Exporting from Object Spawner
This guide explains how to go from an Object Spawner build to a native world edit
Usage
When building something using Object Spawner, it will use an intermediary format optimized for editing
In order to go from that editing focused format to the final native world edit, Object Spawner provides a workflow to make this as easy as possible
If you just want to quickly convert your project to a native edit, jump to the Export section. It is highly recommended to read the previous sections on the theory tho.
Requirements
Tools
Knowledge
You need to have a basic understanding of:
Working with WolvenKit
Common sense
Sectors and Groups
While building in Object Spawner, you are able to save things on a root-group level
This means you can save any group that is not contained within another group
The game operates on sectors, which objects are assigned to what sector is an automatic process there
For the Object Spawner workflow, each group you saved can get turned into a sector
A finished mod can consist of multiple root-groups / sectors
Streaming Ranges
There are different streaming ranges, determining when objects and sectors get streamed in / out
Object Based Range:
These determine when each individual object gets streamed in / out
It is usually dependent on the size of the object
Can be found under each object's "World Node" header
Sector Range:
This determines when then entire sector gets streamed in / out
This over-rules the object based ranges, meaning when the sector streams out all objects within also stream out, even if their individual range is larger
Can be found in the export tab, under each groups header
Why this matters:
You should keep this in mind while building, and make sure that if you have sub-builds which are far apart, that those are in their own root-groups (Thus becoming their own sectors)
That way you make sure that only the parts of your build that are currently close will be streamed in (Thanks to having separated it into multiple sectors, with their own ranges)
Exporting
Step 1: Export from Object Spawner
Start by going to the "Saved" tab, and adding all the groups you want to be part of your finished mod, by using the "Add to export" button of those groups
Next, head over to the "Export" tab
Enter a project name, this will be used for the folder and file names in WolvenKit
Now you can specify sector specific settings:
Sector Category, usually just use interior or exterior
Sector Extents, used for determining when to stream the whole sector in / out
Hit "Export"
Step 2.5: Moving the file
Navigate to the
Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\entSpawner\export
folderLocate the file you just exported, it will be named
projectName_exported.json
Copy the file
Open your WolveKit project (Make a new one if you do not have one yet)
Right-click the
raw
folder in the project explorer, and hit "Open in Windows Explorer"Paste the file
The file should now be located in wkitProjectName\source\raw
Step 2: Importing into WolvenKit
Next, open the Script Manager:
(Top tool-bar) Tools -> Script manager
Update your scripts by pressing the "Update Scripts" button
If the script was updated, or this is the first time you do this:
Locate the
import_object_spawner
script in the "System" categoryDouble click it, and agree to creating a local copy
Open the local copy, found under the "User" category
At the top of the now open script, locate the part that says "Modify this"
Modify the path to point to the file you previously copied into the
raw
folder
Click the "Run" button
Multiple files should have been generated (At least one
.streamingsector
, and one.streamingblock
Click the "Install" button
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