Editing locations in Blender
Exporting locations to Blender
Summary
Created by @Simarilius Updated 19 March 2023 ~ Simarilius Updated 7 May 2023 ~ manavortex Script updated 1 June 2023 ~ Simarilius
The original exporter was based on some posts by @123321 in the Discord #mapeditor channel back in May, so all credit to him for working it out in the first place.
Theres a video which outlines this process Here.
Versions and requirements
This guide was initially written with game version 1.6 of Cyberpunk 2077.
Blender 3.3 or newer
Exporting Streaming Sectors to Blender
To export a location, you need to know its files — you can either pick them from our list or go and find them (and add them to the list, please).
Add all sector files that you want to edit to your project by finding them in the asset browser and double-clicking them.
Open the script manager
Open
Export_Sector.wscript
by double-clicking on the file nameYou may get a pop-up: "Trying to open a system file. Should a local copy be created?" If so, click Yes.
Click "Run" (it's on the top left of the script editor)
This will export all your .streamingsector files to glb/json for the later import into Blender.
Depending on your computer and the number of sectors, this script takes time. Wolvenkit will be mostly unresponsive while it's exporting.
Don't worry, it's normal.
You might see a bunch of error messages about files that couldn't be found in the Wolvenkit log. Those usually only affect materials, your mesh should still show up in Blender.
Importing to Blender
The script will find and import all streamingsector .json files under your project's raw
directory. Make sure to delete those that you don't want, or change their extension from .streamingsector.json
to .bkp.
Depending on your hardware, the script can take a long time – from minutes to hours. During this time, Blender will be unresponsive. If you can't cope with that, check Step 2 in the list below.
Import your streamingsector with the Cyberpunk Blender IO Suite. For full instructions, check the corresponding wiki page - the documentation below might be outdated.
Open Blender
Optional: Turn on the Blender console so you can watch the pot boil (unnecessary, but psychologically reassuring). It's under Window -> Toggle System Console
Select
File
->Import
->Cyberpunk Streaming Sector
Open the
.cdmodproj
file in the root of your Wolvenkit project directoryOptional: Check the "With Materials" box in the side panel This will make the process take four times longer!
Wait (see the orange warning box below)
Optional: As the meshes will be scaled and positioned according to the map coordinates, they're probably off-screen. You can center the camera by completing the following steps:
One or more meshes should still be selected. If not, do that now.
Move the cursor to your selection (Hotkey:
SHIFT+S
)Select View → Align View → Center View to Cursor
![](https://wiki.redmodding.org/~gitbook/image?url=https%3A%2F%2Ffiles.gitbook.com%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FDbvZbNVLxjmpYm0HgO0x%252FEl_Coyote_latest.png%3Falt%3Dmedia%26token%3Dd9baec44-1f7b-4840-9341-4c0cecf68ea3&width=768&dpr=4&quality=100&sign=71e88991&sv=1)
![](https://wiki.redmodding.org/~gitbook/image?url=https%3A%2F%2Ffiles.gitbook.com%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F-MP_ozZVx2gRZUPXkd4r%252Fuploads%252FP2RDCtuBNlx6szwUkOKX%252FEl_Coyote_latest_shaded.png%3Falt%3Dmedia%26token%3D93972916-adeb-4817-95b1-e7a4c3e11d5e&width=768&dpr=4&quality=100&sign=114e86e9&sv=1)
Importing back into Cyberpunk
![](https://wiki.redmodding.org/~gitbook/image?url=https%3A%2F%2F1427525421-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252F4gzcGtLrr90pVjAWVdTc%252Fuploads%252F45cMC7T7w445vCDVhHCf%252Fwarning_outdated_info.png%3Falt%3Dmedia%26token%3D92264c82-5bb9-4a5b-8faf-e61533d7ecbe&width=768&dpr=4&quality=100&sign=bb89140b&sv=1)
With ArchiveXL >= 1.8.0, this process is outdated. Check the other guides in this section for how to generate .xl files to add, edit or delete objects in sectors.
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