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Advanced 3D Models Guide

ADVANCED USAGE:
1) Run MwmBuilder.exe /?
2) Use any arguments you like

The output path argument expects “Content” somewhere in the path. It is best used to build models directly into game’s content directory.

BASE XML FILE:
<?xml version=”1.0″?>
<Model Name=”Default”>
  <BoneGridSize d2p1:nil=”true” xmlns:d2p1=”http://www.w3.org/2001/XMLSchema-instance” />
  <Parameter Name=”Centered”>false</Parameter>
  <Parameter Name=”RescaleFactor”>0.01</Parameter>
  <Parameter Name=”RescaleToLengthInMeters”>false</Parameter>
  <Parameter Name=”SpecularPower”>10</Parameter>
  <Parameter Name=”SpecularShininess”>0.8</Parameter>
  <Material Name=”01 – Default”>
    <Parameter Name=”SpecularIntensity”>0</Parameter>
    <Parameter Name=”SpecularPower”>2</Parameter>
    <Parameter Name=”DiffuseColorX”>255</Parameter>
    <Parameter Name=”DiffuseColorY”>255</Parameter>
    <Parameter Name=”DiffuseColorZ”>255</Parameter>
    <Parameter Name=”Texture”>Textures\Models\Cubes\large_assembler_de.dds</Parameter>
    <Parameter Name=”NormalTexture” />
  </Material>
</Model>

XML PARAMETERS:
Material name – it must match the material name in the fbx file. If you’re not sure, add /e switch, it will create dummy XML for you with materials from fbx
Texture – its path is relative, the texture must be placed into “Content\Textures” subdirectory
NormalTexture – when it is empty, it will try to find the texture with the similar name, in the above case “Textures\Models\Cubes\large_assembler_ns.dds”
SpecularPower and SpecularShininess – influences parameters for specular highlight
BoneGridSize and BoneMapping – parameters used for destruction, available only for models created from plates (armor, interior wall…); see armor xml files for details
RescaleFactor, Centered, RescaleToLenghtInMeteres – usually not changed

TEXTURES:
de texture – RGB channel contains diffuse color, A channel contains emissivity
ns texture – RGB channel contains normal map, A channel contains specular map

Please take a look at the existing textures to see how it looks for various surfaces.
Please use DDS textures compressed as DXT5 to reduce the file size; there are plugins for both Photoshop and Gimp to import/export DDS. WTV is a recommended dds viewer.

COLLISION MODELS:
Changing collision models is not available at the moment. Collision model is now based on model path and is created in code. For unknown models, it is just a bounding box.
Tools and guide for collision models are going to be added within the next updates.

LINKS:
Photoshop DDS plugin: https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
Gimp DDS plugin: http://registry.gimp.org/node/70
WTV Viewer: http://www.nvidia.com/object/windows_texture_viewer.html
Model pack: {Steam installations directory}\SteamApps\common\SpaceEngineers\Tools\MwmBuilder.exe

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