Object Viewer Alpha 1 Released - NemPosted: Feb 17th, 2006 - 7:33:41 pm


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.

Release Schedule:

As I stated before this is a feature incomplete release meaning that some features targeted towards the final release have yet to be implemented and the software, though stable and capable, is not ready for the general users yet, just those who want to get a head start in the game. I will be releasing updated builds weekly up until the time of the final release (hopefully within the next two months).

System Requirements:

The requirements for Crafty change dramatically depending on what you are trying to do with it, but for general usage (say Source .bsp viewing) the minimum and recommended system requirements can be found here.

Note: There are still several optimizations that need to be made on both CPU and RAM utilization so I expect these requirements to come down in the final release.


To set Crafty up:

  1. Start Crafty.
  2. Select Setup then Options.
  3. Under the File System tab, select your Steam Directory then the User Name whose custom content you wish to use.
  4. Click OK.
  5. Click Setup then Profiles and select the modification whose content you wish to open.
  6. Click File then Open and load your level. (Alternately you can use the File System Browser in the View menu to load an object from a (GCF) package.)

Selecting a profile loads all the commercial and custom resources associated with the profile. If you wish to load a Counter-Strike level then a Day of Defeat level, you must change profiles in between loads. You can double check which resources are loaded at any time by opening the File System Browser located under the View menu.


If you experience any bugs using Crafty (specifically crashes) please let me know (at 30,000+ lines of code there are bound to be a few). If you think your bug may simply be a feature I have yet to implement, please hold off until the final release. When posting bugs it helps if you can:

  1. Explain what you did to cause the bug and if it is repeatable.
  2. Post any related error message and the stack trace if it is a crash.
  3. Post the log (in the Console) if you believe it contains valuable information (i.e. red text).
  4. Post any relevant system information (CPU, RAM, GPU, OS, Framework Version etc.).


Object Viewer

Object Viewer

File System Browser

Material Browser

Model Browser


Almost forgot! You can download Crafty here.

Modified: Aug 7th, 2006 - 1:26:00 pm[ 191506 Views ]

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1. SlackillerPosted: Feb 18th, 2006 - 5:28:41 pm
worked like a charm.
I loaded a few non-valve maps and it worked good.
Only things I noticed were, some(only a few) models were rotated out of position, seemed to be rotated 90 degrees (to their original 0 axis?)

no decals showed at all.

anyhow it worked good, no crashes or nothing


2. BluefangPosted: Feb 18th, 2006 - 10:11:20 pm
Wow, looks pretty cool. I'll definately play around with it when I get a chance to.

3. BookPosted: Feb 19th, 2006 - 11:26:56 am
Are you going to add in support to play animations in model files later?

4. aJanuaryPosted: Feb 19th, 2006 - 4:41:52 pm
Very nice, very impressive.
A couple of features I would suggest:

o The ability to mouselook, similar to pressing m in Hammer
o Clearer indication when a map is loaded what textures are not mounted, and a suggestion that the user mounts one of the texture packages. It took me a little while to work that out.
o Change the default double click action in the FSB to extract to a temporary directory and open the file in the Object Viewer if possible. This is somewhat solved by associating the files, though they then open in a new instance, not necessarily what you usualy want.

An obvious request as a mapper would be the ability to see entity properties, but that's possibly beyond the scope for now.

5. NemModified: Aug 6th, 2006 - 11:24:43 pm
  1. I'm aware of the rotation problems, I don't think they have anything to do with the entity properties though, I think it may be something in the models (maybe an animation or something) but I need to investigate further.
  2. I haven't done decals yet, they aren't a huge priority for the initial release.
  1. I may add animations in the future, but they aren't a huge priority right now because they require a lot of work and not many models use them.
  1. What does m do in Hammer? Do you mean z? Just per chance you hadn't noticed, you can right click to mouse look.
  2. Can you expand on clearer? If you look in the Help menu under Console you can see a detailed list of what Crafty is doing including missing models/materials. Is this what you are looking for or is there additional information you need?
  3. I've added an Open option to the context menu that can handle this, I'm not going to change the default operation though because I think it is more useful this way. This will be available in Alpha 2 within the next few days.
  4. Entity property viewing is partially done but needs an interface, this is not a huge priority right now.
Thanks for all the feedback everyone!

6. steven_m64Posted: Feb 19th, 2006 - 7:50:11 pm
Thanks for this great tool Nem, this will come in handy with my mod.

7. BookPosted: Feb 19th, 2006 - 8:02:52 pm
Yeah, this is just what I wanted (today in fact :P) for work on one of steven's mods. carryingstuff

8. feanixPosted: Feb 20th, 2006 - 9:30:07 am
What about non-valve mods? Is there a way to import resources which aren't in a pak file? (i'm trying to get this to work for dystopia)

9. NemPosted: Feb 20th, 2006 - 3:55:37 pm
In the File System Browser, right click on root and select Mount Folder then browse to the mod's folder. I'm not sure what it is for Dystopia, but for Counter-Strike it would be cstrike and for Day of Defeat it would be dod.

10. aJanuaryPosted: Feb 20th, 2006 - 5:03:09 pm
I was aware of the right-click. I'm not too sure what I was thinking here.
I'm also aware of the console, I just think it could do with a bit more of a prominent view, maybe making the console visible with certain errors, like missing textures. I just think it would stop alot of people wondering why textures aren't loading, and jumping straight into a forum post to ask.

11. NemPosted: Feb 20th, 2006 - 10:36:42 pm
If anyone downloaded Alpha 2 before this post, please download it again. The linker did something really weird with one of the overloaded string functions that may cause Crafty to crash or otherwise behave badly.

12. RofPosted: Feb 21st, 2006 - 1:27:54 pm
Very nice. Apart from the model-rotation bug (CF's model decompiler suffers from something similar, maybe a mis-match between world and model coodinate systems?), I've seen a few errors with rendering some models. If you have the map cs_jungle, one of the embedded tree models (ot_tree04) ends up looking strange.

Kudos for being able to load the .mdl format at all, though. Understanding it is a right bugger, about ten times worse than the bsp format. I can't even output the mesh reliably on models that use LODs.

One feature request: Add a lightmaps-only (non-textured) world rendering mode. You sort of get this now if you load a map without any texture resources mounted, and it seems quite useful. Though it could do with a darker tint, so it's less blinding to look at.

13. NemModified: Feb 21st, 2006 - 11:45:01 pm
Thanks Rof, I've noticed some models loading a little weird too, I think they are mostly LOD models (there is a weird thing with the "fixups" in the .vvd files that I don't really understand, maybe that has something to do with it).

I will add an option to render lightmaps (like in BSP Viewer), they look a little white washed because even the "LDR" maps contain "HDR" lightmaps so I have to do tone mapping on them, and I'm not too sure how Value does it. I should, off course, add settings for the various exposure variables which right now are just hard coded arbitrary values.

Edit: Looks like the hard coded values were poor choices, I've done quite a bit of playing around with them and everything looks much better now. I suspect the gamma correction, for example, may be precomputed into the lightmaps.

14. ilcannibalPosted: Feb 21st, 2006 - 10:20:12 pm
Hey guys I installed the new update. I can view all files and see the images. But I cannot load any DOD Source bsp files.

15. NemPosted: Feb 22nd, 2006 - 3:11:38 pm
Can you please read the above bit about posting bugs? What do you mean by "cannot load any DOD Source bsp files"? What can you load? What are your systems specs etc.

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