Adding Custom Models and Textures in Starship Horizons: Bridge Simulator
To successfully introduce your own 3D models and image textures into Starship Horizons: Bridge Simulator, you must adhere to specific file formats and use the MonoGame tools to manage and compile them. Models must be in the FBX format, while textures can generally be any common image format. The process requires setting up a dedicated working directory, configuring the MGCB Editor, and correctly importing and compiling the assets.
Prerequisites and Setup
Before beginning the asset integration process, ensure you have completed the following prerequisites:
- Model Format: Use the FBX format for all 3D models.
- Texture Formats: Any common image format is acceptable for textures.
- Tools Installation: You must install the MonoGame tools to gain access to the MGCB Editor.
Structuring Your Working Directory
It is highly recommended that you create a dedicated working directory outside of your main Horizons installation folder. Within this directory, set up the appropriate subfolders corresponding to the content you intend to add. Essential directories include:
Models ext{/Textures ext{/Textures ext{Particles ext{/Textures ext{Planets ext{/Textures ext{SkyBoxes ext{/
MGCB Editor Configuration and Workflow
Follow these steps within the MGCB Editor after creating a new project (File -> New):
Project Settings AdjustmentAdjust the following project settings within the editor:
- Platform: Set to Windows.
- Profile: Set to HiDef.
- OutputDir: This must point to your actual Horizons module folder so that compiled assets (XNBs) are placed correctly within the module.
When importing files, specific flags must be checked or selected to ensure proper functionality in the simulator:
- For Models: You must ALWAYS check the
GenerateTangentFramesoption. - For Textures: You must ALWAYS select
DxtCompressedfor theTextureFormat. This selection is advised as it results in a small and highly memory-efficient XNB texture.
Once the settings are configured and files are added to the project, save your work. The final and crucial step is to build the project. If the build completes without errors (warnings are generally acceptable), your custom assets will be available for use within Starship Horizons.
