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[ 478544 Views ]

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91. NemPosted: Apr 6th, 2007 - 12:20:51 am
Sounds like some sort of internal memory corruption in 3DS or *possibly* and unstable system on your side (though like I said before, the 3DS .obj importer is known to have problems).

Either way, glad you've got it working. I'm not sure what either of those settings do.


92. jacobholmPosted: Apr 6th, 2007 - 5:04:48 pm
Yeah, Im glad it working too.. Might be my system, Im not exactly a system wizard folder

Now to rig the CS characters *sigh*exhausted

93. menchiPosted: May 16th, 2007 - 8:39:24 pm
Hi, I am also trying write a program to render HL2 bsp. I read the page "The Source Engine BSP File Format", and succeed to extract geometry, textures, and lightmaps for rendering.

Here is a shot

However it is abviously darker than the render result of Crafty and Source engine for the same bsp map (Crafty and Source engien are almost the same).

I compared the lightmaps exported by crafty and that I extracted from bsp lighting lumps by the formula
My lightmaps are really too dark (Although the bright area seems ok).

Could Nem or anyone help me?

94. NemPosted: May 17th, 2007 - 2:36:07 pm
The code you are looking for is in the SDK (spread out over several files), but essentially you don't need to do anything other than gamma correct the lightmaps by 2.2 then normalize to 0..255 (or whatever your textures use).

95. menchiPosted: May 17th, 2007 - 9:26:13 pm
Thanks for this valuable suggestion.
Next I may try to render radiosity normal map.

96. ClickatorPosted: May 18th, 2007 - 6:19:28 am

I'm also writing an HL2 bsp viewer but i can't find any documentation about mdl/vvd/vtx files formats :(

Do you know where I can find some doc or specs of these files ?

97. menchiPosted: May 20th, 2007 - 12:00:04 am
I have this problem, too...
It seems that we have to trace StudioMDL.

98. NemModified: May 21st, 2007 - 2:06:22 pm
The .mdl, .vvd and .vtx file formats are all documented in the Source SDK. .mdl, for example, can be found in the studio.h file, and .vtx in the optimize.h file (can't remember the third one off the top of my head). I haven't found .phy yet.

Rendering the .mdls is pretty straight forward after the necessary files have been read, the format is quite intuitive.

99. ClickatorPosted: May 21st, 2007 - 4:15:59 am
Ok, I really don't work enought with the Source SDK...It's time to do it now ;)

Thank Nem !

100. ClickatorModified: May 26th, 2007 - 10:55:51 am
I compared the lightmaps exported by crafty and that I extracted from bsp lighting lumps by the formula
My lightmaps are really too dark (Although the bright area seems ok).

Hum, I think it's because a lot of exponent in bsp file are negative...(2^x = 0 if x<0). And I can't figure out how to use this exponent...

Anyway...my lightmap are worse, just with RGB color...it's seems there is a problem somewhere...myhead (red line is not the pb^^) =>image

101. NemPosted: May 27th, 2007 - 2:39:11 pm
Again the Source SDK should contain all the information you need. VRAD has a switch that allows you to export lightmaps (-exportLightmaps), I strongly recommend you take a look at it.

102. KambfhasePosted: Jun 23rd, 2007 - 12:35:54 pm
Crafty should check the game folder for customized files before searching the gcf. otherwise custom contend will not be loaded.

But non the less it is a great program and I like it cool love

103. Avi1231Posted: Aug 1st, 2007 - 2:43:59 am
Any chance that Crafty will work with Insurgency? I tried loading some maps with an HL2 profile or a CSS profile and it was just all sorts of odd colors. Hope I wasn't using it incorrectly. Thanks Nem! BTW, great work!

104. NemPosted: Aug 1st, 2007 - 1:12:01 pm
Yes, checkout the FAQ (last question).

105. WW3DPosted: Aug 8th, 2007 - 9:30:31 am
Wow, this program is amazing! Already been using GCFScape for a while, but never browsed through all the other tools you've been working on. Very impressive! Keep up the great work mon. checkingthenews

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