The Driver Syndicate/Level Editor/Static Models
Static Models or Level Models in The Driver Syndicate
Static models are typically solid non-dynamic and non-scriptable objects such as buildings, walls, and large unmovable masses.
Note: If you want models like trees to have dynamic properties you will have to convert them to .egf and apply either fluffyTree or treeLeaves properties to their leaf(or branch) texture .mat files. The same principal applies if you want animated garage doors, boats, airplanes, or destructible, which all have to be converted to the .egf format.
Converting your static model for The Driver Syndicate
In the past we used Blender 2.79 and a .esm conversion plugin offered in older builds of DrvSyn's SDK package to export buildings in .esm format. This is largely becoming depreciated but for legacy the steps to do this were.
Legacy ESM Export
0. Install Blender 2.79 and install the .esm plugin.
1. Set Blender 2.79's grid to the appropriate scale (this will be the same for new methods). Millimeters and a grid scale of 0.25. This matches the grid scale within the Level Editor of The Driver Syndicate.
2. import your .obj model or if you don't have one prepared make a model within Blender. (ToDo: Add more detailed information on making a model from scratch, or link appropriate YouTube tutorials on the subject.)
3. When your model is ready make sure it is highlighted in the object editing mode and smooth the mesh, followed by edge split modifier of roughly 30 degrees, in some occasions a edge split of 40 degrees produces better results. This is for normals and lighting.
Note: You can do CTRL+J to merge model slots in the scene window. The model has to be highlighted before doing this. Be careful not to merge unwanted models or blender scene stuff such as cameras or the starting cube. Typically we delete the starting blender scene stuff if it's not needed.
4. click file export then export as .esm and select where you want the model exported to. You can open the generated .esm file to correctly path your texture mats. .ESM files can be opened in both Notepad++ and Visual Studio Code. This will allow your model to import without any warning prompts to find .mat files.
FBX Exporting
1. For FBX format it is recommended to use Blender 3.2 or newer. Set the grid to Millimeters and grid scale of 0.25 to match The Driver Syndicate's level editor grid scale.
2. Model a object like you would before for ESM. This time however, you do not need to perform smooth and edge split operations.
Note: Before doing CTRL + J to merge the model slots in the scene panel, you can label them to point towards the correct .mat file. This will perform the same action as naming the mat paths in the previous .esm legacy example.
3. When your model is ready make sure it is highlighted, next hit CTRL+A and hit apply all transforms. This will apply all of the changes you have made to the model.
4. Go to file > export > .fbx
5. In the export settings for static objects and buildings we typically do Y Forward, Z UP.
6. Name the .fbx model and save it.
Importing to Level Editor
Now you are ready to import your model into the level editor. More information on importing level models can be found here The Driver Syndicate/Level Editor/Level Objects
Note: For legacy .esm, .obj or .fbx be mindful of polygon and vertices counts.