all of the physics information for character models, so they will work correctly in game now. Unfortunately, it also now requires the use of 3ds max 7 or higher. This is due to the inclusion of the Avguard Extensions for 3ds max, which was required in order to make some of the fixes possible. The list of fixes is as follows: Bone mesh chunks are now handled properly, with separate physics skeleton being created and correct bone materials being applied to primary skeleton. Bone physics parameters (degrees of freedom, angle limits, etc.) are now applied to separate physics skeleton. Changed handling of facial animations, so that each duplicate character mesh now only has the head visible, and they are now lined up next to each other similar to the merc_scout.max file in the SDK. Fixed a few material parameters (Specular Level, Glossiness, Self-Illumination) so that they get applied properly now. Fixed a problem with normal maps being imported and assigned as detail maps, resulting in incorrect models being exported out. Improved addition of materials to material editor so now standard materials that don't use Crytek Shader but have names like "arm/mat_arm" won't get overwritten. Now user defined properties for objects in node chunks and bone anim chunks get added to the objects in the scene. Scene props are now imported correctly and added to the scene. Refer to the readme for more information.
With the release of his final pack, hopefully we will see some really good urban maps come out. The eu_Streets map itself will be out in the next few days. Good job Clivey, and I\'m sure I speak for everyone when I say...can\'t wait for the release!! :thumbsup:
changes are support for CAF files, and for facial animations on character models. The importer should now support pretty much any CGF/CGA/CAF file now. See the readme for details.
interesting new features: Added support for CAL files, so you can import all of the CAF animation files associated with a particular model in one hit, rather than having to do it individually. Added support for importing morpher targets at an arbitrary time. This means that facial expressions can be added to the model after making changes to the basic mesh. As long as you don't alter the facial vertices or delete any vertices, it should work. If you do delete any vertices, it may still work, depending on whether any of the facial vertices got renumbered because of the deletion. This release is version 1.1 of the utility. This is a must have for any moddeler! See the readme for complete notes.
caused by a discrepancy between the official CGF file format documentation and reality! This was first spotted in rl.cgf, the first person rocket launcher model file. This release is version 1.0.2 of the utility. This is a must have for any moddeler! See the readme for complete notes.