Create from a category

Start new content as New or Clone from its category, pick or make each part, and edit an existing asset in a workflow.

Each category in the Asset browser creates its own content. New starts from nothing. Clone starts from a copy of an installed asset of the same category. Both open one guided dialog. It asks for every value it needs, checks them, and creates the result in one undo step. The result then opens in its category viewer.

Where to start

place

what it offers

a category list header

New (plus icon) and Clone (copy icon), at the right of the title

a row’s right-click menu

Clone…, with that row as the base

the viewer toolbar, above the pages of the open asset

New, Clone (the open asset as the base) and Edit (pencil icon)

the All other assets header

a New list: Texture, Static prop and Clone material, then the types Studio cannot write yet

File > New mission script…

the Mission Graph’s New mission script dialog

Clone from a list header uses the open asset as the base when it belongs to that category. Otherwise you pick the base in the dialog. An asset the project added cannot be a base, except a perk program. Its Clone icon is gray with the tip “Clone an installed one”. Clone on an item’s or a vendor’s display record uses the item or the vendor as the base.

A gray icon cannot run. Hover it to see why: the action is not built yet, Studio has no writer for it, or no project is open.

Run a workflow

  1. Open a project.
  2. Press New or Clone in a category, or choose Clone… on a row.
  3. Read Limits at the top of the dialog.
  4. Fill the fields under REQUIRED.
  5. Fill the fields under OPTIONAL that you need.
  6. Fix every problem listed under the fields.
  7. Press Create.

The title bar names the workflow. Some workflows name the button differently, such as Create vendor, Compile and create or Create exotic weapon. Create stays disabled while any problem remains. Cancel closes the dialog without a change. Some workflows finish in the background. Cancel then turns into Close, and the work goes on after you close the dialog.

New or pick existing

A part of the new content, such as a model or a texture, can show two choices under its label:

  • New makes the part in the dialog. Its own fields show in place of the picker.
  • Pick existing chooses an installed or project asset that fits.

New is gray when Studio cannot write that part from scratch yet. Hover it for why. The part then stays on Pick existing.

A picker lists only assets that fit the part. Type in Search to narrow the list. A project row says Project. An installed row shows its tag, so rows with the same name differ. Hover a row for its package and tag. Clear removes the choice.

Choose a package ID

Every workflow that adds entries asks for a Package ID. Entries with the same ID share one new package, so several workflows can use the same ID. The field starts with the last ID your project used, or 0AA0. Package IDs has the rule.

Guides per category

category

guide

Weapons, exotic weapons

Create an exotic weapon, Create items and vendors

Armor, Mods and plugs, other item categories, Vendors

Create items and vendors

Perks

Edit perk behavior

Guardians

Guardians: view only, New and Clone are gray

Enemies and NPCs

Enemies and NPCs

Interface

Edit CUI screens

Texture

Import and edit textures

Material

Edit materials

Static prop

Add a static prop

Mission script

Script a mission

An asset with no category has Clone as a plain duplicate. It opens the Add asset dialog with the asset as the source and a Create copy button. The copy is stored as a delta of the asset. It may not work in game. A texture cannot be duplicated this way, since the copy would share its pixels. Use New > Texture instead. Duplicate an asset has the steps.

Edit in a workflow

  1. Open an item, a vendor, a material, a texture, a CUI screen or a perk.
  2. Press Edit in the viewer toolbar.
  3. Change the fields.
  4. Press the save button: Save changes for an item, Save vendor for a vendor, Create for a material or a texture.

On an installed asset, the tip says “Stores a delta of the installed asset”. A gray Edit says why in its tip. Item, vendor and perk edits may not work in game. A vendor opens from either of its two records. For a CUI screen, Edit opens the CUI page. For a perk, it opens the Perk behavior page. Assets > Edit perk behavior… opens a picker instead. Its Open node editor button opens the same editor.

Shortcuts

These actions have no default keys. Set them in Shortcuts and presets.

action

does

New texture

New texture

New static prop

New static prop

Clone material, Clone weapon, Clone armor, Clone plug

Clone in that category, based on the open asset when it fits

Open Interface list

opens the Interface category, where a screen opens on the CUI page

New mission script

File > New mission script…

Limits

The All other assets New list shows these grayed out. Hover one for its reason.

type

reason

Activity

Activity creation is not supported yet.

Map

Map creation is not supported yet.

Animation

Edit clips of an existing rig with Import animation.

The Animation item points at Assets > Import animation controls…. See Edit animation controls.

Categories carry their own reasons on their gray icons. For example, New in Enemies and NPCs says that no AI, health or loot field is known, and Clone there says that entity clone is not supported yet. Replace a skinned model can create a visual entity on the Hob rig profile. Author map content covers what you can do to a map, and Wide-hash aliases covers native additions.