Markemp / Cryengine-Converter

A c# program to convert Crytek files to Collada (XML) format

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Maintain Original MatID and Rename MultiMat to .mtl name

Baconator650 opened this issue · comments

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Current state of of the exporter condenses and alters the original MatID of .cgf and .cga files. Some alternate formats (.skin) keeps the original MatID.

Requesting a mode to keep original MatID order and load all materials in the .mtl, regardless if the material is used or not.

Requesting the name of the MultMat to be renamed the to the source files name.

Example below:
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Can you provide a bit more info on this? I've made some changes to how material handling is working, so want to make sure this is still an issue, and see if I can make it work more like you need.

Cryengine materials... ugh.

Sorry for the super long response, I can confirm that this and future builds are just containing the name of the material and not the mtl name

Just to jump in on this, it appears the naming is breaking our workflow - whereas before it was:

filename_mtl_matname

it's now just:

matname

We've been using that filename prefix in Starfab to prevent name collisions between materials from different assets that share the same name. If there could be a option to include this it would help our users out immensely :)

This should be fixed in the v1.6 release. Working on a draft release now.

Wasn't a really a major need for this, but one of the new vehicles (Miria Pulse) have multiple materials with identical names and it is making the autoloader specifically design to work with Blender and the 3DS Max workflow to fail.

Could you please look at the og post on the material format placed on the mesh.

Possible solution:
1.) Have single multimaterial applied to all the meshes, with meshes not using every numerical ID

2.) amend the material naming scheme again to include the the MatID from the .mtl ie: filename_mtl_matname_"0"+MatID.mtl

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