SketchUp game exporter (Source)
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I bought Crysis 4 months ago with the purpose to use the sandbox editor and try some Archviz with it. (the XSI mod tool as in between app).
To be honest, the workflow was way too tedious and I soon gave it up.
It would have been a different story if one could export straight from SU to the sandbox editor with all mats in place.Oh, and another thing: you can't use the output you get from Crytek engine commercially without license, meaning you need to keep your archviz in house or just provide it as free documentation to a client.
A license costs tens of thousands of dollars/euros . -
Wow thats a disappointment! really!
I had high hopes that this would be a fast animation opportunity! Would be interesting though to read the license. It could be more in reference to charging for play??
Yes the direct export from SU would be welcomed! Though unless you can use it for commercial purposes then little to be gained!!!
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Update for you guys: There is now a much easier and faster way to import SketchUp models into SandBox2 (Crysis engine)
The program is a basically a Calloda to CryEngine2 converter.
See my thread here:
http://www.crymod.com/thread.php?postid=394096#post394096Source model:
http://tinyurl.com/5gjd42 -
Thats pretty sweet. I might have to rope my friend in to testing a few models out for me.
Cheers for developing this
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I guess this means I'll have to buy both Crysis and Crysis Warhead now. Awesome excuse!
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Just a reminder: If you want to try this out without buying, the Crysis demo comes with the full editor. (But not as many 3D assets as the full game)
The editor is not updated for Crysis warhead, although it is apparently coming sometime.
However you can import most of the Crysis warhead assets into the current editor.The biggest thing I am going to be using SketchUp for is buildings and props, which is a huge part of any game.
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Now to get whatever one may have compiled in Sandbox2 back out and into SU. I suppose that poses as many issues as using the Sandbox2 tool with (or without) custom built models for commercial purposes.
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Just some basic question.
I tried exporting a house and all I got was a yellow ball.
What am I doing wrong?
Do I need to explode every thing or turn it into a components or... -
I have exported items with multiple components with no issue. Some more complex models I exploded and then cleaned up. Make sure and purge any unused items before export.
A messy model that uses lots of intersecting hidden lines may not work well.Ideally a game ready model should be a solid model with no hidden lines, no lines that pass through faces. Basically the same tips that Google shows in their "How to model for Google Earth" tutorials. All texture dimensions need to be a multiple of 64 along their dimensions (128x128, 256x512, etc...)
Crysis uses .DDS (direct draw) textures, so I convert all the textures using Paint.net.
When you first import the object it won't have any textures.
In SandBox2 open the Material Editor, select "get current material"
You will see a list of material id's, inside there will be a texture path.
The texture path will end up looking like "file://..images/texture0.jpg"
Change that to the correct path for the .dds replacement.
For portability to other people's computers, you should keep your textures and model files under either "crysis\game\levels\YOU LEVEL\objects" or in a similar \Mod directory.I suggest you try exporting the spitfire linked in my thread first to get the hang of it.
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Is it possible to export SU model to Far Cry 2 sandbox? Or am I too greedy?
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Another silly question. Where in Sandbox do I import the object?
The only place where I can see it is under vegetation which surely isnt right, eh?
Under Brushes or entities I cant see it.
I've placed it under Game/Levels/mylevel/models and also tried placing it under editor/Objects. -
No you cant currently import SU models in to far cry 2, maybe one day
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No I meant Ive converted it to a cgf file but still dont know where and how to do to import it in Sandbox.
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I dont think you can...
Not officially anyway.
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Something I was working on today
Wall-E is hours of work getting a good model that would be optimized in for a game. He is still far from finished though.
I used parts from a few different Wall-E's in the 3D warehouse.
sella, FarCry2 does not have a sandbox editor (It was not made by Crytek)
FarCry2 only has a very basic sim-cities style map editor.
SandBox2 from Crytek is more of a whole game editor.Pixero, once you have your CGF in the \Game\wherever folder, place a "brush" entity.
Then change the model of that brush to the CGF you created.
Though my work today I discovered that components don't export, but groups do.
Wall-E up there is made of 22 separate components exported and converted. -
Did anyone else on these forums manage to produce anything with the Crysis engine from sketchup models?
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Sorry I just wanted to say, thanks for sharing this plugin! It's great! I've got a small job making props for a mod called 'Aperture-M', a multiplayer portal.
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I never ended up trying because Crysis runs so slow on my comp. I should try it though, just to get it working.
Chris
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@cadmunkey said:
Did anyone else on these forums manage to produce anything with the Crysis engine from sketchup models?
Yea I have, But only very basic models. And I haven't worked out textures. Also once inside the building the walls disappear, weird.
But having much more fun doing the topographical height maps at the moment and using standard models.
yan
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Check out the latest alpha of PlayUp. You can export to SB2 directly from SU now, although collision isn't in yet.
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