For simplicity, this tutorial only covers the essential part to import a static model (i.e. no animation, joints, etc.) with a single material from Blender. Please check out other tutorials if you would like to adjust other settings or to import more complex model(s).
The following settings are used to create the model.
_color
image at minimum.my_material_color.png
).
my_material.vmat
) in Hammer.Imperial
system for measurement.
0.4
inch in Blender (scale down to about 0.4x
in ModelDoc Editor).Once the model is created, select the model and then export the model as an .fbx
file, remember to check Selected Objecs
when exporting.
The file can be put at anywhere you want.
From the Workshop Tools, open ModelDoc Editor, something like below should be shown. Start by double-clicking on Model
at the Create New
section.
Save the file as a .vmdl
file before proceeding. The file should be put under the directory <your-drive>:\\SteamLibrary\steamapps\common\Counter-Strike Global Offensive\game\csgo_addons\<your-addon-map-name>\models
On the left hand side of the ModelDoc Editor screen, it has a node editor, which defines nodes/properties of the model. In this tutorial, we simply need two nodes.
Add Meshes
, the .fbx
file you exported from Blender.DefaultMaterialGroup
, the .vmat
material file you use for the model.
PhysicsShapeList
, the .fbx
file used as the collision mesh.
.fbx
file as the model file as the collision mesh, one with lower details should be used to optimize collision computation at gameplay.Finally, click on the button Needs Compling
on the right hand side to build the model, which would automatically save the .vmdl
file as an asset used for mapping.
In the Hammer Editor, first add a prop_static
entity. Then from the Object Properties
on the right hand side, you should be able to pick the .vmdl
file saved.
Ensure that you are in Objects mode by pressing 5
on the keyboard, you should be able to select the model and transform in the way you want.
If you find that the scale of the model is not right, instead of scaling the entity itself,
you should do so by going to the ModelDoc Editor and adjust the Import Scale
of the mesh.
Once the .vmdl
file is re-compiled, then you should see the change on the Hammer Editor right away.