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.
- 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.
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.
"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!
I'm on another vacation at the moment so I can't really test it, I'll have a look when get back.
I do not lknow that new filetype.
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?
.obj files only support one UV set so it's kinda hard to export these.
It crashes when i try to extract multiple (big) mounted GCFs at the same time though. (Right after extracting the first GCFs successfully)
I tried it with Source Engine 2, Counter-Strike Source Shared, Client and Source Materials, Models and Sounds.
When i try to extract smaller Gcfs it works.
But still a really good job Nem :)
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.
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!
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).
(I know, this is a request for later, and the light maps are much more important to me - sence there is no workaround)
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