About Crafty - NemPosted: Aug 7th, 2006 - 1:21:50 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.


Object Viewer

Object Viewer

Object Viewer

Object Viewer

File System Browser

Material Browser

Model Browser


  • 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.

Modified: Jul 25th, 2009 - 4:37:18 pm[ 497011 Views ]

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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.

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
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.


56. NemPosted: Oct 24th, 2006 - 7:45:06 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.

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!!


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??


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.

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