After finishing our model in 3dsmax, we discovered the complications of importing into Crysis.
Some of the difficulties we ran into were:
- Uni lab level 3 computers licence for 3dsmax no longer works
- Uni lab level 2 computers runs 3dsmax 2009 which is the only version that wont export into crysis using a SDK plug-in
- Rebecca's laptop for some reason refuses to accept the plug-in even though shes running max 9
- Crysis does not like to import huge collection of objects
- Crysis will not import textures assigned in 3dsmax
- Some imported elements in crysis wll either be scaled down by a 3rd of the size or even mulitplied by 10 times the actual size
- Crysis did not like importing our hedges created in 3dsmax (reason for this is because of its high detail and numerous compents - stems, leaves, textures, etc)
How to export from 3dsmax to Crysis
Step 1.
The first thing you have to do is split up your 3dsmax model into pieces, the reason for this is that crysis doesn't like many groups of objects being exported at once. I believe the number is roughly around 20 elements at once. So we divided the model into 3 main groups. The sphere, the base and the rafters. Then you rename each file and continue to export from there.
Fig 4.) "Sphere" in Crysis
Fig 5.) "Rafters" in 3dsmax
- Select File > New
- New Scene > Select New All
- File > Import
- 3ds (3D Studio) import > Select 'completely replace...'
- Save in C:\Program files\Electronic Arts\Crytek\Crysis\Game\Objects
- Group all objects
- Name it the same name you just saved it as
- add selected
- Export to Gemetry (*.cgf)
- Export Nodes
Step 4.
In Crysis:
- Create a terrain
- Go to objects in your roll over menu (right hand side)
- Select Brush
- Your new object you just exported should be in the list
- drag it into your terrain
Note: We discovered that everytime you make a new object (.cgf file). You have to close the crysis editor and reload the program for the object to appear in you brush list. (Unfortunately it does not refresh the list inside the program automatically)
From there we continued to export each group of elements and assigned the same coordinate points for all objects so that they would snap back to together in there original positions.
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