Model Import

Dead Eye imports 3D models from these formats:

Format Notes
FBX Meshes split by material; normals generated when missing; Z-up and left-handed files converted to the engine's Y-up, right-handed frame; materials, lights and cameras imported
OBJ / MTL Standard OBJ with materials
glTF Used for 3D Tiles content and models
Blender .blend Native import, including zstd-compressed files; material node trees walked for textures; packed textures extracted

From the command line: --fbx <file> or --blend <file>. In the application, use the ribbon's Import FBX command.

Textures

Textures referenced by a model are resolved by file name from a textures/ directory beside the model. Paths written by other operating systems therefore still resolve.

Real-world scale and axes

Vignettes and scenarios state each model's real length and width and, where needed, its up axis and yaw offset. The engine scales and orients the model to match, so purchased or Government models from any authoring tool line up with the simulation.

Asset packs

Licensed geometry ships inside an encrypted asset pack, which the engine reads in memory. Third-party content is therefore never left on a fielded system as loose, extractable files. A model without a pack entry is read from disk. Sensitive data (terrain, parameter tables, scenarios) follows the same pattern: separate packs that can be marked, swapped or removed without rebuilding the software.