Friday, February 6, 2009

Crysis into 3ds max (Refrenced from Micheals notes)

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 1.) "Base" in 3dsmax
Fig 2.) "Base" in Crysis


Step 2.
Make a new folder in the Crysis folders called "Objects"
eg. C:\Program files\Electronic Arts\Crytek\Crysis\Game\Objects

Step 3.
Because we had designed the model using 3dsmax 2009 in labs, for us to export to Crysis we had to first convert our max files into 3ds files, then import them, then save them as 3dsmax scene files, then save them as .cgf files. Below is a more concise process of what we did.
First install the SDK plug-in
Now 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
new object you just exported should be in the list
drag it into terrain