Asset exporting

Attention

Please make sure you have read these guides before continuing here

Addon Configuration:

[Open]

Project Setup:

[Open]

Tip

All exporters print a progress bar to the console, which can help estimate how long the export is going to take until completion!

Materials

Once you are done editing your material(s), they can be exported as .material files. Usually, this is done automatically by e.g. the model exporter, but you can also export materials independently.

Important

Materials are exported to files with their names!

E.g. a material with the name MySonicFur gets exported as MySonicFur.material, so make sure that your materials are correctly named before exporting!

Batch export materials

The standard way of exporting materials is to export all materials of specific objects. Which objects get picked depends on the “limit to” export properties.

To export materials of objects, open the exporter, select a directory to export to, configure the export properties and confirm.

../_images/asset_exporting_material_1.png

Where to find the exporter

Export a single material

You can export a single material by selecting it, opening the exporter in the material specials, select a directory to export to, configure the export properties and confirm.

../_images/asset_exporting_material_2.png

Where to find the exporter

Texture images during export

Textures are exported using the Blender DDS Addon addon, so you need to have that installed if you want to do so.

It should be noted that HE2 games often use BC6 or BC7 encoding, which can take very long to export for large textures. If you did not edit any textures, it’d be best if you don’t export them at all by disabling image export and instead use the original files.

../_images/asset_exporting_materia_images_disable.png

How to disable image exporting

Models

Models are exported by the object trees in your project. One object gets exported as one file, unless you choose Merge for the mesh mode, in which case all object trees are exported to one selected file.

By convention, a .model files object tree should have an armature as its root, but you can also export non-armature object trees.

How to export .model files

Open the exporter, select a directory/file to export to, configure the export properties and then confirm.

../_images/asset_exporting_model.png

Where to find the exporter

Terrain models

Terrain models basically work just the same as regular models, just without morph models or bone and weight information.

By convention, a .terrain-model files object tree should have a mesh as its root, but you can also export armature object trees, although the bone and weight information will be lost.

How to export .terrain-model files

Open the exporter, select a directory/file to export to, configure the export properties and then confirm.

../_images/asset_exporting_terrain_model.png

Where to find the exporter

Collision meshes

Collision meshes too are exported by the object trees in your project. One object gets exported as one file, unless you choose Merge for the mesh mode, in which case all object trees are exported to one selected file.

By convention, a .btmesh files object tree should have a mesh as its root, but you can also export armature object trees, although the bone and weight information will be lost.

How to export .terrain-model files

Open the exporter, select a directory/file to export to, configure the export properties and then confirm.

../_images/asset_exporting_bullet_mesh.png

Where to find the exporter

Point Clouds

Point clouds export each object tree in your project as an instance, and (unless disabled) also the corresponding resource file (.terrain-model, etc).

How to export .pcmodel or .pccol files

Open the exporter, select the type of point cloud to export, select the file to export to, configure the export properties and then confirm.

../_images/asset_exporting_point_cloud.png

Where to find the exporter

Collection exporters

Every exporter is available as a collection exporter, which allows you to perform the same export at a single button press without having to re-set it up and select the export destination.

These exporters will export only the contents of the collection they are added to, meaning you can easily isolate other objects from your export too.

This way, you can set up multiple different exporters too, e.g. have one point cloud exporter for collisions, and one for terrain.

../_images/asset_exporting_collection_exporters.png

The collection exporters added by HEIO

Warning

Blenders collection exporters do not like directory exporters, and will tell you that you have an invalid export filepath if no actual file specified, despite most exporters not needing one.

In that case you must specify a “dummy” output file to make the exporter work.

../_images/asset_exporting_collection_exporters_dummy.png

A collection exporter with a dummy file path

Collections as HE Point Clouds

This is an exporter unique to collection exporters. It exports all immediate child collectionns of the collection with the exporter to individual point cloud files.

../_images/asset_exporting_collection_exporters_example.png

An example for a stage project with multiple collection that get exported as individual point cloud files