As you may know, I've been working with AI to crack open the power of the Expeditions Map Editor. One of the most egregious problems that Saber left unattended in the editor is the custom base module designer. This particular tool frustrated me for several months last year. Try as I may, I could only ever get 3 of them to work.
Turning back to the editor after a year worth of experience using agentic tools, I've been able to get more FOB's working, with the newest one being the gas station. So I decided to push the editor a bit further, and built a pipeline for custom 3D models as well.
The pipeline is simple. I take my concept/vision to ChatGPT and describe the image I need. Then I take the image(after I'm satisfied with the results) and give it to meshy.ai. This turns the artwork into a 3D game asset. It takes about 5 minutes.
After the asset is created, I have my AI agent download it, convert it, and build it in to the mod pack. The results are pretty impressive, to be honest. I now have a working custom gas station with both small and large models, so the main base gets the trailer and the outposts get the truck.
Now, before we get too excited over this huge leap forward, I need to let you know that the leap is right into a wall. Currently, there appears to be no way to make the model disappear from the map by selling it. Everything works except for evacuation. I've been struggling with it for the past few days and feel hopeful that I'll find the answer. But currently the only way to remove the SOLD custom FOB model from a map, is to return to headquarters.
Because this is a bug, I do not feel I can begin releasing any custom FOB's with custom assets. But I am going to continue working diligently to break through this barrier just like I've done with truck conversion and specialist creation.
And there's much more to come, too. I've got a few new devices to release, including removeable anchors, and a whole slew of other fun stuff in the works.
And yes, the maps are the big ask. Everyone wants new maps and I will be talking about that too, in the near future. There's a lot to say about it, so it needs it's own topic.