Create from a category
Each category in the Asset browser creates its own content. New starts from nothing. Clone starts from a copy of an installed asset of the same category. Both open one guided dialog. It asks for every value it needs, checks them, and creates the result in one undo step. The result then opens in its category viewer.
Where to start
| place | what it offers |
|---|---|
| a category list header | New (plus icon) and Clone (copy icon), at the right of the title |
| a row’s right-click menu | Clone…, with that row as the base |
| the viewer toolbar, above the pages of the open asset | New, Clone (the open asset as the base) and Edit (pencil icon) |
| the All other assets header | a New list: Texture, Static prop and Clone material, then the types Studio cannot write yet |
| File > New mission script… | the Mission Graph’s New mission script dialog |
Clone from a list header uses the open asset as the base when it belongs to that category. Otherwise you pick the base in the dialog. An asset the project added cannot be a base, except a perk program. Its Clone icon is gray with the tip “Clone an installed one”. Clone on an item’s or a vendor’s display record uses the item or the vendor as the base.
A gray icon cannot run. Hover it to see why: the action is not built yet, Studio has no writer for it, or no project is open.
Run a workflow
- Open a project.
- Press New or Clone in a category, or choose Clone… on a row.
- Read Limits at the top of the dialog.
- Fill the fields under REQUIRED.
- Fill the fields under OPTIONAL that you need.
- Fix every problem listed under the fields.
- Press Create.
The title bar names the workflow. Some workflows name the button differently, such as Create vendor, Compile and create or Create exotic weapon. Create stays disabled while any problem remains. Cancel closes the dialog without a change. Some workflows finish in the background. Cancel then turns into Close, and the work goes on after you close the dialog.
New or pick existing
A part of the new content, such as a model or a texture, can show two choices under its label:
- New makes the part in the dialog. Its own fields show in place of the picker.
- Pick existing chooses an installed or project asset that fits.
New is gray when Studio cannot write that part from scratch yet. Hover it for why. The part then stays on Pick existing.
A picker lists only assets that fit the part. Type in Search to narrow the list. A project row says Project. An installed row shows its tag, so rows with the same name differ. Hover a row for its package and tag. Clear removes the choice.
Choose a package ID
Every workflow that adds entries asks for a Package ID. Entries with the same ID share one new
package, so several workflows can use the same ID. The field starts with the last ID your project
used, or 0AA0. Package IDs has the rule.
Guides per category
| category | guide |
|---|---|
| Weapons, exotic weapons | Create an exotic weapon, Create items and vendors |
| Armor, Mods and plugs, other item categories, Vendors | Create items and vendors |
| Perks | Edit perk behavior |
| Guardians | Guardians: view only, New and Clone are gray |
| Enemies and NPCs | Enemies and NPCs |
| Interface | Edit CUI screens |
| Texture | Import and edit textures |
| Material | Edit materials |
| Static prop | Add a static prop |
| Mission script | Script a mission |
An asset with no category has Clone as a plain duplicate. It opens the Add asset dialog with the asset as the source and a Create copy button. The copy is stored as a delta of the asset. It may not work in game. A texture cannot be duplicated this way, since the copy would share its pixels. Use New > Texture instead. Duplicate an asset has the steps.
Edit in a workflow
- Open an item, a vendor, a material, a texture, a CUI screen or a perk.
- Press Edit in the viewer toolbar.
- Change the fields.
- Press the save button: Save changes for an item, Save vendor for a vendor, Create for a material or a texture.
On an installed asset, the tip says “Stores a delta of the installed asset”. A gray Edit says why in its tip. Item, vendor and perk edits may not work in game. A vendor opens from either of its two records. For a CUI screen, Edit opens the CUI page. For a perk, it opens the Perk behavior page. Assets > Edit perk behavior… opens a picker instead. Its Open node editor button opens the same editor.
Shortcuts
These actions have no default keys. Set them in Shortcuts and presets.
| action | does |
|---|---|
| New texture | New texture |
| New static prop | New static prop |
| Clone material, Clone weapon, Clone armor, Clone plug | Clone in that category, based on the open asset when it fits |
| Open Interface list | opens the Interface category, where a screen opens on the CUI page |
| New mission script | File > New mission script… |
Limits
The All other assets New list shows these grayed out. Hover one for its reason.
| type | reason |
|---|---|
| Activity | Activity creation is not supported yet. |
| Map | Map creation is not supported yet. |
| Animation | Edit clips of an existing rig with Import animation. |
The Animation item points at Assets > Import animation controls…. See Edit animation controls.
Categories carry their own reasons on their gray icons. For example, New in Enemies and NPCs says that no AI, health or loot field is known, and Clone there says that entity clone is not supported yet. Replace a skinned model can create a visual entity on the Hob rig profile. Author map content covers what you can do to a map, and Wide-hash aliases covers native additions.