Introduction

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.

Browsing & Preview

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.

  • Use Material Data — textured preview when possible (same preference as Options → Misc → Use Textured Model View); materials come from the Material Editor package, textures from the Texture Editor.
  • Preview Render Filter — show/hide LOD groups and individual submeshes (Show All / Hide All). The i button opens submesh info (verts, indices, vertex format).

Import & Export

Supported mesh formats for import and export: FBX, GLTF, and OBJ.

Import New

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.

Export & Delete

  • Export — writes the selected model to FBX/GLTF/OBJ. Related textures (diffuse, normal, and so on) can be written beside the file under a textures folder (sourced via the model's materials — see the Texture Editor).
  • Delete — removes the model from the level after confirmation.

Editing

Render Flags

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.

Geometry Editor

Select a model and click Edit to open a second window for that CS2's hierarchy: components → LODs → submeshes.

  • Replace Selected — replace a submesh with the first mesh from an FBX/GLTF/OBJ file
  • Edit Material — assign a material via the Material Editor
  • Add New Component / Add New LOD / Add New Submesh — grow the hierarchy from an imported mesh (first mesh in the file)
  • Delete Selected — remove a component, LOD, or submesh
  • Scale and other info fields for the selected submesh appear in the info panel

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.

Saving

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.

Related Tools

  • Material Editor — materials assigned to submeshes and used during textured preview / import
  • Texture Editor — textures sampled by those materials
  • Material Mapping Editor — From→To remaps that can swap materials on model instances
  • Viewport — in-level 3D view of ModelReferences (separate from this editor window)
  • Renderable Instance Change Model — picks a CS2 from this editor for script/renderable placement