Hello everyone!
I would like to introduce a new tool especially designed for all the artists working on CRYENGINE that I have created recently.
This tool is an easy-to-use texture and mesh importer that allow to improve dramatically the asset pipeline for CRYENGINE.
Key features
Import files with a simple drag and drop
Import textures from the clipboard
Quixel Suite DDO Live Connexion (see
http://www.polycount.com/forum/showthread.php?p=2091526)
Specify a custom output folder
Custom links allowing the launch of exe, files, folders and web pages with command line arguments
Settings stored after the application close
Multiple file import
Installation
Before launching the program, be sure to use a 64 bits version of Windows with the
.NET Framework 4.5 and the
Visual C++ Redistributable 2012 installed. Once downloaded, extract all files in one place.
Also, be sure to have set your CRYENGINE build path in the Settings Manager. You can find more informations in the official documentation here:
http://docs.cryengine.com/display/SDKDOC3/Settings+Manager
Note that the Magick.NET-x64.dll file is only required for the conversion of PSD and TGA textures. This means that you can run the program without this dll if you don't need the support of those extensions.
Assets import
With this tool you can import your files with a simple drag and drop on the application or by selecting them in your folders.
You can also import your textures from the clipboard, simple as a copy and paste!
Technically, this tool converts the textures in an understandable format for the Resource Compiler and opens the CryTif interface without Photoshop or any additional software.
For meshes, the files are directly sent to the Resource Compiler so they share the same limitations. That works great for static meshes in fbx.
The Resource Compiler used is the one defined by the Crytek's Settings Manager tool.
By default, the files are stored in the same directory than the input file. However, you can set a custom output folder affecting all the imported files!
For the textures provided by the clipboard, a dialog box lets you choose the filename and the output folder.
Custom links
Not exactly related to the asset pipeline, this tool allow you to define up to six links available directly in the interface.
For each link, you can define its title, its target path and some command line arguments.
This links can be used to open or execute every files, folders and web pages!
Also, you can use the [SDK_FOLDER] variable for retrieve the SDK path defined by the Crytek's Settings Manager.
Supported files
Textures: jpg, tga, psd, png, bmp, tif
Meshes: fbx, dae
License and source code
The Importer Hub for CRYENGINE is free for any use and open source under Creative Common license (
CC BY 4.0).
In short, you are free to do whatever you want as long as you leave the credits.
This tool uses the Crytek's Resource Compiler and the Magick.NET library with the following license:
http://magick.codeplex.com/license
You can access to the full source code on GitHub here:
https://github.com/Guillaume201/Importer-Hub-for-CRYENGINETroubleshooting
Do not use spaces or non-ascii characters in the filenames and paths of your meshes and textures, the Resource Compiler don't support them.
I hope you will find this tool useful and don't hesitate to give me your feedbacks
Replies
Could I make a request; could you add the .obj format as well?
Also, on textures, could you add .tga?
Thanks for making this.
For the tga support this is something I had originally planned but the .NET framework don't allow me to extract a tga file so I need to find a third party library. So yeah It's definitly on my todo list!
Regarding the support for obj files, this is a little tricky beacause the Ressource Compiler don't support it and creating a converter would be a bit difficult in order to have no losses between the original file and the final cgf.
The mesh import is restricted by the Crytek's Resource Compiler capabilities and for now, only static meshes are supported via fbx.
In that case the collision mesh are the render mesh so is ok for some basic props or for prototyping but honnestly the realy benefit of this tool is more on the textures side.
But I hope that Crytek will improve the Resource Compiler on this topic in the future!
I want to congratulate you on your dedication and improvising a method to allow us using our fbx's
Also we won't have anymore exporting nonsense from max
God bless you man
I'm currently working on the tga and PSD support, if there are some unsupported texture format that you guys want to see integrated?
Also, this tool will probably become 64bits only in the next release, is that ok for everyone?
I just published the new 0.2 release!
Changelog:
Added support of TGA and PSD files via ImageMagick (Visual C++ Redistributable 2012 required)
The program is now 64bits only
Clipboard image is now saved in memory (to allow copy and paste in the save dialog)
If found, the 64 bits Ressource Compiler is now used
Errors in clipboard images no longer close the app
Direct download - v0.2
I have also updated the first post of this thread with new informations and a troubleshooting section
I suggest you to read this article on the doc: http://docs.cryengine.com/display/SDKDOC2/Prefabs
No you can launch this program from anywere
About your issue, do you have set the CRYENGINE path in the Settings Manager?
If not you can find it in Tools\SettingsMgr.exe and there are some info in the CRYENGINE doc here: http://docs.cryengine.com/display/SDKDOC3/Settings+Manager
I just published the new 0.3 release which contains some nice new features and improvements!
Changelog:
Added update notification system (automatically tells you when a new update is available)
Improved memory management (uses significantly less RAM when the application is inactive)
Added support of the Alpha channel for tga files
The RC command prompt is now hidden
Direct download - v0.3
Don't hesitate to give me your feedbacks
Thanks for your time
Since this has become a common issue, I have updated the first post with some additional informations
If the "Use custom output folder" is not checked, the final asset is located in the same folder than the source asset.
It's time for the new 0.4 release!
Changelog:
Added a new option to hide the CryTif dialog when importing textures
Added an enhanced automatic preset selection for textures (see http://www.crydev.net/viewtopic.php?p=1218307#p1218307)
The most common error messages are more clear now
Added a console warning when the CRYENGINE path contain spaces
Various code optimizations
Direct download - v0.4
Note that If you have the previous version of the tool (v0.3), a dialog box should appear when you launch it asking you to download the new release.
There are a new major update today: v0.5!
Changelog:
Added Quixel Suite DDO live connexion (see http://www.polycount.com/forum/showthread.php?p=2091526)
Added a workaround to fix the issues with the CE 3.6 /refresh command
The clipboard save dialog show only the textures now
Various code optimizations
Direct download - v0.5
Note that If you have the previous version of the tool (v0.4), a dialog box should appear when you launch it asking you to download the new release.