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CRYENGINE uses many different asset types, this is necessary in order to deal with the complexity of simulating the real world as realistically as is possible. Some of the most common asset types used in CRYENGINE are .cgf (Crytek Geometry Format), .mtl (Material) and .dds (Directdraw Surface) textures, however most users will mainly interact with the .cgf standard geometry format and will have to assign materials.

Once you start to advance and become involved with animations, then you will have to handle more asset types - the 4 main categories are listed below:

  • Geometry
  • Textures and Materials
  • Audio
  • UI

If you do not see your asset in the Asset Browser, then you can generate the .cryasset file creation on all files by going to the Asset Browser and RMB-clicking in the folder area to generate the specific metadata for assets in that folder.




Below are some of the most common asset file types that you will encounter inside of the Engine:


  1. .cgf (Crytek Geometry Format)The .cgf file is created in the 3D application and contains geometry data (grouped triangles, vertex attributes such as tangent space or vertex color, optional physics data and optional spherical harmonics data).
  2. .chr (Character) - The .chr file is created in the 3D application and contains the skeleton data and physics proxies which are used for hit detection and ragdoll simulation which are driven by animations. 
  3. .skin (Skinned Render Mesh) - The .skin file is created in the 3D application and contains skinned character data. It can be any asset that is animated with bone-weighted vertices such as humans, aliens, ropes, lamps, heads and parachutes. The .skin file includes the mesh, vertex weighting, vertex colors and morph targets.

Textures and Materials

  1. .tif (Tagged Image File Format) - The .tif file should be created from within Photoshop with the CryTif plugin. It contains the pictures in TIF Format plus additional Metadata (i.e. compression) which is used by the Resource Compiler (RC). The RC transforms the .tif format into the target file format of the platform being used.
  2. .dds (DirectDraw Surface) - The .dds files are texture files that are created by the RC from the .tif source files, they can contain compressed and uncompressed data, are specifically optimized for the target platform and are the optimal format for PC Graphic cards.
  3. .mtl (Material) - The .mtl file is created within the Material Editor in the Sandbox and material description (internally an .xml file). It contains settings for shaders, surface types and has references to textures. The .mtl file is a text file which holds all the information for the in-game material library. The material library is a collection of sub materials which can be assigned to each face/polygon of a geometry. You can for example have different surfaces such as metal, plastic, human skin within different IDs of the asset. Each of these sub materials can use different shaders and have different textures.


  1. .wav (Wave) - Wave files contain source sound data. Normally the build process filters .wav files out because they should not be used at run-time.
  2. .ogg (OGG-VORBIS) - OGG files contain sound data encoded in OGG-Vorbis. Currently they are only used on the PC for music and will eventually be replaced by specific FSB files. For information on Vorbis, please visit:


  1. .fla (Flash Movie Authoring File) - These are editable movies or animations created with Adobe Flash; they are often saved as an .swf file for use on the Web. The FLA file is the editable project file saved by the Flash development program. The SWF file is a compressed format that is viewable in most web browsers with the Flash plugin.
  2. .swf (Flash Format File) - Animation created by Adobe Flash. The .swf file can include text as well as both vector and raster graphics. Will play in web browsers that have the Flash plugin installed. Most Web browsers come with a recent version of the Flash plugin.
  3. .gfx (Compressed Scaleform-converted Flash File) - Scaleform GFx is a lightweight, fast image and vector graphics animation rendering engine, which is designed to take full advantage of modern 3D graphics hardware, yet be compatible with a wide range of systems. To complement the core rendering engine, Scaleform GFx contains a clean-room Flash player implementation allowing game developers to create user interfaces with the award winning Adobe Flash Studio.


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