After loading a level, open Edit → Models to launch the Model Editor. It browses and edits the level's mesh package under RENDERABLE (e.g. LEVEL_MODELS.PAK / MODELS_LEVEL.BIN) — CS2 models used by ModelReference entities and other renderables.
The same window can open as a picker (with Select This Model) from a renderable instance's Change Model button.
The left tree lists models in the loaded level. Use Search / Clear to filter. Select an entry to preview it in the centre 3D view.
Supported mesh formats for import and export: FBX, GLTF, and OBJ.
Click Import New, pick a file, then use the import preview to choose which meshes to bring in. Optionally Pick material for selected meshes (opens the Material Editor), then Import.
OpenCAGE creates a new CS2 entry from the filename. Imports need triangles (Assimp triangulates where needed), a usable bounding box, and under 32,768 vertices per converted mesh.
On the main window, Model Render Flags toggles flags for the previewed model (for example LOD / shadow / dynamic geom style options). Changes apply in memory immediately.
Select a model and click Edit to open a second window for that CS2's hierarchy: components → LODs → submeshes.
For multi-mesh sources, prefer Import New with the mesh checkboxes; the per-submesh add/replace path only uses the first mesh in the file.
The Model Editor has no separate Save button. Persist changes with File → Save Level (Ctrl+S), which writes the level's model PAK/BIN (and related assets) back to disk.
Saving closes the game if it's running so install files aren't locked.