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[ 556683 Views ]

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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_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:

.. \sprites\ etc

<game_fallback_dir>\map\ etc

<valve>\map\ etc


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
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
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 !

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 =)


Thanks in advance

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:


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

The obj file I imported was Dust2 from CS:Source

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