<aside> 📑 Navigation
Create mods
Installing mods
<aside> 📎 Links
</aside>
Before you can add your 3D model to the mod, you need to prepare it and export.
.fbx, .obj
After adding a model, you should specify materials for it. Users will be able to change those in the game, but you need to specify default ones.
There are two types of surfaces you can choose at the moment: Color and a Texture

<aside> ⚠️
Material slot names MUST match with material names in your 3D model.
If you have downloaded your model from the internet, you can find out which materials names it has using any 3D editor or online inspector
You can import 3D models to the game by simply place some files into correct folders.
<aside> ⚠️ To import 3D models manually you need to create and setup a mod folder first. Instructions
</aside>
To import a 3D model, simply put it under /Models folder into your mod folder.
Supported models formats: .fbx, .obj
You can specify additional information for your object by placing a metadata file near your model file. Metadata specified in JSON format.
<aside> 💡 Metadata files are not necessary for the object to be imported. However, it is recommended to make one. All the fields in metadata are optional as well.
</aside>
In order to make the game find this metadata, it should be placed in the same folder as the model and called the same name, but have an extension of .json.
For example your object is called MyModel.fbx then your metadata file should be called MyModel.json.
File example:
{
"Name": {
"default": "My Imported model",
"en": "My Imported model",
"es": "Mi modelo importado"
},
"Categories": ["category_furniture_tables", "category_tools_mechanical"],
"Surfaces": {
"MaterialSlot1": {
"Surface": "surface_paint_01",
"Parameters": {
"surfaceparam_color": {"R":0, "G":255, "B":0, "A":255}
}
},
"MaterialSlot2": {"Texture": "MyModel.png"}
},
"Scale": 1000
}
Name
You can define a model name or define a set of names for different languages.
To define a single name, use “Name”: “My Imported model” syntax. To define a name for multiple languages, use the example above.
<aside> 💡 If you do not create a metadata file or do not specify a name in it, the name of the model file will be used in the game.
</aside>
Categories
Categories this object will appear in. All imported objects will also be shown in the “Mods” category by default.
Surfaces
Each model can have different material slots. Material slots can be a simple texture, or paintable surface. To define material slots, you need to apply different materials to the model in your 3D software.
<aside> ⚠️
Material slot names MUST match with material names in your 3D model.
If you have downloaded your model from the internet, you can find out which materials names it has using any 3D editor or online inspector
How to find material names using 3dviewer.net </aside>
Blender example
List of surfaces
| Parameter tag | Description | Value example |
|---|---|---|
| surfaceparam_color | Color overlay. Each channel from 0 to 255. | {"R":255, "G":255, "B":255, "A":255} |
| surfaceparam_texturetransform | Size (XY) and rotation(Z) of the image | {"X":1.0, "Y":1.0, "Z":0.0} |
Scale
If you want, you can specify scale of your model in case it is too small or too big. However, it is recommended to convert/export your model using centimeters measurements.