SE Assets — model, texture, and audio pipeline
Space Engineers uses custom asset formats. Don't follow tutorials pre-2019 for textures — the DX11 channel layout changed.
Read first
references/pipeline.md — full pipeline: Blender + SEUT modeling, texture packing details, Havok collisions, material properties, MWM export, LCD texture requirements, audio encoding.
Quick reference
Models: FBX → MwmBuilder → .mwm. Tool at [ModSDK]\Tools\VRageEditor\. Build stage models use _BS1/_BS2/_BS3 suffixes.
Textures — DX11 channel packing:
| Suffix | Channels | Contents |
|---|---|---|
_cm.dds |
RGB=Color, A=Metalness | Diffuse + metal mask |
_ng.dds |
RGB=Normal, A=Glossiness | Normal + gloss mask |
_add.dds |
R=AO, G=Emissive, A=Paintability | AO + emissive + paint |
_alphamask.dds |
A only | Transparency cutout for GLASS/DECAL |
Format: BC7_UNORM_SRGB (color) / BC7_UNORM (normals) via texconv.
Technique values (<Technique> in material definition):
| Value | Use |
|---|---|
MESH |
Standard opaque (default) |
DECAL / DECAL_NOPREMULT / DECAL_CUTOUT |
Decal overlays |
ALPHA_MASKED |
Opacity from alphamask |
FOLIAGE |
Semi-transparent with shadow transparency |
GLASS |
Transparent + refraction — needs TransparentMaterials.sbc entry |
HOLO |
Emissive glass — needs TransparentMaterials.sbc entry |
SHIELD |
Animated glass — may crash on certain blocks |
LCD textures: PNG → texconv BC7_UNORM_SRGB → .dds. Alpha is inverse emissivity; use -sepalpha for mipmaps.
Audio: WAV → xWMAEncode.exe → .xwm. Encoder at [ModSDK]\Tools\xWMAEncode.exe (bundled, no separate download).
Tools
- Blender 4.0+ with the SEUT addon — the modeling entry point.
- VRageEditor — bundled with the ModSDK, used for MWM export and animations.
- texconv — Microsoft DirectX texture converter, for DDS creation.
- xWMAEncode.exe — bundled with the ModSDK, for audio.