Dota 2 Workshop Tools/Modeling/Model Creation: Difference between revisions
		
		
		
		
		
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| All Dota 2 Workshop Tools models need to start from a mesh file exported from a 3D authoring package. The Dota 2 Workshop Tools support [[Dota 2 Workshop Tools/FBX |FBX]], OBJ, and DMX file formats. | All Dota 2 Workshop Tools models need to start from a mesh file exported from a 3D authoring package. The Dota 2 Workshop Tools support [[Dota 2 Workshop Tools/FBX |FBX]], OBJ, and DMX file formats. | ||
| * [[ | * [[Source 2 Model Editor|Model Editor]] - Information on Model Editor interface and actions. | ||
| * [[ | * [[Source_2_Model_Editor/Docs/How_To|Model Editor How To]] - Instruction on doing some basic editing tasks with Model Editor. | ||
| * [[Dota 2 Workshop Tools/Modeling/Model Troubleshooting|Model Troubleshooting]] | * [[Dota 2 Workshop Tools/Modeling/Model Troubleshooting|Model Troubleshooting]] | ||
| == Creating a model asset == | == Creating a model asset == | ||
| Here are some quick examples for how to get a model you have created into  | Here are some quick examples for how to get a model you have created into {{mdledit|1}}: | ||
| === From a Mesh === | === From a Mesh === | ||
| Line 31: | Line 31: | ||
| # Launch '''Model Editor''' if it is not already open. | # Launch '''Model Editor''' if it is not already open. | ||
| # From the '''File''' menu, select '''New'''. | # From the '''File''' menu, select '''New'''. | ||
| # Name the new file | # Name the new file and save it in the current game's content folder. | ||
| # You should see an empty session of Model Editor. | # You should see an empty session of Model Editor. | ||
| # Add a mesh by going to the main menu and selecting '''Model > Mesh > Add Mesh'''.   | # Add a mesh by going to the main menu and selecting '''Model > Mesh > Add Mesh'''.   | ||
Latest revision as of 06:41, 10 February 2025
All Dota 2 Workshop Tools models need to start from a mesh file exported from a 3D authoring package. The Dota 2 Workshop Tools support FBX, OBJ, and DMX file formats.
- Model Editor - Information on Model Editor interface and actions.
- Model Editor How To - Instruction on doing some basic editing tasks with Model Editor.
- Model Troubleshooting
Creating a model asset
Here are some quick examples for how to get a model you have created into Model Editor:
From a Mesh
To create a model using an existing mesh file as the base:
- Launch Model Editor if it is not already open.
- From the File menu, select New VMDL From Mesh File.
- Browse to a mesh file.
- A new session of model editor will appear with the mesh visible in the viewport.
- The name of the VMDL is generated from the browsed to mesh file. For example a mesh called "test.fbx" will make a model named "test.vmdl". If the mesh has a "_mesh" suffix, that will be stripped off the VMDL name.
- The VMDL file is created in the directory as the incoming mesh unless the mesh is in a directory named "dmx" or "fbx". If that is the case, the file will be saved one directory up. For example, a mesh saved in models/test/fbx/test.fbxwill make a VMDL inmodels/test/test.vmdl.# To add collision geometry go to the main menu bar and select Model > Collision > Add Physics Mesh.
 
- Browse to a collision mesh.
- View the collision mesh via the Display > Collision Geo menu item.
File > New
To create a model by first creating an empty model file:
- Launch Model Editor if it is not already open.
- From the File menu, select New.
- Name the new file and save it in the current game's content folder.
- You should see an empty session of Model Editor.
- Add a mesh by going to the main menu and selecting Model > Mesh > Add Mesh.
- Browse to a mesh file.
- The mesh will now be visible in the viewport.




























