A Blender add-on that handles several formats used in Angel Studios / Rockstar San Diego games from ~1999-2006
Format | Import Support | Export Support | Notes |
---|---|---|---|
BMS | Yes | None | No texture import, only very basic material support |
DLP | Yes | None | No texture import, only very basic material support |
MOD/XMOD | v1.06 through v1.10 | v1.09 and v1.10 | |
BND | v1.01 through v1.10 | v1.01 and v1.10 | Only geometry type bounds are supported. There is currently no handling for box/sphere/hotdog/composite/grid |
SKEL | v1.0 and v1.01* | v1.0 | v1.01 is only coincidentally supported. Animation channel information is not retained. |
GEO | No | GEO3 |
- Grab the latest
io_scene_angelstudios.zip
here https://github.com/Dummiesman/AngelStudiosBlenderAddon/releases - In Blender, select Edit > Preferences
- Select the Add-Ons tab
- Click Install in the top right corner
- Select the ZIP file
Important: The add-on was developed on Blender 3.3. While it's not a strict requirement you use this version, other versions may not work correctly. I have tested it on Blender 4.1 briefely and it appeared to work, however.
Known issues: Models with skeletons don't import correctly at the moment, and animate completely incorrectly.
Under the "Angel Tools" menu in the menu strip, select "Import MOD/XMOD Scene"
Paste in your games model
path into the Models Path
input e.g. C:\Games\Midnight Club 2\models
Then type in the scene name such as vp_civicb
and click OK
Under the "Angel Tools" menu in the menu strip, select "ExportMOD/XMOD Scene"
Paste in your games model
path into the Models Path
input e.g. C:\Games\Midnight Club 2\models
Type in your scene name such as vp_civicb
Select version 1.10
(1.09
doesn't have shininess support in materials)
Select XMOD
extension
Click OK
- The shininess variable in XMOD is controlled via the
Roughness
slider in aPrincipled BSDF
material. Any other material shader is not supported. - As long as a texture is assigned, it'll be exported into the XMOD. If a texture is not found on import, a placeholder texture is generated, and you can still export without losing the texture.
MTX files are automatically imported when using "Import MOD/XMOD Scene", and automatically exported when using "ExportMOD/XMOD Scene"
The :m
suffix is not recognized by the addon, adding it may break exports. It is not neccessary to use it anymore.
- First, import a .skel file
- Then import the associated .xmod file
- On the newly imported model, add an Armature modifier and bind it to the armature imported from the skel file Animation import/export is not yet supported