Blender – How to add content in Game

Blender – How to add content in Game 1 -
Blender – How to add content in Game 1 -

A easy and simple to follow guide on importing Source 2 maps into blender.


This guide will help explain how to import Source 2 maps into Blender, and thankfully
the Source 2 viewers, VRF, has a feature for this! While there are other ways to import Source 2 maps to blender; I believe I have found one of, if not, the best way to import source maps into blender. This should import most things from props to textures to brushes, npcs and so on.


Needed Resources:

  • Half-Life: Alyx, any Source 2 game, or something from HLA’s workshop. If its a Source 2 map, it will work.
  • Blender [Obviously]
  • VRF – Valve Resource Viewer – Let’s you view anything from a Source 2 game. – [] 
    The list may expand if I find a better way to import these.


Using VRF and locating the .vwrld_c

Firstly,download VRF. It will download as an .exe, so theres no need for Java or whatever unlike for the other guide for Source maps. Once downloaded, launch it and locate your map’s VPKfile. For a Source 2 game, like HLA, this will be in:steamapps/common/[source 2 game]/game/[game name]/maps/[The VPK should be here, or in a folder with the map’s name]. If the map is a workshop addon, go to:steamapps/workshop/content/[game id, this should be 546560 for HLA]/[Addon ID, find it by the ‘publish_data.txt’ which should have the addon name in, or if the addon id is in the description of the addon]. Open up the VPK and head to: Maps > [mapname].vwrld_c [it can be in another folder in the vpk, just look for it]. For us, let’s say we want to get the map ‘blind_zombie_example’ from HLA’s game files. We open VRF, click open, go to: steamapps/common/Half-Life: Alyx/game/hlvr/maps/workshop_examples/blind_zombie_example.vpkand open it. Go to maps > workshop_examples > blind_zombie_Example > world.vwrld_c. Now we have found the .vwrld file.

De-compiling the maps and opening them in Blender

Now that we have found the .vwrld, we want to right click it and select ‘decompile and export‘. Click this and it will open a file browser. Create a folder of any name for this map, select it and click ‘save‘. This will begin de-compiling every texture and exporting them as PNGs, and export the whole map as a GLTF. Once this is done, in the folder will be a .GLTF, a .bin and alot of .PNGs. If you plan to export this model to another software like Unity, you can use these textures in this folder. Now, we simply go to Blender, click file, import, GLTF and click it. And there you go; its all imported to Blender. All materials will have the image texture applied as well. No need for anything else.


That’s literally it. Yeah. It’s a lot more simpler than porting Source maps to Blender. Anyway, that’s all!
Guide on porting Source Maps to Blender: – [] 
Thanks for reading my guide, I hope it helps.

Written by zonked

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