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Overview and toolchain

This handbook covers the production pipeline for creating 3D models, animations, and textures for Digital Combat Simulator (DCS World) using Blender as the primary modelling tool and the EDM exporter as the bridge to the DCS engine. Blender 4.6

What is the EDM exporter

IO_Scene_EDM is the official Eagle Dynamics Blender add-on that exports scenes to .edm, the model format used by DCS World. It replaces the older 3ds Max-only pipeline and is the recommended path for new modders.

The exporter handles:

  • Geometry export with multiple LODs
  • Animation arguments linking object transforms to engine values (gun elevation, gear retraction, etc.)
  • Materials through a custom shader node system
  • Lighting (real lamps, fake light points, surface mode lights)
  • Damage systems (texture-based and geometry-based)
  • Connectors, bounding boxes, and collision geometry
  • Bone deformations for skeletal animation

What this handbook covers

Topic Doc
Installing the exporter and configuring Blender 01 — Installation
Preparing geometry, hierarchies, LODs, and animation arguments 02 — Geometry & Animation
Setting up materials, textures, decals, and the deck/glass shaders 03 — Materials & Textures
Lighting systems, the damage model, and number decals 04 — Lighting & Damage
Bridging Blender with 3ds Max and Substance Painter 05 — FBX pipeline (planned)
Texturing workflow with Substance Painter 06 — Substance Painter (planned)
Common errors and their fixes 07 — Troubleshooting (planned)

What this handbook does not cover

  • DCS Lua scripting (mission scripting, MOOSE, MIST). That is a separate domain with its own community resources.
  • Texture painting fundamentals beyond what is needed to integrate with the EDM exporter.
  • Aerodynamic flight model authoring, which uses entirely different tools and conventions.
  • Cockpit programming (clickable cockpits, avionics simulation).
  • Mission file authoring, terrain creation, or weapon balance.

Toolchain at a glance

A typical DCS modelling pipeline involves several tools, only some of which are strictly required:

Tool Required? Purpose
Blender (LTS 4.2 or 4.5) Required Primary modelling, UV unwrapping, scene assembly
EDM exporter add-on Required Exports .edm files for DCS
DCS Model Viewer Required Validates exported models outside the simulator
Photoshop with DDS plugin Required for textures Saves textures in BC1 / BC3 / BC5 DDS formats
Substance Painter Optional High-quality PBR texturing
3ds Max Optional Some legacy workflows still use Max for specific export paths
Materialize Optional Generates normal/AO/RM maps from photographs
xNormal / Marmoset Optional Baking high-poly to low-poly

The official ED tutorial videos focus on the Blender → EDM path. This handbook also documents the FBX bridge to 3ds Max and the Substance Painter integration in separate chapters, since those are common in real-world modding but are not part of ED's official tutorial series.

Reading order

If you are working through this handbook for the first time, read in numerical order. Each chapter assumes the previous one. The reference files in docs/reference/ are designed to be used as you work, not read top-to-bottom.

Feedback

If anything in this handbook is wrong, unclear, or out of date, please open an issue or a pull request. See Contributing.