Welcome to another Dying Light Developer tools tutorial. In this episode we’ll learn to import our own custom meshes into a project. Note. We’ll need our own .fbx files with meshes and textures to be able to import objects into our maps. Once we have the files prepared, take a look at the ‘Assets’ window, and in ‘data’ we right-click the folder we want to import the files to. Then, we select ‘Import Assets’. Now, we select our chosen .fbx files and click OK. In the newly opened window we’ll see a list containing information about where and what files will be created together with our mesh.

.msh files with the imported meshes .skn files with skins for the object .dmt files with materials Texture files from .fbx files will be automatically imported to our newly created .dmt file. If the textures are located on your hard drive separately from the .fbx file, then you can select them manually. To select them, left click on the ‘source file’ line and manually input the correct location on your hard drive.

When importing meshes, we have a few additional decisions to make: Whether we want to import materials and textures together with the mesh. Or use materials or textures from another mesh we imported earlier Or use the ‘existing’ option when we want to again import the same mesh after changes, but without creating new materials. Or if we want the importer to create default materials without importing them from the .fbx file. If we want to change the default target location or create an additional folder for our files, we can do that in a newly opened window by clicking the command line in the target location column. Let’s make a new folder for our file. The last column notifies us about errors and warnings during importing, when, for example: A) Duplicates occur B) We use default materials C) We overwrite any of the existing files Now let’s import our files by clicking ‘ok’ After importing, the new meshes will appear in the ‘assets’ window, and are ready to be placed on the map.

If we want to change the textures of materials from an already imported mesh, we can do so by opening the ‘materials’ window from the toolbar, while having the mesh selected on the map. We will see a list of all materials attributed to the mesh during the importing. To edit a material, double click it. In the newly opened window we can now change the basic textures, such as diffuse, normal and specular. Let’s change the textures of our object, as an example And now we have a wooden haystack. Additionally, in the ‘game’ tab we can turn on the highlighting of our object’s material. Let’s check how it looks in the game. Ok so that’s all for today, check back for future episodes of our tutorial series and thanks for tuning in..

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