it seems to be the case, + if I put a dummy vtf file instead of my tga: the error message changes to
+
+ "Error loading material HUMAN_LEVEL001_ZONE002/PIERREMUR_001C: Error: File signature does not match + 'VTF'."
+
+ Other than that, if I convert all my tga to gtf everything works fine without steam, it's definitely a + great tool.
+
+ One little precision that can be usefull to give to people who try to do the same.
+ In GameInfoCustom.csf, the SearchPath is the name of the folder that will be mounted from the File + System Browser tool, and below which the folder /materials can be found. it's not an absolute path to a + real file system folder.
+
+ so here is a feature request , support for tga files ( and optionnaly png )
+

+
+
+
86. NemPosted: Jan 21st, 2007 - 1:58:03 pm +
+
+
Didn't know textures could be anything other than .vtf files. Hammer falls back to + .tga?
+

+
+
+
87. AkkronModified: Jan 22nd, 2007 - 2:24:39 + am +
+
+
our artists are exporting the textures in tga from hammer. it's easier for the + programmers to manipulate them. I didn't know it wasn't a native feature. it's ok, it's not a big deal, + it shouldn't be added, the goal of the tool is to manipulate HL maps, so no need for that.
+
+
+

+
+
+
88. jacobholmPosted: Apr 3rd, 2007 - 10:59:55 + pm +
+
+
Hello Nem!
+
+ First of all, LOVE crafty! I've tried importing and converting bsp files in several tricky ways, and + they always came out sketchy at best in 3dsmax, this one does the trick!
+
+ The only problem I have is when I'm importing the obj files into 3dsmax that I export from Crafty. If I + choose "Single" and apply the settings that you supplied, it works just fine. But I want more + control of the models, so I tried importing with "Multiple" selected, so that I could + manipulate every single model. 3DsMax starts importing each model, but crashes when it comes to + garbage_plasticbottle001a, or something like that.
+
+ Error message: "An error has occured and the application will now close"
+
+ I'm not sure if you know the root of the problem, but cant hurt to ask =)
+
+ shrug
+
+ Thanks in advance
+ /Jacob
+

+
+
+
89. NemPosted: Apr 4th, 2007 - 1:41:48 pm +
+
+
The 3DS .obj importer is a bit of a joke, I suspect it's crashing because the .obj + files Crafty exports are simply to large. You may try importing them in another package and exporting + them to a different format.
+

+
+
+
90. jacobholmModified: Apr 4th, 2007 - 7:19:16 + pm +
+
+
Hmm.. ok, I got it to work, but please dont ask me how, or I'll have to kill you + :P
+
+ When you import the obj file, you use the given settings(those nem showed earlier), then you get a + second window pop-up where you have:
+
+ Geometry
+
+ identical vertex index in face: 0
+ identical points in face: something
+
+ Now, I'm not too sure what this means, but when I changed the first one to 10(my second one was 20), it + worked.. I could import the obj file with "multiple" selected.. Then just to check I imported + it again in a new 3dmax project, without setting "vertex index in face" to 10( I left it at 0 + ), and this worked as well all of a sudden :S
+
+ Dont ask, I've got no idea
+
+ EDIT:
+ The obj file I imported was Dust2 from CS:Source
+

+ +
+
+
91. NemPosted: Apr 6th, 2007 - 12:20:51 am +
+
+
Sounds like some sort of internal memory corruption in 3DS or *possibly* and unstable + system on your side (though like I said before, the 3DS .obj importer is known to have problems).
+
+ Either way, glad you've got it working. I'm not sure what either of those settings do.
+
+ theforce
+

+
+
+
92. jacobholmPosted: Apr 6th, 2007 - 5:04:48 + pm +
+
+
Yeah, Im glad it working too.. Might be my system, Im not exactly a system wizard + folder
+
+ Now to rig the CS characters *sigh*exhausted
+

+
+
+
93. menchiPosted: May 16th, 2007 - 8:39:24 + pm +
+
+
Hi, I am also trying write a program to render HL2 bsp. I read the page "The + Source Engine BSP File Format", and succeed to extract geometry, textures, and lightmaps for + rendering.

Here is a shot
http://pirate3d.googlecode.com/files/ScreenShot1.jpg
+
+ However it is abviously darker than the render result of Crafty and Source engine for the same bsp map + (Crafty and Source engien are almost the same).
+
+ I compared the lightmaps exported by crafty and that I extracted from bsp lighting lumps by the formula +
+ "(r,g,b)*(2^exponent)".
+ My lightmaps are really too dark (Although the bright area seems ok).
+
+ Could Nem or anyone help me?
+
+

+
+
+
94. NemPosted: May 17th, 2007 - 2:36:07 pm +
+
+
The code you are looking for is in the SDK (spread out over several files), but + essentially you don't need to do anything other than gamma correct the lightmaps by 2.2 then normalize + to 0..255 (or whatever your textures use).
+

+
+
+
95. menchiPosted: May 17th, 2007 - 9:26:13 + pm +
+
+
Thanks for this valuable suggestion.
+ Next I may try to render radiosity normal map.
+

+
+
+
96. ClickatorPosted: May 18th, 2007 - 6:19:28 + am +
+
+
Hi,
+
+ I'm also writing an HL2 bsp viewer but i can't find any documentation about mdl/vvd/vtx files formats :( +
+
+ Do you know where I can find some doc or specs of these files ?
+

+
+
+
97. menchiPosted: May 20th, 2007 - 12:00:04 + am +
+
+
I have this problem, too...
+ It seems that we have to trace StudioMDL.
+

+
+
+
98. NemModified: May 21st, 2007 - 2:06:22 pm +
+
+
The .mdl, .vvd and .vtx file formats are all documented in the Source SDK. .mdl, for + example, can be found in the studio.h file, and .vtx in the optimize.h file (can't remember the third + one off the top of my head). I haven't found .phy yet.
+
+ Rendering the .mdls is pretty straight forward after the necessary files have been read, the format is + quite intuitive.
+

+
+
+
99. ClickatorPosted: May 21st, 2007 - 4:15:59 + am +
+
+
Ok, I really don't work enought with the Source SDK...It's time to do it now ;)
+
+ Thank Nem !
+
+

+
+
+
100. ClickatorModified: May 26th, 2007 - 10:55:51 + am +
+
+
+
Quote:
+
I compared the lightmaps exported by crafty and that I extracted from bsp lighting + lumps by the formula
"(r,g,b)*(2^exponent)".
My lightmaps are really too dark + (Although the bright area seems ok).


Hum, I think it's because a lot of exponent in + bsp file are negative...(2^x = 0 if x<0). And I can't figure out how to use this + exponent...

Anyway...my lightmap are worse, just with RGB color...it's seems there is a + problem somewhere...myhead + (red line is not the pb^^) =>image
+
+

+
+
+
101. NemPosted: May 27th, 2007 - 2:39:11 pm +
+
+
Again the Source SDK should contain all the information you need. VRAD has a switch + that allows you to export lightmaps (-exportLightmaps), I strongly recommend you take a look at it. +
+

+
+
+
102. KambfhasePosted: Jun 23rd, 2007 - 12:35:54 + pm +
+
+
Crafty should check the game folder for customized files before searching the gcf. + otherwise custom contend will not be loaded.
+
+ But non the less it is a great program and I like it cool love +
+

+
+
+
103. Avi1231Posted: Aug 1st, 2007 - 2:43:59 + am +
+
+
Any chance that Crafty will work with Insurgency? I tried loading some maps with an + HL2 profile or a CSS profile and it was just all sorts of odd colors. Hope I wasn't using it + incorrectly. Thanks Nem! BTW, great work!
+

+
+
+
104. NemPosted: Aug 1st, 2007 - 1:12:01 pm +
+
+
Yes, checkout the FAQ (last question).
+

+
+
+
105. WW3DPosted: Aug 8th, 2007 - 9:30:31 am +
+
+
Wow, this program is amazing! Already been using GCFScape for a while, but never + browsed through all the other tools you've been working on. Very impressive! Keep up the great work mon. + checkingthenews
+

+ +
+
+
106. trezzaModified: Sep 27th, 2007 - 6:31:07 + am +
+
+
i'm having a major problem with this
+
+ when i try to run the program i get an error saying:
+ C:\Program Files\Crafty\Crafty.exe
+
+ This application has failed to start because the application configuration is incorrect. Reinstalling + the appliacation may fix this problem.
+ alarmed ^^^ that didn't + work^^^
+

+
+
+
107. dalpsPosted: Sep 27th, 2007 - 11:43:42 + am +
+
+
been trying to use crafty to view the new TF2 models, but i keep getting an + error...am i doing something wrong
+
+ "Error: MDL version 48 not supported"
+

+
+
+
108. ronanljyPosted: Oct 1st, 2007 - 5:00:10 + am +
+
+
it's a great tool,but it can not run in VISTA!
+ my system have VS.NET 2005
+

+
+
+
109. JustaNathaTweakaModified: Oct 11th, 2007 - + 1:08:03 pm +
+
+
When I run a registry cleaner, it says that this program is trying to access a file + that is missing - msvcm80.dll - when in actuality it IS in the system, but crafty is looking for it in + the wrong place.
+ "That's why the CRT DLLs are now located in WinSXS and not in the System32 directory"
+ http://www.codeproject.com/cpp/vcredists_x86.asp
+
+ This would explain the error I get occasionaly (forget which at the moment).
+ Crafty does not seem to remember any setting
+

+
+
+
110. weihuanModified: Oct 16th, 2007 - 3:27:25 + am +
+
+
I've installed .net2.0 runtime and crafty100alpha14 but when i start crafty, it + said
+
+ This application has failed to start because the application configuration is incorrect. Reinstalling + the appliacation may fix this problem.
+
+ how I deal with it? I use winXP sp2 and never install any vs studio. is it because I'm using an Chinese + version XP?
+
+ please help mesad thanks!
+
+ added: I installed crafty100alpha13, it can run!waaa
+ something different between these 2 alpha version?
+

+
+
+
111. weihuanModified: Oct 16th, 2007 - 8:18:47 + am +
+
+
it's me again.I open a Lost Coast bsp map, but without texture. how i set up crafty + to show texture and export them all to .obj?
+ is it because i do not have steam install? crafty needs steam definitly? if I have some crack valve + game(sorry for that), some have extract the resource file from gcf, and how I set up the root or + searchpath in crafty?
+

+
+
+
112. weihuanPosted: Nov 27th, 2007 - 7:28:26 + pm +
+
+
nem, i want to know whether crafty can export decal&lightmap in one obj file? + what i get now is one obj with decal, another obj with lightmap. but how i combine them to get the level + look as in craty show? i found the comment you made before: what does it means? if i follow your + instruction the second export just generate another obj.
+ ///////////////////////////////////////////////////////////
+ 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.
+ /////////////////////////////////////////////////////////////
+

+
+
+
113. NemPosted: Nov 28th, 2007 - 1:11:43 pm +
+
+
You need to export two .obj files, one for solid geometry and the other for + lightmaps, because the .obj format does not support multi-texturing. This means that you will have to + import both .obj files into your modeling package, line them up, then change the render mode of the + lightmap .obj to be multiplicative in order to simulate lightmaps.
+ package
+

+
+
+
114. weihuanPosted: Dec 6th, 2007 - 5:08:02 + am +
+
+
thanks a lot Nem. there are too many lightmaps in one obj, how can i copy the uv to + another obj and export to some format support multitexturing? take maya for example to .mb.
+

+
+
+
115. ArchDeluxeModified: Dec 13th, 2007 - 5:27:01 + am +
+
+
+
trezza:
+
i'm having a major problem with this

when i try to run the program i get + an error saying:
C:\Program Files\Crafty\Crafty.exe

This application has failed to + start because the application configuration is incorrect. Reinstalling the appliacation may fix this + problem.
alarmed ^^^ + that didn't work^^^

+
+ I'm having the same problem as him, I resintalled the program many times, and even fully + reinstalled/updated my .NET Framework 2.0, and still nothing looks like a bad ass tool I just can't get + it to work any thoughts?
+
+
+ use the Force! theforce +
+

+
+
+
116. NemPosted: Dec 13th, 2007 - 1:29:55 pm +
+
+
Try this. +
+

+
+
+
117. ArchDeluxePosted: Dec 14th, 2007 - 4:31:54 + am +
+
+
ok I bow down to thee all mighty maker of tools. lol thanks mate.
+
+ the Force has been used wisely. theforce
+

+
+
+
118. thedourPosted: Jan 11th, 2008 - 9:37:35 + am +
+
+
are you planning to add support to TF2 format mdl's?
+
+ I hope so (:
+
+ I noticed your donation page is down... you should get that back up package
+

+
+
+
119. dragoladPosted: Jan 29th, 2008 - 1:34:00 + pm +
+
+
can this open newer portal files? it opens some of them but it doesnt oen some it + says:mdl version 46 not supported.
+ will you add support for new mdl files?
+ where
+

+
+
+
120. NemPosted: Feb 21st, 2008 - 4:18:00 pm +
+
+
They are currently working on my development build, which I will try to release in + another week or two.
+

+ + + +
[ + 1 + 2 + 3 + 4 + ]

+ +
+
+
+
Crafty
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» Fate
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/Crafty-page3.html b/subpages/Comments/Crafty-page3.html new file mode 100644 index 0000000..282498c --- /dev/null +++ b/subpages/Comments/Crafty-page3.html @@ -0,0 +1,1181 @@ + + + + Nem's Tools [Crafty - About - About Crafty] + + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
About + Crafty - NemPosted: Aug 7th, 2006 - 1:21:50 pm +
+
+
+ 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: +
+ Object Viewer

+ Object Viewer

+ Object Viewer

+ Object Viewer

+ File System Browser

+ Material Browser

+ Model Browser +
+ + 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 + 2 + 3 + 4 + ]

+ +
+
+
121. Chris528Posted: Mar 1st, 2008 - 7:47:15 + pm +
+
+
Whenever I export something as simple as a box from maya in the .obj format and + import it into crafty, I can see it fine in the object viewer, but when i try to export in the .map or + .vmf format it just exports a blank .map or .vmf. I made sure that the normals weren't reversed and that + all geometry is convex. Is this just a bug with the tool or am I doing something wrong?
+

+
+
+
122. AndyMacKPosted: May 25th, 2008 - 3:37:11 + pm +
+
+
Hey,
+ Likin' the tool, it's extremely useful and quite possibly my fav piece of technical engineering since + sliced bread.happy
+ However, when I load cp_well(TF2) under the TF2 Profile, I load all the textures/gometry but not all of + the models. Key models - such as the medicine cabinets and the trains - are missing. I was wondering if + you could help me out?
+
+ I will eventually try to import it into 3DS, but maybe the models will appear in 3ds and it's just + they'renot showing in Crafty. I dunno, so I'm asking you.
+
+ Andy
+

+
+
+
123. NemPosted: May 28th, 2008 - 1:02:41 pm +
+
+
The current release of Crafty doesn't support the newer .mdl versions. My current + development build loads newer .mdl files correctly and will be released shortly.
+

+
+
+
124. AndyMacKPosted: May 28th, 2008 - 3:03:29 + pm +
+
+
Goodo! I look forward to it, your Mightyness.
+ free
+

+
+
+
125. NemPosted: May 31st, 2008 - 6:16:26 pm +
+
+
I've updated Crafty today with support for newer .mdl files and more.
+

+
+
+
126. SETIsslPosted: Jun 25th, 2008 - 9:47:26 + am +
+
+
hi, im trying to progam a java hl bsp loader/viewer atm, but i'm having serious + problems reading the lump content from the bsp file.
+ do you got any additional information about the structure and what the data inside is for? the hl sdk + doesnt help me a lot with src code only with no comments.
+ btw. you can delete this comment from the bsp viewer faq, was posted in wrong window.
+

+
+
+
127. EanPosted: Jun 26th, 2008 - 9:29:57 am +
+
+
How am I supposed to use the lightmaps? There are thousands of different textures! :( +
+

+
+
+
128. NemModified: Jun 27th, 2008 - 1:07:18 pm +
+
+
+
SETIssl:
+
hi, im trying to progam a java hl bsp loader/viewer atm, but i'm having serious + problems reading the lump content from the bsp file.
do you got any additional information about + the structure and what the data inside is for? the hl sdk doesnt help me a lot with src code only with + no comments.
btw. you can delete this comment from the bsp viewer faq, was posted in wrong + window.

Half-Life 1 or Half-Life 2?

+
Ean:
+
How am I supposed to use the lightmaps? There are thousands of different textures! + :(

That's how they are stored in the .bsp.

In order to use the lightmaps, you + will need to export to .obj twice using 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.
+
+ Once you have the two .obj files, load them both up on top of each other in your modeler of choice, then + set the lightmap material properties to a multiplicative blend. +
+

+
+
+
129. SETIsslPosted: Jun 28th, 2008 - 9:24:07 + am +
+
+
+
Nem:
+
Half-Life 1 or Half-Life 2?

+ Half-Life 1 +
+

+
+
+
130. EanPosted: Jun 30th, 2008 - 10:06:35 + pm +
+
+
Nem, your solution does not work in Milkshape. Do you have a list of modelers which + it does work for?
+

+
+
+
131. NemPosted: Jul 9th, 2008 - 9:52:10 pm +
+
+
+
SETIssl:
+
Half-Life 1

You might want to check out the bsp_view + source code; it's hard to offer much more than that for such a vague question.

+
Ean:
+
Nem, your solution does not work in Milkshape. Do you have a list of modelers which + it does work for?

+ I've tried it in 3D Studio Max. The method is more of a hack since .obj files do not support + multi-texturing. +
+

+
+
+
132. Doomsday192Posted: Jul 31st, 2008 - 8:43:01 + pm +
+
+
When i try exporting a .map file from a half life 1 bsp file, the file just comes up + blank...
+ any help?
+
+ waaa
+

+
+
+
133. CoZmicShReddeRPosted: Aug 24th, 2008 - + 3:15:54 pm +
+
+
Is it possible for Zombie_Master support for this??
+

+
+
+
134. arkhamexilePosted: Sep 2nd, 2008 - 10:48:27 + am +
+
+
At the moment Crafty Object Viewer is black screening on me when I try to view a + file, there are no error messages and I have to to turn off and reboot myhead
+

+
+
+
135. NemPosted: Sep 16th, 2008 - 10:44:27 pm +
+
+
+
CoZmicShReddeR:
+
Is it possible for Zombie_Master support for this??
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.

+
arkhamexile:
+
At the moment Crafty Object Viewer is black screening on me when I try to view a + file, there are no error messages and I have to to turn off and reboot myhead
Not exactly sure + what you mean. Sounds like it might be bad + hardware. +
+

+ +
+
+
136. gekidoPosted: Oct 31st, 2008 - 12:55:16 + pm +
+
+
When I export obj files from crafty it seems that the normals for the model aren't + exported properly - models load up with basically random normals (faced flipped etc) or so it + seems.
+
+ Tried loading the models into various programs with the same results.
+
+ The model itself is fine as I've been able to decompile some with cannon fodder's decompiler and loaded + the smd files themselves into milkshape, but the decompiler is pretty twitchy and not nearly as reliable + as crafty - plus i'd rather just export the files directly to obj if possible.
+
+ Thanx
+

+
+
+
137. NemPosted: Nov 8th, 2008 - 4:16:00 pm +
+
+
Can't seem to reproduce. Are there any free .obj viewers that you can recommend that + illustrate this issue?
+

+
+
+
138. Chewy_SoloPosted: Dec 7th, 2008 - 2:36:44 + pm +
+
+
whenever i try to view any BSP files from TF2 i get about 0.2 FPS and its unusable. + What can i do?
+

+
+
+
139. octavioPosted: Dec 12th, 2008 - 4:57:10 + pm +
+
+
I'm getting a few errors with Alpha 16. I'm trying to open a Half-Life .bsp with the + Profile set to Half-Life. I get the following error:

+
Code:
+

Unhandled exception has occured in your application. If you click Continue, + the application will ignore this error and attempt to continue. Iy you click Quit, the application + will close immediately.

Object references not set to an instance of an + object.

Details:
See the end of this message for details on invoking +
just-in-time (JIT) debugging instead of this dialog box.

************** Exception + Text **************
System.NullReferenceException: Object reference not set to an instance of an + object.
at ?A0x8636a16d.IReaderSeekProc(Int32 iOffset, HLSeekMode eMode, Void* pUserData)
+ at HLLib.CPackage.Open(CPackage* , Void* , UInt32 )
at + Crafty.Objects.CBSPObject.BuildBSPTextures(CBSPObject* )
at + Crafty.Objects.CBSPObject.Read(CBSPObject* , IReader* Reader)
at + Crafty.Engine.COVEngine.Load(COVEngine* , CString* FileName, IReader* Reader)
at + Crafty.CObjectViewer.Open(String pFileName, IReader* Reader)
at + Crafty.CObjectViewer.CObjectViewer_Shown(Object sender, EventArgs e)
at + System.Windows.Forms.Form.OnShown(EventArgs e)
at + System.Windows.Forms.Form.CallShownEvent()
at + System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme)
at + System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
at + System.Threading.ExecutionContext.runTryCode(Object userData)
at + System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, + CleanupCode backoutCode, Object userData)
at + System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback + callback, Object state)
at System.Threading.ExecutionContext.Run(ExecutionContext + executionContext, ContextCallback callback, Object state)
at + System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
at + System.Windows.Forms.Control.InvokeMarshaledCallbacks()


************** Loaded + Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: + 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: + file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Crafty
+ Assembly Version: 1.0.3256.32313
Win32 Version: 1.0.0 Alpha 14
CodeBase: + file:///C:/Program%20Files/Crafty/Crafty.exe
----------------------------------------
msvcm80
+ Assembly Version: 8.0.50727.1433
Win32 Version: 8.00.50727.1433
CodeBase: + file:///C:/WINDOWS/WinSxS/x86_Microsoft.VC80.CRT_1fc8b3b9a1e18e3b_8.0.50727.1433_x-ww_5cf844d2/msvcm80.dll
----------------------------------------
System.Windows.Forms
+ Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: + file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
+ Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: + file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
+ Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: + file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------

************** + JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for + this
application or computer (machine.config) must have the
jitDebugging value set in the + system.windows.forms section.
The application must also be compiled with + debugging
enabled.

For example:

<configuration>
+ <system.windows.forms jitDebugging="true" + />
</configuration>

When JIT debugging is enabled, any unhandled + exception
will be sent to the JIT debugger registered on the computer
rather than be handled + by this dialog box.

+ Also, when I try to open a .wad I get told my Steam username has not been set in Crafty's options, but I + can't find where I should set it. +
+

+
+
+
140. NemPosted: Dec 13th, 2008 - 3:51:13 pm +
+
+
Thanks for the info. I've fixed the above crash in Alpha 17.

You can set + you Steam user name under the File System tab on Object Viewer's Options form + (Setup menu).
+

+
+
+
141. octavioPosted: Dec 13th, 2008 - 9:18:07 + pm +
+
+
My Steam user name was already there, though it wasn't defined in fsb.ini or + msb.ini
+ Thanks for fixing it anyway.
+ Is there any chance of support for Half-Life PS2 map files?
+

+
+
+
142. almondegaPosted: Dec 23rd, 2008 - 1:38:09 + am +
+
+
TKS A LOT
+ this program is perfect..
+ is all that i need to test my game..
+ TKS TKS TKS
+

+
+
+
143. hovisPosted: Dec 24th, 2008 - 12:44:32 + am +
+
+
I've actually just spent about 3 months building a python app to parse and render vmf + files, I'm really glad I never got to the rendering, because Nem's done it!

Feature request!: + It would be super-mega hot if you could include functionality in Crafty to diff vmfs (or all objects?!). + This would be crazy useful for content developers!

I've been trying to make a simple and + painless way for Source mappers to be able to collaborate via SVN (or your favorite version control + system), but the big hitch has been in handling version conflicts. I think that with diffing support + Crafty would fill this nitch awesomely.

I'd love to talk to you about this, reach me at + vmfdiff[AT}piratesofpacifca.invalid
(replace [AT], and .invalid should be .com)
+
+ Only slightly related: I'd love to help with the project, but I've only ever read C code. Let me know if + there's any way I can help!
+

+
+
+
144. prymaPosted: Dec 25th, 2008 - 1:33:33 + pm +
+
+
is there something to view Call of duty 1 bsp files???
+

+
+
+
145. Ace-AngelPosted: Dec 27th, 2008 - 8:53:14 + am +
+
+
Hi Nem, great to see the progress you've been able to make till now. Thanks alot for + creating a set of free, simple and yet effective tools for us all to use
+
+ I however have an issue. I'm trying to export the L4D models into OBJ format, while the loading of the + models and exportation are fine, I cannot for some reason open up the OBJ again. 3DS Max simple doesn't + load the format, Crafty shows it as empty and 3D Object Converter says something about 'Invalid + Format'.
+
+ I would like to know if it's something I'm doing (wrong) or the export option isn't finalized + still?
+
+ Regards, Ace.
+

+
+
+
146. NemPosted: Dec 31st, 2008 - 4:53:09 pm +
+
+
+
hovis:
+
I've actually just spent about 3 months building a python app to parse and render + vmf files, I'm really glad I never got to the rendering, because Nem's done it!

Feature + request!: It would be super-mega hot if you could include functionality in Crafty to diff vmfs (or all + objects?!). This would be crazy useful for content developers!

I've been trying to make a + simple and painless way for Source mappers to be able to collaborate via SVN (or your favorite version + control system), but the big hitch has been in handling version conflicts. I think that with diffing + support Crafty would fill this nitch awesomely.

I'd love to talk to you about this, reach + me at vmfdiff[AT}piratesofpacifca.invalid
(replace [AT], and .invalid should be + .com)

Only slightly related: I'd love to help with the project, but I've only ever read C + code. Let me know if there's any way I can help!

VMF diffing (though an interesting idea) + is a little out of the scope of Crafty. I do plan on releasing the source code to Crafty as I don't have + the time necessary to devote to it these days. In the mean time, excellent documentation on the .vmf + format can be found here.

+
pryma:
+
is there something to view Call of duty 1 bsp files???

Call of duty .bsp + file are of a completely different version than the ones supported by Crafty. I have no plan to support + other game engines.

+
Ace-Angel:
+
Hi Nem, great to see the progress you've been able to make till now. Thanks alot + for creating a set of free, simple and yet effective tools for us all to use

I however have + an issue. I'm trying to export the L4D models into OBJ format, while the loading of the models and + exportation are fine, I cannot for some reason open up the OBJ again. 3DS Max simple doesn't load the + format, Crafty shows it as empty and 3D Object Converter says something about 'Invalid + Format'.

I would like to know if it's something I'm doing (wrong) or the export option + isn't finalized still?

Regards, Ace.

+ Thanks, this is a bug and I will release a fix shortly. +
+

+
+
+
147. Ace-AngelPosted: Jan 1st, 2009 - 5:43:43 + am +
+
+
Thank you for the prompt reply Nem. Much appreciated.
+
+ Once again, thank you for the work you're doing for us.
+

+
+
+
148. Mike2kPosted: Feb 28th, 2009 - 5:32:06 + am +
+
+
And btw: Is this going to be Open Source like VTFEdit?
+

+
+
+
149. TicTacPosted: Mar 14th, 2009 - 5:58:31 + am +
+
+
And why in Crafty there is no viewing entity sad
+

+
+
+
150. shekoftePosted: Apr 5th, 2009 - 6:08:35 + am +
+
+
hello everybody !
+ excuse me that i appeard suddenly here!
+ ------------------
+ I downloaded the last version of crafty and used model browser , it can gentle show all 3d models of l4d + but the export function dont work ,although it has a profile for l4d ,and i try Object Viewer too , it + can show models but when export them ,the .obj file is corrupted and useless !
+ ---------------
+ what is the problem ? please guide me !
+ bleeh
+

+ +
+
+
151. VecrekPosted: Apr 19th, 2009 - 12:46:36 + pm +
+
+
Hi all. I've trouble. When i import the file (models, maps) they to become white. + help me. Sry my english pls^^
+

+
+
+
152. spy-warriorPosted: Apr 25th, 2009 - 2:04:32 + pm +
+
+
hello, Nem

I tested the software Crafty v1.0.0 Alpha 17

map on + a half-life 1 mods svencoop

the models are not loaded + :(

http://downloads.svencoop.fr/svencoop/fgd/sven-coop_4_beta_1.fgd
    models/player.mdl + --> info_player_start
    models/player.mdl --> info_player_deathmatch
    models/player.mdl + --> info_player_coop

    models/w_medkit.mdl --> item_healthkit
    models/w_battery.mdl + --> item_battery
thanks
+

+
+
+
153. bekkaPosted: May 10th, 2009 - 3:44:13 + pm +
+
+
new here and started to use crafty tool but having problems, sometimes some of the + new mdl when i export them to obj in the browser it only comes with poly's but not exporting the actual + model
+

+
+
+
154. cheveyPosted: Jun 13th, 2009 - 7:01:21 + am +
+
+
I cann't see the texture in the scene I loaded, what's wrong with it? Thank you. +
+

+
+
+
155. INsanePosted: Jun 17th, 2009 - 1:39:38 + am +
+
+
Hi Nem, I found another use for Crafty, opening a older HL1 map and export to VMF + results in a file that has entities only in it ... in their correct positions.
+
+ Decompiling an old map for a remake is never worth it, but this was one way to get at least some lights + (ceiling heights) spawn points, fires, dod flags all sorts of positions.
+
+ I used bsp_slice to make a large plan view (BMP to VTF image placed on a big brush) and line it up using + the entities, results remaking the map exactly as it was, shows all the walls and you can make slices of + certain heights too.
+
+ I say was... because one week after perfecting this... the new hammer update will no longer open the VMF + file that Crafty exports from a HL1 bsp.
+ It will still work on hl2 maps (export entities only in exact positions) but not the older HL1 maps... + bummer!
+
+ Any other ideas on getting key positions like this in a bsp file? I guess just using Crafty and looking + at the camera angles is the best there is now?
+
+
+

+
+
+
156. ZiLOGPosted: Aug 13th, 2009 - 1:36:54 + pm +
+
+
Could you add "Deathmatch Classic" support ? Thanks.
+

+
+
+
157. jorewePosted: Oct 2nd, 2009 - 4:40:09 + am +
+
+
Hi Nem and thank you for this great piece of software.
+
+ Is it still possible to request a feature?
+
+ I'd like a "reload file" function. This feature would retain the current camera position, + pitch, yaw etc. and reload the file you're currently got loaded.
+
+ This would help a lot when tweaking lighting in you level since the lighting preview in Hammer is pretty + useless.
+
+ Thanks in advance and best regards,
+ Jorgen
+
+ happy
+

+
+
+
158. NoodlePosted: Oct 5th, 2009 - 12:05:44 + pm +
+
+
First of all nice software! Secondly, I have a problem. I've extracted all materials + and models using GCFscape and maintained the proper file structure. When I load a model in the object + viewer, I can't see the textures on the models. When I try to export the model to .obj format the .mtl + file is empty. Is there something that I'm doing wrong?
+

+
+
+
159. NemPosted: Oct 16th, 2009 - 12:42:38 am +
+
+
You don't need to extract anything from any GCF files if everything is setup + correctly, just select the appropriate profile then load your models through the File System browser or + Model Browser.
+
+ If you want to extract them, then select the Half-Life 2 profile and manually mount your extracted + materials folder in the File System Browser before opening any .mdl files. Crafty can only find + materials mounted in the File System Browser.
+

+
+
+
160. zaaephodModified: Oct 29th, 2009 - 9:07:42 + pm +
+
+
Hello, thanks very much for this software!
+
+ I have a question regarding custom models that were downloaded for the garry's mod of HL2. I'd like to + play with some of the models that I've downloaded, but they're not in a GCF file, they're just in their + own folder structure under addons in the garry's mod folder.
+
+ I'm able to load the MDL files from the model folder into Crafty, but they just come in white. There's + another folder called materials with VMT and VTF files in it. Is there a way to manually associate these + with the models?
+
+ The short version of the question is, how do I see these models in Crafty with the textures + applied?
+
+ Thanks!
+

+
+
+
161. birkettPosted: Nov 11th, 2009 - 6:21:34 + am +
+
+
Any chance of crafty going open source in the near future? Im interested in the idea + of it.
+

+
+
+
162. javadluxPosted: Nov 24th, 2009 - 1:28:26 + pm +
+
+
Does this tool produce texture coordinates? I didn't find any mention of it, although + I saw talk of lightmap UVs, so I assume that it does have texture coordinate abilities. However any + models I have tried exporting have not included texture coordinates (that I can see, after importing to + blender).
+
+ Thanks
+

+
+
+
163. ellisgeekPosted: Feb 8th, 2010 - 9:13:21 + am +
+
+
Does this work with Quake 2 .map or .bsp files??where
+

+
+
+
164. gamer1978Posted: Feb 20th, 2010 - 7:11:33 + am +
+
+
Hi when exporting to .obj what program should I use to open this format I have tried + a number of programs I get errors and nothing happens.
+
+ I am trying to convert a map I made from vmf to rmf or map.
+

+
+
+
165. pseudominoModified: Mar 9th, 2010 - 12:42:05 + pm +
+
+
Hi
+ I bless your tools :p
+
+ But I have one naughty problem : I can't have any texture displayed when I load a BSP file.
+
+ Always :
+ halflife.wad was not found etc...
+
+ wether I load a HL (one !) or a CS map
+
+ I didn't forget to select the profile.
+ I wonder if my HL installation is regular since the setup never asks me for.
+
+ My files are in C:\Sierra\Half-Life
+ wad files in C:\Sierra\Half-Life\valve ...
+
+ Any idea ?
+

+ +
+
+
166. walidd16Posted: Apr 23rd, 2010 - 8:57:15 + am +
+
+
Hey, great tools ^^
+ thanks a lot for that but i just wanted to ask why i dont see any changes when i make changes in the + graphics menu...
+ Setting everything to either "lowest" or "highest" doesn't make any difference for + some reason.
+ Or is there something that im doing wrong?
+
+ I want to create a 3d project and i need the highest quality possible for that ^^
+
+ thanks
+

+
+
+
167. sixcentgeorgePosted: Jun 17th, 2010 - + 10:03:14 am +
+
+
+
Nem:
+
You don't need to extract anything from any GCF files if everything is setup + correctly, just select the appropriate profile then load your models through the File System browser + or Model Browser.

If you want to extract them, then select the Half-Life 2 profile and + manually mount your extracted materials folder in the File System Browser before opening any .mdl + files. Crafty can only find materials mounted in the File System Browser.

the profiles are + a bit "strange" , if i launch crafty then i can set the gcf folder . if i launch using a bat + file for using -mb mount ... when i change the profile the program have a box about the place of gcf not + known . the setup for that is not in the menu .
you should use the clientregistry.blob for mounting + gcf , try to find something to replace it so we can use the ship files or l4d2 [ no tested ] .
+ if models could be rotating that could be cool when browsing the gcfs or folders .
+ a tutorial with l4ds or FAKEFACTORY CINEMATIC MOD http://www.moddb.com/mods/fakefactory-cinematic-mod , + should be helpfull . i mean viewing all textures , models or maps with all commands and others setup + .
+ have some good time this summer
+ cool +
+

+
+
+
168. BrandonPosted: Jun 20th, 2010 - 5:43:47 + am +
+
+
Hey Nem, are you stilll working on Crafty?
+
+ I am still missing some features from your other tools as viewing and editing entity values of a loaded + bsp file. Currently, it is only possible with BSPView.
+

+
+
+
169. asmelixPosted: Jun 23rd, 2010 - 7:42:41 + am +
+
+
Hey,
i'm having a problem with "wad" texture packages. When i open a + map on non-steam installation of counter-strike, maps are all over in grey. Why *.wad's are not loaded, + while the map is?
Object Viewer console:
Parsing entities...
39 entities + parsed.
Building materials...
Loading materials from BSP file...
Creating new + uncompressed texture HINT (1 @ 16x16)...
Creating new uncompressed texture SKIP (1 @ + 16x16)...
2 materials loaded from BSP file.
WAD file cstrike.wad not found.
WAD file + halflife.wad not found.
WAD file decals.wad not found.
WAD file cs_dust.wad not + found.
WAD file cs_cbble.wad not found.
Material !waterblue not found.
Material + +0~white not found.
...

+ English is my foreign language.
+

+
+
+
170. BrandonPosted: Jun 25th, 2010 - 10:29:36 + am +
+
+
Are you there, Nem?
+

+
+
+
171. PortalboatPosted: Jun 29th, 2010 - 9:32:49 + am +
+
+
Nem, are you going to add support for L4D1 and L4D2 models with this?
+

+
+
+
172. gatripoliModified: Sep 28th, 2010 - 5:29:19 + pm +
+
+
Hello to you all, a question that I want to ask the programmer to + "Crafty"
+ When you export a map. Obj file is created by opening it with Wordpad MTL that change out the names of + the textures.
+ My question is this: you can save the names of the textures while preserving the originals.
+ Example -
+ for so>> # Floor/Gravel_1
+ newmtl texture_0
+ map_Kd homemodels_texture_0.jpg
+ (Homemodels is also the name of the 3D model in OBJ output)
+
+ in>> # Floor/Gravel_1
+ newmtl texture_0
+ map_Kd Gravel_1.jpg
+
+ Preserving the original name of the image in jpg
+ myhead
+

+
+
+
173. SephPosted: Oct 22nd, 2010 - 1:25:24 + am +
+
+
I know this is probably going to go unnoticed, but with the forum down and Nem making + it clear that he doesn't want emails regarding his applications I guess I have no choice...
+
+ Anyway I've been trying to export a tf2 map to .OBJ and then get it into blender for a tf2 video I want + to make. However blender cannot import any tf2 map I generate with crafty; always giving me a + "Memory error", thinking this was a blender problem I tried opening the crafty generated OBJ + into crafty and guess what - crafty dies.
+
+ So simply, is this just because tf2 maps are just not supported? Are there any other alternatives to get + a tf2 map into blender with textures and models intact?
+
+ Cheers
+ -Seph
+

+
+
+
174. tschumannPosted: Nov 2nd, 2010 - 7:05:11 + pm +
+
+
Could you please update Crafty to use the latest version of HLLib?
+

+
+
+
175. TheCeltPosted: Nov 8th, 2010 - 9:40:20 + am +
+
+
Any updates on Crafty? :)
+
+ (decompiling the Mdl's doesn't work as before)
+

+
+
+
176. gabrielx320Modified: Dec 19th, 2010 - 9:06:14 + pm +
+
+
I want to load L4D2 maps into this to export .obj and make some 3D work for my new + l4d2 video, but don't support VBSP version 21.

What should i do? =(
+

+
+
+
177. tschumannPosted: Dec 19th, 2010 - 9:30:56 + pm +
+
+
Use the latest version. It has support for v21 .bsp files.
+

+
+
+
178. gabrielx320Modified: Dec 20th, 2010 - 7:02:30 + pm +
+
+
EDIT: Sorry for all questions, i got it! Now i can make my movies.
+

+
+
+
179. TwimfyPosted: Jan 25th, 2011 - 4:06:13 + pm +
+
+
I've used Crafty countless times before and it's an awesome tool, thanks for making + it.
+
+ However I can't get it running at all anymore, I've just re-installed my system. I'm using Windows XP SP + 3 with all updates installed including the two recommended on the crafty download page.
+
+ It keeps coming up with the error this application failed to start because the configuration is + incorrect.
+
+ It's driving me crazy, it worked on this system with the same OS and same updates before so why not now? + Does anyone have any answers.
+
+ I've tried a re-install.
+
+ BSPViewer works fine, but I need the export .obj feature.
+

+
+
+
180. SonicTailsKnuckles1Posted: Feb 23rd, 2011 - + 12:33:46 pm +
+
+
I have Garry Mod ragdolls, when i tryied to open Sonic Unleashed ragdoll it doesn't + open with textures what can i do to open with textures? Please help
+

+ +
[ + 1 + 2 + 3 + 4 + ]

+ +
+ + +
+
+
Crafty
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» Fate
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/Crafty-page4.html b/subpages/Comments/Crafty-page4.html new file mode 100644 index 0000000..3ce1393 --- /dev/null +++ b/subpages/Comments/Crafty-page4.html @@ -0,0 +1,851 @@ + + + + Nem's Tools [Crafty - About - About Crafty] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
About + Crafty - NemPosted: Aug 7th, 2006 - 1:21:50 pm +
+
+
+ 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: +
+ Object Viewer

+ Object Viewer

+ Object Viewer

+ Object Viewer

+ File System Browser

+ Material Browser

+ Model Browser +
+ + 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 + 2 + 3 + 4 + ]

+ +
+
+
181. AdamRPosted: Apr 12th, 2011 - 7:51:16 + am +
+
+
Is it possible to view/modify entities in Crafty like we can in BSP Viewer?
+

+
+
+
182. HelloWorldPosted: Apr 24th, 2011 - 7:10:39 + am +
+
+
Does Crafty load materials/models from .vpk files?
+

+
+
+
183. batistathegameModified: Jun 7th, 2011 - + 12:45:56 pm +
+
+
I get this error

+
+ ive installed these as told
+ Microsoft Visual C++ 2005 SP1 Redistributable Package (x86)
+ Microsoft .NET Framework v2.0 Redistributable Package (x86)+SP1+SP2
+
+ Edit:
+ btw im using XP SP3
+

+
+
+
184. aliPosted: Oct 9th, 2011 - 4:05:29 am +
+
+

+ HOW CAN I OPEN NONSTEAM CSTRIKE PLEASE!!!!!!!!MY TEXTURES ARENT SHOWING :(
+

+
+
+
185. alec427Posted: Nov 5th, 2011 - 8:13:23 + pm +
+
+
Really useful,
+
+ but would it be impossible to try and integrate an obj. to mdl. exporter?
+
+ That would be epic.
+
+ Alec427
+

+
+
+
186. Dr.Glit˘hPosted: Nov 22nd, 2011 - 6:03:38 + am +
+
+
Awesome tool...but it's missing a search function. Hammer's model browser freezes and + crashes too often. Searching for essential props such as lights is impossible. (i have over 7,000 custom + props)
+

+
+
+
187. peyo56Modified: Feb 13th, 2012 - 5:43:32 + pm +
+
+
Reall awesome tool :
+ It let me export complete maps to obj with textures for blender
+
+ But for now I am on Ubuntu and only have this system. Is it possible to have/make a ubuntu-mono + compatible version ?
+
+ Another problem is that I have corectly mounted all files from HL Blue-Shift and somes map like + ba_tram2.bsp have hazardous result, sometimes show most of the world but without any texture
+

+
+
+
188. davidejonesPosted: Mar 11th, 2012 - 5:44:27 + pm +
+
+
Yes this is a great tool, I would love to see features added to export to multiple + formats and to export both textures and lightmaps to one model file. Maybe collada or fbx or + something.

Anyway I had this problem, i needed both lightmaps and textures on one model so I + made a simple script in blender to combine my lightmap and texture map export .obj's into + one.

Its not perfect but for anyone else that may find this useful you can find the code here + https://github.com/davidejones/craftymerge + or on my website http://davidejones.com +
+

+
+
+
189. TunaPosted: Jun 8th, 2012 - 11:41:26 + am +
+
+
Hi Nem.
+
+ Pretty nifty tool. I wonder if it possible to actually support Quake1 .bsp files as well. I would assume + they should be easier than HL1 maps?
+
+ In the meantime I tried loading a .map file which basically works just fine. However the materials not + being found. Since they are none in the .map itself I wonder what I have to do to correctly load + them.
+
+ Cheers!
+
+

+
+
+
190. JohnPPosted: Jun 19th, 2012 - 4:52:23 + pm +
+
+
How do you extact textured models from vpks? I have portal 2 and I am trying to get + the models for a project of mine. If you have the solution please email me at kaos9042@gmail.com + also, could Nem or someone else add support for .vpk's?
+
+ Thanks,
+
+ John
+

+
+
+
191. Dethrow Bo DeanModified: Aug 17th, 2012 - + 5:03:28 pm +
+
+
When I load a Counter Strike Source .mdl file It loads a black background with a + white model immage. The view is is like the camera is looking up from the ground under the models legs + looking at the models crouch. I can move the image around but thats all. What co I need to do to just + brose models. I don't whant to change or modify them.
+ I have some custom models for example "slows Banana_Joe" is in my + \steamapps\myname\counterstrikesource\cstrike\models\player\slows\bananajoe.mdl
+
+ How do I view this model with Crafty? Can someone please give me some step by step instructions. It + seems that i'm somhow able to load and view the CSS and Hl2 stock files but I dont see my slows folder + listed in the root folder that has all the stock .mdl fils. Help needed.
+

+
+
+
192. petxPosted: Sep 22nd, 2012 - 9:56:35 + am +
+
+
Will yo make something for use it on black mesa source?
+ http://release.blackmesasource.com/
+
+

+
+
+
193. buttholeo67Posted: Oct 28th, 2012 - 7:26:06 + pm +
+
+
When ever i try to run Crafty on Vista or 7 it says it only will work with XP. Is + there a way to fix this?
+

+
+
+
194. benderwakaPosted: Jun 2nd, 2013 - 6:32:06 + pm +
+
+
I have used crafty a few times now but when exporting to .map some times it only + exports the entities. I am trying to export a map i created to work on it in hammer again as i lost the + original last year. if you know why i am getting only the entities and not the whole map when exporting + please help.
+

+
+
+
195. ReubendPosted: Jun 26th, 2013 - 5:58:22 + am +
+
+
When I try to use this, it doesn't work. I suspect that SteamPipe has broken it. +
+

+ +
+
+
196. kotModified: Jul 1st, 2013 - 8:24:43 + pm +
+
+
I tried to add new gamemode via GameInfoCustom.csf to fix broken tf2 support, but + with no luck. Link to lines, that I tried to add http://paste2.org/2Mzb4nWH +
+

+
+
+
197. benderwakaPosted: Aug 19th, 2013 - 9:02:20 + am +
+
+
I asked earlier how to get crafty to corectly export a bsp to a map. while i still + would like to know i did find an earlier .rmf of the map and worked from that.
+

+
+
+
198. AnimanModified: Sep 4th, 2013 - 3:44:10 + am +
+
+
Hey Nem.Every time i try to open a bsp in crafty it says Loading BSP... Loading + lumps...error loading bsp file invalid half-life bsp file format every single one i find.I've used this + program on many of my previous computers and it worked just fine.I have NET Framework v2.0 and Visual + C++ 2005 SP1 so i don't see what the problem is.I am currently using a 32-bit Windows7 professional + desktop with 2GBs of ram.
+
+
+

+
+
+
199. dshgsdhsdhPosted: Sep 9th, 2013 - 3:41:45 + pm +
+
+
Hello,
+
+ I tried to load some CS 1.6 maps. The only maps that worked were de_inferno and cs_siege. The others + only imported some of the textures or none at all.
+
+ Half-Life maps are completely working. Half-Life 2 maps are not working.
+
+ It doesn't matter which profile or setting I'm using. It alsways works for these two maps, but no + other.
+
+ I'm using Steam and my map path is "C:\Program Files + (x86)\Steam\SteamApps\common\Half-Life\cstrike\maps"
+
+ Any ideas?
+

+
+
+
200. DrEvilPosted: Dec 21st, 2013 - 9:56:02 + pm +
+
+
Am I doing something wrong? It seems that no matter what hl2 maps I load, from core + hl2, hl2dm, etc. it comes in as white, and when I export an obj, the mtl file basically has nothing + usable in it. Changing profiles doesn't seem to make any difference.
+
+ newmtl material_0
+ Kd 1.0000 1.0000 1.0000
+ illum 0
+
+ I'm hoping there is some way to export the material names and such so I can distinguish special brushes + from actual world geometry(I want to filter out triggers and other type of volumes. I'd like to isolate + only geometry that contributes to the player collision clipping.
+

+
+
+
201. rdvl97Posted: Feb 3rd, 2014 - 9:42:45 + pm +
+
+
waaa PLEASE + HELP MEEEH! yelling
+ I'm not sure if i'm the only one having this problem but, ever since the steampipe update, crafty hasn't + been able to load up textures or models.
+ I've even gone as far as manually modifying the crafty settings files (.csf) to no avail. I need crafty + to work so i can keep my modding work moving at a good pace.
+

+
+
+
202. shotgunefxPosted: Feb 14th, 2014 - 6:03:53 + pm +
+
+
Whenever I load a l4d2 map, stock or custom, it always has trouble reading the + lightmaps (which I was hoping to export for a project).
+
+ Loading lighting lump v1 (8)...
+ No lighting information available, lightmaps will not be generated.
+
+ Also, a big thanks for all the great tools!
+
+

+
+
+
203. rdvl97Posted: Mar 1st, 2014 - 6:34:50 + am +
+
+
+
shotgunefx:
+
Whenever I load a l4d2 map, stock or custom, it always has trouble reading the + lightmaps (which I was hoping to export for a project).

Loading lighting lump v1 + (8)...
No lighting information available, lightmaps will not be generated.

Also, a big + thanks for all the great tools!

+ @shotgunefx Left-For-dead 2 uses a different lighting system than other source games. As a result crafty + has to ignore it. +
+

+
+
+
204. johndoePosted: Mar 9th, 2014 - 10:36:43 + am +
+
+
is there a way to export multiple models? if there is a command i'll be glad to hear + what it is.
+

+
+
+
205. geyserModified: Apr 20th, 2014 - 10:45:27 + am +
+
+
Hi Nem, howdy all,
+
+ A note about the Visual C++ 2005 Redistributable package. The latest version of Crafty will apparently + NOT run with the SP1 version of the redistributable (as specified on the download page). It needs either + the "MFC Security Update" or the "ATL Security Update" of that package, which are + much more recent.
+
+ Seeing as there are still a few XP machines out there, I think this note should be added to the download + page and wherenot. Of course, with MS discontinuing support for XP, this will matter less and less as + time passes, but it's still worth correcting.
+
+ Sorry it took so long to figure this out - I personally have encountered this problem years ago, but + have been too lazy to systematically check out all the different versions of the redistributable (and I + had no idea about those security patches).
+
+ Cheers from Paris
+

+
+
+
206. ChasePosted: Aug 1st, 2014 - 4:11:55 + am +
+
+
I wish this would be updated with vpk support.
+

+
+
+
207. PancakeBrePosted: Oct 8th, 2014 - 8:02:13 + pm +
+
+
Hi everyone, i'm tryng to convert "zs_Castle_keep.bsp" (workshop of source + filmaker) in OBJ, it opens but the viewer doesn't load any texture.
+ I tried to open the bps with the material browser and in it there all all the texture, so how can I load + them with object viewer?
+

+
+
+
208. rustykPosted: Nov 24th, 2014 - 3:38:24 + am +
+
+
Hi,
+
+ Great tool! I have one problem, I have saved a map file in hammer and I'm trying to view it in Crafty, + but the some textures doesn't load or show up. I already setup the materials folder to be included and + it is showing in materials browser, I've chosen Generic setup.
+
+ This only happens to vtf folders/files, when using WAD i dont have any problems.
+
+ Any ideas?
+
+ Thanks for the tools.
+
+ Rusty
+

+
+
+
209. PleaseHelpMeWhitedayMapsAreHardPosted: May + 16th, 2015 - 8:23:55 pm +
+
+
Hello, I uughh got map from old game, game had bsp map, downloaded this, got map no + texturesss in console i seeee that it says could not find the wad, so i linked the wad, said the same + thing, theen i thought heeey maybe if i make it folder it will work, but noo does not work, so thenn + after that I decided maybe it needs to be a folder with vmts and vmfs but noo same black no texture + white shell of a map, i like commas alot, please help me i have gone slightlyu insane help help help + help.????????bleehsadsadsadsadsadsadyellingyellingyellingyellingyellingexhaustedexhaustedexhausted
+

+
+
+
210. PouchPosted: Jun 6th, 2015 - 11:55:26 + pm +
+
+
Hey Nem's ! (if you ever see this hehe...) , i've been struggling with ''Crafty'' for + a long time now, every object file that i export as a .VMF, when opened in source SDK, shows nothing at + ALL ! not like there's block without textures, no , there's litteraly NOTHING ! halloween
+
+ If you'd know the answer to that problem or perhaps a way to do that i'd be glad to hear it
+

+ +
+
+
211. wallhackjackPosted: Sep 16th, 2015 - 7:32:52 + am +
+
+
Hey Nem, is the project open-sourced anywhere? I would love to see it live forever... +
+

+
+
+
212. telespentryPosted: Sep 16th, 2015 - 2:11:43 + pm +
+
+
yeah that would be awesome. The program has become rather outdated
+

+
+
+
213. rustykPosted: Feb 9th, 2016 - 7:01:15 + am +
+
+
Hi Nem,
+
+ Does it work with CSS maps? I'm trying to load some bsp maps from CS:Source but some maps have all the + textures missing even though it works in game. This goes with the default and user custom maps.
+

+
+
+
214. WadeWyethPosted: Feb 16th, 2016 - 10:11:47 + pm +
+
+
I really want to get a 3D environment from the game Alien Isolation, but I can't + figure out how to get it to work on Crafty. It doesn't display the textures, and the model is useless + without the textures, most of them are in VMTs. Any ideas on how to get this to work, please help me, I + am going crazy from this and I really need that model. Please help
+

+
+
+
215. DilshodPosted: Jul 17th, 2016 - 5:13:50 + pm +
+
+
Hi, I'm having a problem with Valve Hammer Editor (sorry I'm writing this in hopes to + solve my problem) that I created a map for CS 1.6 VHE saves .rmf as it's project but can't save it as + .map! When I try to save it as .map VHE is crashing (or something) (actually that error dialog that says + "send" "don't send") or is there any another way to export that .rmf file to .map + without Valve Hammer?
+

+
+
+
216. RiapahPosted: Jul 27th, 2016 - 1:49:04 + am +
+
+
Hello there! I am trying to export a map to cinema 4d and I get the OBJ files and + lot's of tga's but I don't know where to put the tga in cinema 4d.
+ Is it possible to export it as one unite like 1 tga file for the whole map?exhausted
+

+
+
+
217. WadeWyethPosted: Aug 24th, 2016 - 4:31:17 + am +
+
+
Hey. For all those having problem with this. I have a suggestion for you. See, since + Steam doesn't use GCFs anymore, Crafy is harder to use. So, here's what you do, download the GCFs from + the net and use the file browser and include them. I managed to find GCFs for Counter Strike Source, but + not Team Fortress 2. Also, this might be just me, but I seem to have problem with Counter Strike Global. + But again that could just be me.
+
+ Hope this helps, it helped me.
+

+
+
+
218. mentolatuxPosted: Sep 17th, 2016 - 12:29:50 + pm +
+
+
hello , i have garris mod and i want to extract map to obj but sadly it show white + objects please help me
+

+
+
+
219. AnonyMousePosted: Apr 17th, 2017 - 10:53:58 + pm +
+
+
Ok a couple things;
+
+ 1) IT DOES NOT LOOK LIKE THAT! There's no "model viewer", it doesn't view the model it's a + barely functional UI with a slight graphic change when you open a file... Calling this a "model + viewer" is like calling a car a tree.
+
+ 2) Partially because of the above I don't use this for anything other than exporting models as .obj + except... they're always missing parts. As in; faces from the models have ALWAYS been deleted. Crates + and barrels aren't a big deal to fix... but when a character is missing their entire head, it get's to + be more trouble than it's worth. And the faces that are missing aren't random; reloading and + re-exporting the same .mdl file 8 times have yeilded exactly the same faces missing every single + time.
+
+ 3) I'm glad this is free, if you were asking money for it this would be a scam.
+

+
+
+
220. PaynamiaPosted: Jul 15th, 2017 - 8:18:36 + pm +
+
+
+
AnonyMouse:
+
Stuff

+ Hey pal, did you just blow in from stupid town?
+ http://i.imgur.com/c59JyzL.png
+
+ The tool is out of date. It doesn't properly support the latest versions of vpks. Only models and + materials extracted to the game's root folder will work. That said, every picture up there is part of + the tool and isn't even that hard to find.
+
+ Also, if you're using this to export models, you're doing it wrong already. MDL files, both Source and + Goldsrc, are pretty well understood and easy to decompile if you'd look. +
+

+ + + +
[ + 1 + 2 + 3 + 4 + ]

+
+
+
+
Crafty
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» Fate
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/Crafty_v1.0.2.html b/subpages/Comments/Crafty_v1.0.2.html new file mode 100644 index 0000000..8d6411a --- /dev/null +++ b/subpages/Comments/Crafty_v1.0.2.html @@ -0,0 +1,393 @@ + + + + Nem's Tools [Crafty - About - About Crafty] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to this unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Crafty + v1.0.2 - NemPosted: Aug 7th, 2006 - 12:49:18 pm +
+
+
About: +

Crafty v1.0.2 - Crafty and all the files you need to run it (except the .NET + Framework).

+ + Download from Web Archive: + + + Download from unofficial Github mirror: + + + Runtimes: (Required) +

.NET Framework v2.0 (22,938 KB Executable) - Crafty is written in C++ .NET (using Visual C++ 2005 + SP1) and as such requires the .NET runtime and Visual C++ SP1 libraries to run. The .NET runtime is + also available as a Windows Update. v2.0 is required.

+ + Download: + + +
+
+
Modified: Nov 20th, 2010 - 1:38:25 pm[ 25165 Views ] +
+
+

+
+
+
1. PolterPosted: Oct 22nd, 2007 - 4:44:55 am +
+
+
I have installed the .NET Framework 2.0 but it still says something about + "Application configuration"...
+

+
+
+
2. BluefangPosted: Oct 25th, 2007 - 1:33:45 pm +
+
+
Are you running windows vista? That is a problem with a corrupted windows profile. I + got the same thing when I first installed Vista. Try creating a new profile and logging in to that. +
+

+
+
+
3. spwnPosted: Dec 23rd, 2007 - 9:53:04 am +
+
+
can someone pls explain me, ive got that same problem but im not running vista at + all... though i am running this on Windows XP MEDIA CENTER EDITITON !!!!
+

+
+
+
4. NemPosted: Dec 23rd, 2007 - 2:35:04 pm +
+
+
Try this. +
+

+
+
+
5. IsionModified: Dec 26th, 2007 - 2:06:29 am +
+
+
Hi
+ I got this problem when I try to install crafty
+
+ Error creating registry key:
+ HKEY_CLASSES_ROOT\.rmf
+
+ RegCreateKeyEx failed; code 5.
+
+ What can I do to solve it?
+ I have xp home edition sp2
+

+
+
+
6. NemPosted: Dec 26th, 2007 - 11:58:10 am +
+
+
Looks like a problem with the file association. Try running the installer without + selecting any file associations, or download and extract the archive version (which doesn't require an + installer).
+

+
+
+
7. lillbrorsanPosted: Feb 13th, 2009 - 8:46:55 pm +
+
+
Awesome program Nem, however i have to report that whenever i try to open a BSP file + from Vampire - Bloodlines there is no profile to use and i also get this error "Error: VBSP version 17 + not supported".
+
+ Is there any way to open these to view or do you have to release support in a new version?
+
+ Thanks!
+

+
+
+
8. TheCeltPosted: Nov 3rd, 2010 - 12:00:37 pm +
+
+
Hi Nem, thanks for the GCFScape update!
+
+ Any chance of getting Crafty updated?
+

+
+
+
9. baiqianPosted: Mar 7th, 2011 - 12:08:26 am +
+
+
It's really a nice tool, I can run it, but it without any material nor textures. I + tried to config the setup->profiles. but it doesn't help, i try all profiles provided with CSS + client. And I try several versions of CSS, neither of them can show the material. Anyone can help on + this?
+

+
+
+
10. SultaPosted: Dec 5th, 2013 - 12:00:18 am +
+
+
I get an Error saying VBSP version 23 not supported when I try to load Dota 2 maps. + Is there any chance anyone could fix that?
+

+
+
+
11. rdvl97Posted: Dec 11th, 2013 - 4:07:44 am +
+
+
+
Sulta:
+
I get an Error saying VBSP version 23 not supported when I try to load Dota 2 maps. + Is there any chance anyone could fix that?

+ Hi Sulta!
+ From the looks of the new DoTA 2 .bsp files, it is using a slightly different compilation / compression + method for things such as brush sizes and displacements. In order to fix this nem would probably have to + create a whole new program for viewing DoTA maps. Even if you were able to trick crafty into opening the + file without complaining, all you would probably get from it is a whole bunch of malformed structures. I + could be wrong though, i haven't tried it yet. Sorry to disappoint you. :( +
+

+
+
+
+
Crafty
+ +

+
+
Login
+
+
+
Username:
+
+
Password:
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» Ryan5529
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+ +
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.037403s; Queries: 17.
+ +
+
+
+ + + \ No newline at end of file diff --git a/subpages/Comments/GCFScape_v1.3.1_Full-page1.html b/subpages/Comments/GCFScape_v1.3.1_Full-page1.html index 7fc6032..2855b56 100644 --- a/subpages/Comments/GCFScape_v1.3.1_Full-page1.html +++ b/subpages/Comments/GCFScape_v1.3.1_Full-page1.html @@ -258,8 +258,7 @@

So in other words GCF files store data that isnt exactly extracted into your half-life directory. So Half-Life reads from the GCF for some files? Hmm. Never knew that. Learn something new everyday.yeahbaby
+ src="../../images/emotes/yeahbaby.gif" width="32" height="32" alt="yeahbaby">

@@ -270,8 +269,7 @@

- brokenball
+ brokenball

diff --git a/subpages/Crafty-Requirements.html b/subpages/Crafty-Requirements.html index 240ba1d..76cd492 100644 --- a/subpages/Crafty-Requirements.html +++ b/subpages/Crafty-Requirements.html @@ -41,7 +41,7 @@
Crafty - Requirments - - NemPosted: Aug 7th, 2006 - 12:40:08 pm
diff --git a/subpages/Terrain_Generator-Requirements.html b/subpages/Terrain_Generator-Requirements.html index 161a480..e307940 100644 --- a/subpages/Terrain_Generator-Requirements.html +++ b/subpages/Terrain_Generator-Requirements.html @@ -41,7 +41,7 @@
Terrain - Generator Requirments - - NemPosted: May 26th, 2003 - 11:33:41 pm
diff --git a/subpages/Terrain_Generator-Tutorials/Cliffs_III_Your_Cliffs_In_Hammer.html b/subpages/Terrain_Generator-Tutorials/Cliffs_III_Your_Cliffs_In_Hammer.html index 073d800..a25cd43 100644 --- a/subpages/Terrain_Generator-Tutorials/Cliffs_III_Your_Cliffs_In_Hammer.html +++ b/subpages/Terrain_Generator-Tutorials/Cliffs_III_Your_Cliffs_In_Hammer.html @@ -296,9 +296,7 @@
[ 1 2 ]

-
You must be logged in to post a comment.
New users can register here. -
+
diff --git a/subpages/Terrain_Generator-Tutorials/Cliffs_II_Texturing_Cliffs.html b/subpages/Terrain_Generator-Tutorials/Cliffs_II_Texturing_Cliffs.html index 2956ebe..b735278 100644 --- a/subpages/Terrain_Generator-Tutorials/Cliffs_II_Texturing_Cliffs.html +++ b/subpages/Terrain_Generator-Tutorials/Cliffs_II_Texturing_Cliffs.html @@ -357,9 +357,7 @@
[ 1 2 ]

-
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New users can register here. -
+
diff --git a/subpages/Terrain_Generator-Tutorials/Cliffs_I_Generating_Cliffs.html b/subpages/Terrain_Generator-Tutorials/Cliffs_I_Generating_Cliffs.html index f769869..e93131f 100644 --- a/subpages/Terrain_Generator-Tutorials/Cliffs_I_Generating_Cliffs.html +++ b/subpages/Terrain_Generator-Tutorials/Cliffs_I_Generating_Cliffs.html @@ -183,7 +183,7 @@

- Well... you guys did a wonderful work with this tutorials... they couldn�t be more explained than + Well... you guys did a wonderful work with this tutorials... they couldn't be more explained than this..

I just got a problem... I made my terrain, following all your instructions and it worked... the problem @@ -382,9 +382,7 @@
[ 1 2 ]

-
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+
diff --git a/subpages/Terrain_Generator-Tutorials/Making_A_Cave.html b/subpages/Terrain_Generator-Tutorials/Making_A_Cave.html index b6d24c2..0493bdc 100644 --- a/subpages/Terrain_Generator-Tutorials/Making_A_Cave.html +++ b/subpages/Terrain_Generator-Tutorials/Making_A_Cave.html @@ -352,9 +352,7 @@
[ 1 2 ]

-
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+
diff --git a/subpages/Terrain_Generator-Tutorials/Terrain_Generator_Map_Files.html b/subpages/Terrain_Generator-Tutorials/Terrain_Generator_Map_Files.html index 98d459d..3f885eb 100644 --- a/subpages/Terrain_Generator-Tutorials/Terrain_Generator_Map_Files.html +++ b/subpages/Terrain_Generator-Tutorials/Terrain_Generator_Map_Files.html @@ -471,9 +471,7 @@
[ 1 2 ]

-
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New users can register here. -
+
diff --git a/subpages/VTFLib_v1.3.2_Full.html b/subpages/VTFLib_v1.3.2_Full.html index 3515796..88b360f 100644 --- a/subpages/VTFLib_v1.3.2_Full.html +++ b/subpages/VTFLib_v1.3.2_Full.html @@ -341,9 +341,7 @@
[ 1 2 ]

-
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+
-- cgit v1.2.3