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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.

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Modified: Jul 25th, 2009 - 4:37:18 pm[ 228575 Views ]

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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

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