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Crystal Space is primarily a Software Development Kit, thus mainly targeted at developers. However, while different projects likely have different needs and requirements for artwork which can't be all covered, this page aims to provide pointers to generally applicable information, available tools, and where to find artwork-related support.


Artist-relevant documentation can be found in the User's Manual. The section “Working with Engine Content” contains information about best practices, tools, and some technicalities.

The Documentation page contains this manual and other documentation for other Crystal Space versions, as well as online and offline variants.

Frequently asked questions are answered in the FAQ.

Some tutorials related to creating art for Crystal Space can be found in the Tutorials section.


Editors, Exporters and Converters

Blender2Crystal is a powerful tool to export Crystal Space maps from within Blender. It supports nearly everything that Crystal Space supports and it can be used to make maps, models (even skeletal animated models) and much more. This tool is included with CS.
PnP Terrain Creator is heightmap based editor with automated terrain generation support. It has good support for exporting to CS, currently able to export terrain and basic scenes. There is a free (as in beer) community edition available as well as non-free editions with more features.

Crystal Space has a exporter for 3ds max available in our source repository. It supports most features of CS and can be used to create both maps and skeletal animated models.

There is an old MAP file convertor available at the Counter-Strike to Crystal Space 3D Convertor page. It is a bit dated now but it might still work and it could give you a good start in making Crystal Space maps from Hammer or other related map editors.


The Drag[en]gine Normal Map Generator is a tool to generate normals maps for low-polygon meshes with the help of high-polygon meshes.


Creative Commons textures

A result of the YoFrankie! production is a collection of textures (not used as game assets) licensed under the Creative Commons license. It can be viewed online here.


Check the Community page for the various options of community-provided support.


We can always need some artwork, ranging from complex levels to show off features of the engine over sample artwork to small test cases. See the Contributing page for details.

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