Getting custom 3D models into BAR
Replace or create unit models by setting up a dev environment and using the right export tools.
Tags: bar modding, 3d models, commander unit, dae export, dev setup, spring exporter
Dev environment requirement
You cannot drop model files directly into the game folder and expect them to work. BAR does not load external 3D model replacements through the data directory alone. A proper development environment is required to compile and package custom models into the game mod structure.
Skinned versus static meshes
Skinned meshes for BAR units remain work in progress and face pipeline limitations. For non-skinned units built from multiple objects, use a dedicated model exporter. Chris' exporter handles most standard unit geometries, while Beherith's toolchain on GitHub covers more complex cases. Export to .dae format for compatibility with the Spring engine's model loader.
Placement and testing
Models go into the objects3d folder within the game mod structure, not the user data directory. After exporting and placing the model, you rename it to match an existing unit's model file or create a new unit definition that references it. Testing requires launching the game with your mod loaded and verifying the model renders correctly in the lobby preview and in-game.
Creed of Champions
Model creators who share custom units with the community expand what BAR can do for everyone. Creed of Champions supports players who contribute art, code, and tools alongside their competitive play. That blend of creativity and skill makes for a richer gaming experience.
The removal of toxicity, the goal of fun and learning, makes for a refreshing spot to play and spend time. It has made a game with plenty of complexity a bit less daunting to dive into.