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Releases: Markemp/Cryengine-Converter

Bugfix for SC skin files

13 Jun 01:44
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  • Fix for SC 3.23 skin files (Change int for material id to short)

v1.6.0

11 Feb 00:58
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  • Support v3.22 Star Citizen Ivo files. (issue #168)
  • Better material handling. (issue #161)
  • Material bugfix for models that have 2 material files (Archeage). (issue #161)
  • Allow the material file to be passed in via -mtl argument. This overrides the materials found in the MtlNameChunk which sometimes doesn't point to the right material file (MWO mech parts).
  • Support for 0x0804 material chunks (New World). (issue #165)
  • Support for 0x0801 compiled physical proxies chunk (Archeage fix). (issue #161, #74)
  • Renamed all the Grendgine files to just Collada.
  • Support for new bone list in Star Citizen files (issue #156)
  • Star Citizen landing gear fix (issue #151)

v1.5.0 Release

03 Jan 00:57
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  • Fix for Ivo armatures.
  • Clarification on the Half data structure (CryHalf, DymekHalf and traditional IEEE Half).
  • Renamed Utils to Utilities. Why? Seemed like a good idea at the time.
  • Remove unused converters (FBX, Cryengine, Blender). Support being added for USD as Blender adds functionality.
  • General cleanup and bugfixes.

image

Update to .Net 6 and materials improvements

09 Oct 14:47
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Lots of goodies happening here!

  • Updated the solution to .Net 6 and converted many files to take advantage of file scoped namespaces (as well as general code cleanup).
  • Fixed material handling! It is more important than ever to ensure the game's object directory path is set up, since the converter really needs to find the material files for the model to work properly. Without it, it will create generic material names.
  • Implement Half type in .Net and remove references to the math toolkit.
  • Added an XML deserializer for Sonic Boom material files.
  • Added support for older Cryengine games (version 0x744 which I believe is Cryengine 1 and 2).
  • Fixed a bug in reading armatures for older versions (size has to be computed to get proper number of bones).

Known issues:

  • Older models with armatures have an issue where the armature is flipped 180 degrees from the model. This can be fixed in Blender by going into edit mode for the armature, selecting all the bones, rotating 180 degrees on the z axis, and slightly moving it on the y axis to match up with the model. Weight mapping does appear to be correct if you do it this way.

Upcoming:

  • Add support for USD (Pixar's model format). This seems to be the most accepted standard for generic model formats, and the direction that Blender seems to be moving.
  • Create new videos on how to use the converter.

More support for SC Ivo files. Hunt fix

28 Jul 12:49
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Release v1.3.1 to fix some bugs that crept in with v1.3.0 and enhance #ivo file handling a bit better.

  • Fix for Hunt issue on 1.3.0 release
  • Fix bad quaternion to rotation matrix calculation
  • Add support for 2 new Normals datastream Ivo chunks

Better #ivo file handling and significant bug patching/maintainability updates

21 Jul 04:18
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New v1.3 release including some significant performance and size improvements.

  • Added additional processing for #ivo files. Aside from face models, it should be working fairly decently.
  • Code refactored to convert custom structs (Vectors, matrices) to System.Numerics to take advantage of much better written code.
  • Removed unneeded dependencies due to .Net 5 upgrade, such as Math.Net and Cody Fostura. This reduced the size of the executable from 8.7MB to 2.6MB, and reduced test run times from 13 to 8 seconds.
  • Added many more integration tests
  • Refactored Node and Bone Transform processing to use computed values and removed a ton of unneeded functions and class properties.
  • Added extensions to BinaryReader to allow reading of System.Numeric structs directly, making the code easier to understand and maintain.

Update Framework and deconflict SC/Hunt

04 Jul 20:38
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  • Updated the framework to .Net 5.0. This has increased the integration test runs significantly, from over 12 sec to about half that. I am assuming regular usage will also be improved as well. The flip side is that the size of the .exe has changed from about 1.5MB to over 8MB.
  • Deconflicted the VertsUV structure between Star Citizen and other ver 0x802 datastream models.
  • Added additional integration tests.
  • Added a Material File element to the assets element that contains the material file name from the cryengine file (or the best guess at it).

Add support for Hunt models

12 Jun 22:07
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Added support for Hunt game models (some use VertsUVs, similar to older Star Citizen files).

There is still limited support for #ivo files, but work continues on that feature.

IVO Files, ArcheAge and Sonic Boom support

24 Jan 17:54
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v1.0.8 updates

  • Added support for ArcheAge files
    • Does not support armatures yet. It will create them but they won't be properly aligned. This will be fixed in a future version.
  • Added support for Sonic Boom
  • Early support for Star Citizen #ivo files (.chr only at this point, no skinning data)

Fix for Crucible models

21 Dec 03:49
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Fix for issue #38 that had exploded geometry for Crucible models.
General code cleanup.
Additional tests created.