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A sample scene that consists of the assets imported from "The Witcher" using Igni
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Material instances for the imported assets are auto-generated with Python, based on the shader information retrieved from the game files
Igni
Igni brings game assets of "The Witcher" game into Unreal Engine! It consists of a console application and several utility scripts for easy imports into Unreal Engine
Tech Stack
Background
Witcher 1 is one of my favorite games of all times. After several playthroughs, I came to an ambitious idea of rebuilding it in Unreal Engine 5. Not a real remake - just a ‘transport’ of game assets from Witcher’s binaries into the engine. That’s how Igni (inspired by the name of one of the witcher’s signs) was born. Igni combines a mutli-processed Python console application and a number of Python utility scripts to be executed in Unreal Engine.
Features
- a multi-processed application - entire game models are converted to
.fbxwithin minutes on an average PC - so far, the implementation is limited to transport of static models and materials but I plan to extend it in the future
Technology
kaitai- to parse Witcher’s binary models with declarative schemas instead of authoring the parser code- official Autodesk Python FBX SDK - to convert the game models into
fbxfiles - Unreal’s Python API - to assist with model imports and generation of materials and material instances