Export a Blender object as a ydr file to import it into CodeWalker

06 September 2025
  • Millois Juan
  • Berthon Lou
  • Ming Yuan Hsu

A tutorial to export an object created in Blender for importing into the Codewalker map.

Prerequisites

Create an object in Blender

  1. Open Blender
  2. Delete the cube and remove existing objects in the scene (a+x)
  3. Create a new object, for example a cube. (it should be a simple object with few vertices)
  4. Check that the scale of your object is at 1 (to do this: object mode > object > apply > scale)
  5. Go to Sollumz Tools, in drawables, create drawable objects > convert to drawable model > convert to drawable (this creates an empty for your object).

g2blender2.png

  1. In Shader tools, choose material default > create shader material
  2. In Edit > preference > enable Node wrangler
  3. Open a shader editor tab
  4. In the “DiffuseSampler” part, add your texture image in .dds file
  5. Click on the folder icon open image and find your image.dds

g2blender3.png

  1. Go to Properties then to the Material tab
  2. Scroll down to Sollumz > Texture parameters > check embeded
  3. Duplicate the .model object
  4. Then right-click on the parent and select clear and keep transformation
  5. Rename the duplicated object to object_collision example Cube_collision.
  6. In Sollumz tools > Collisions> Create bounds > click on Convert to composite (this creates an empty)

g2blender4.png

  1. Remove the material from your object object_collision
  2. In “Sollumz Tools”, then Collisions > Create Collision Material > take for example Vfx metal electrified > then Create Collision Material

g2blender5.png

  1. For the object_collision.bvh file > in object property object, check that the sollumz type is bound geometry bvh
  2. In composite flag uncheck map cover
  3. For the _collision.polymesh > in object property object > check that the sollumz type is bound polymesh
  4. In collision, click on select hierarchy, then shift drag in the object collection
  • Make sure to check the hierarchy Cube > Cube_model > Cube_collision --- 22 to review (robin)
  1. Duplicate the .model file and rename by adding the .med extension (example cube_model.med)
  2. Select the object.med file > go to drawable > load tools
  3. “Reference mesh” > take the .med file as a model --- 26 to review (robin) Select med or medium Click on “generate lods”
  • Delete the med file
  • Rename the collection for example “test_cube”
  • Select the .model file
  • Go to sollumz tools
  • Go to archetype definition > YTYPS > create YTYP (+) Rename the file (example test_sollumz_cube) Select the empty
  • In archetype Check that the type is “base” Then click on auto Create archetype

g2blender6.png

  • Check the nomenclature and the linked object Check that it is the same name as the empty
  • Export ytyp.xml
  • Export the ydr:
  • Select the entire hierarchy
  • In file > export > codewalker

g2blender7.png

  • Check “limit to selected object”
  • Check “apply parent transform”
  • Toggles lods > “high very low”

Resources

mnsb223, How to Create a YDR with Embedded Collisions and Lights in Sollumz 2.1, https://www.youtube.com/watch?v=j8kZWnYZ_e4, 2023


Translated by AI from the French version.

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