Author map content
Studio cannot create a brand new map. A complete map needs terrain, collision, lighting and navigation writers, and Studio has none of them yet. You can change an existing map and its mission, then ship the changes as a mod.
What you can change
| change | guide |
|---|---|
| move, rotate and scale placed objects and groups | Move, rotate and scale objects |
| resize trigger volumes | Edit trigger bounds |
| move collision, edit its shapes and parts, add shapes and copies | Edit collision |
| change the materials of placed models | Edit materials |
| change the textures of placed models | Import and edit textures |
| change the geometry of a model, keeping its topology | Edit an asset in Blender |
| change what the mission does | Script a mission |
Build a changed map
- Create a project. See Getting started.
- Open the map, or the mission that uses it. See Open a map or mission.
- In a mission, open Report > Authored map layers to see which map layers it loads. Edit the copy the mission draws.
- Move, rotate or scale an object. See Move, rotate and scale objects.
- Repeat for each object. Each object gets one row in the Changes tab.
- To add walls or floors that players collide with, add collision shapes. See Edit collision.
- To change what the mission does, add a mod script in View > Mission Graph. See Script a mission.
- Choose Build > Mod details….
- Fill in the mod’s Id, Version and Name.
- Choose Build > Build and install.
- Start the game.
- Load the activity.
Build and install a mod covers the last steps.
New native assets and wide hashes
A new native asset that the game looks up by a 64-bit key needs an alias. See Wide-hash aliases.
Limits
Studio does not support:
- A new map, bubble, activity or destination.
- New terrain, lighting, navigation or sky.
- Placing a new model or entity in a map. A static prop is a standalone model with no placement. See Add a static prop.
- Removing objects or collision from a map.
- A new combatant type with its own AI, health or loot.