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Cryengine-Reimporter

Turns OBJ's that were originally exported with CryEngine converter back into their .chr format.

Safe editing workflow

  1. Keep an untouched backup of the original .chr.
  2. Start with the OBJ exported from that exact CHR. A similar model or an OBJ from another revision is not safe. Use Cryengine-Converter
  3. Import the OBJ into Blender.
  4. Move existing vertices to make the desired shape changes. (stick to sculpting)
  5. Export as Wavefront OBJ without changing topology or vertex order.
  6. Run the reimporter with the original CHR as the reference.
  7. Test the new CHR on a disposable/local setup before replacing a game asset.

For bust or hip edits, proportional editing, sculpting, and smooth vertex movement are suitable. Do not add, delete, merge, dissolve, subdivide, remesh, decimate, mirror, or otherwise create/remove vertices. Do not apply a modifier that changes topology.

Usage

Usage:
  cryengine-reimporter.exe <original.chr> <edited.obj> [-o <output.chr>] [--overwrite]

Options:
  -o, --output <path>  Select the output CHR path
  --overwrite          Replace an existing output file
  -h, --help           Show help

License and provenance

Licensed under the GNU General Public License version 2 only. See LICENSE and NOTICE.

The focused CryEngine chunk-layout handling derives from work originally developed against Cryengine-Converter, which is also GPL-2.0. This repository contains only code used by the reimporter; it has no source or binary dependency on the converter.

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Reimports exported .obj files into the .chr format

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