Obsolete Documentation
This documentation is from CRYENGINE 3.4.x or earlier.
This tool will not only allow you to open any .pak file from the original CRYENGINE SDK game, but also to create new .pak files or to customize the level.pak file of your newly created Singleplayer and Multiplayer. It means that you can include custom content right inside your level and release it to the public, so a whole modification for just one single level is not needed anymore unless you do some heavy modifications to specific assets.
In this section we will explain the functionalities of the tool and the risks that come with it. We recommend using this tool only by experienced users who know how to work with custom content.
To open the PAK Manager launch the editor, then click on File > PAK Manager.
The default PAK Manager window will show up with the following functionalities:
Multiple selection is enabled in the list. Navigation in the folder tree:
At the bottom there is a status text and a progress bar used for showing long operations progress (like the adding of many files or folders).
We recommend creating new .pak files for all custom content respectively to their file type. (e.g. all new custom Objects should get placed with their respective path in a custom myObjects.pak)
This section will explain step-by-step how to work properly with the PAK Manager tool. Please be careful especially when opening the original pak files as that can damage the example levels.
Opening a level.pak and/or adding custom assets is only possible when this level is not opened in the editor.
In order to get the custom assets inside the level.pak working they still need to be present as loose files when doing a final export to engine of the level. Afterwards the loose files can get deleted as they are part of the level.pak and thus will work ingame.
Please ensure that the files you want to add to a .pak files are located in the respective sub folders. Only then they can be added with their direct path to the .pak file and only then they will get loaded ingame from the .pak file correctly.
If you add assets from outside the respective sub folder of your mod, the custom assets do have an incorrect path in the .pak file and thus will not work ingame when you have the loose files deleted.