Aion Blender Toolkit

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Hi everyone!

I have been developing my own Blender add-on for importing Aion graphics resources and entire game maps.

The parser itself has been in development for a long time, but another topic on this forum inspired me to prepare a public version of the project:

works with the latest version of Blender and does not depend on io_scene_cgf or other external CGF/CGA import libraries. It uses my own CGF/CGA parser and importer.

Main features:
  • CGF/CGA model import;
  • static and animated geometry;
  • animation import;
  • materials, textures, and animated textures;
  • collision geometry;
  • level objects, brushes, and placeables;
  • automatic reconstruction of entire Aion maps.
One of the main goals is to produce a clean scene without unnecessary geometry. Maps are reconstructed from the original game data with the correct object positions, rotations, and scales.

A full map usually takes around 3–5 minutes to build, depending on its size.

The project is already functional, but I am still improving materials, animations, object support, and overall scene accuracy.

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Feedback is welcome, especially from anyone interested in Aion resources, CryEngine formats, Blender tooling, or game format reverse engineering.
 
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Hi,

Great work! Personally, I see this as a real holy grail for maps, and maybe even for geodata.

I'm really looking forward to seeing what will be possible thanks to your work and the toolkit you've developed.
 

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  • Added placed CGA collision objects to Collision imports.
  • Added full Level Folder import progress reporting for stages and CGF templates.
 


- Static skybox background and environment lighting previews are now enabled by default in **Visual** Level Folder import. Both can be disabled.
- Adds a Sun light and profile-colored World ambient, with adjustable strengths. This is a static reference preview, not a calibrated reconstruction of the active in-game time of day.

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