<aside> 📑 Navigation

Main page

Create mods

Installing mods

<aside> 📎 Links

Steam Workshop

Discord

Steam Discussions

</aside>

Prepare 3D models for Furnish Master

Before you can add your 3D model to the mod, you need to prepare it and export.

3D model preparation

Adding models using Mod Creator

  1. To add model to the mod, press “Model” button in “Mod Content” panel.
  2. Press on the new model block to show information about the model
  3. Fill in the info about your model and select path to your 3D model file. Supported models formats: .fbx, .obj

image.png

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

image.png

<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

Adding models manually (Advanced)

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

Metadata

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

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.