Hello! I am the blog's new coauthor, Mastermaul. I will pretty much be doing the same things as Tom. I have prepared a tutorial on editing the game's KV6 files so that you may create your own weapons and skins! Enjoy.
Editing the game's base .kv6 (models and textures for things like the rifle and body parts) files is quite easy. One just needs to download the Slab6 program found below, navigate to the Ace_of_spades/kv6 folder, and open the file of your choice. For reference, the rifle is semi.kv6. The files marked "playertorsoc" and "playerlegc" correspond to the crouched versions of those files, which will have to be separately painted if you wish to make a torso or leg edit, or else a crouched player will display the default skin. "Tracer" is the 'bullet' that the rifle fires, which allows the player to track snipers to their source.
Before editing anything, I recommend making a backup of ALL kv6 files in a separate folder.
The controls can get a bit tricky in the editor, but you'll soon find that you become relatively used to them. To start, press the forward arrow key to move in closer to the model. Press and hold the right mouse button to rotate the model. By default, the editor adds a sort of shading to the model so that it is more pronounced, so ignore it if you fear that's what the game will show. You can insert voxels (the cubes making up the models) by pressing the Insert button, and delete them with the Delete button. To do this, aim the mouse cursor at the point you wish to insert or delete and press the respective button.
Pressing enter brings up the slice editor, which as far as you're concerned is the color pallet. The plus (+) and minus (-) keys on the keypad are used for decreasing and increasing the shading of a color by one shade, which allows for faster shading. This is also done using the cursor. To paint a color from the pallet, aim your cursor at the target voxel and press the spacebar.
Pure black is used as sort of a team base color for the body part models, and is changed to blue/green in game. This ensures that there is only one model the game needs to read for all teams. If you are unsure of the color, the default torsos are pretty much entirely black. Any color added over this will show up as it does in the editor, with the black around it still appearing as the respective team color.
You can add voxels to the weapons and they will still work, however adding them to the body parts will cause the game to give an error on startup. This is to stop size-hackers.
I always recommend using the default models as a base, especially for weapons. This way you can be sure that they will look good both in 3rd and 1st person.
There is no straight "save" function, just use "save as" and it should already be pointing to the same file in the game's folder.
Good luck, feel free to ask any questions in the comments! To download the slab6 editor click here.
Saturday, April 16, 2011
Editing the Game's KV6 Files
4:21 PM
Mastermaul
7 comments
7 comments:
hi maul
Can't see a download link anywhere!
Sorry, the download link is posted in the FAQ. I shall add it to this post.
I EDITED SEMI.JPG (turned into bat on desktop, edited, and put back in folder) and game started spinning, I guess as an anti cheat regulation.
I deleted the edited semi.jpg and all traces of it, re-installed and STILL my game spins, WITH the custom recticle.
WHAT THE FUCK DO I DO TO GO BACK TO ORIGINAL. I keep hearing about a "clean instlal", what exactly does that mean.
Shawnsey or Mauler, I've made a FULL mod pack but how do i upload it to the blog?.. It's got Instructions and everything it needs to work, I want to share it now, please get back to me on how I upload to here, OR if you upload it for me or something -.-
We upload it for you, post it on FP or email it to Shawnsey.
I found out how about 30 seconds after I posted, And then I couldn't delete it, It's been sent to Shawnsey's email and hopefully be alright :)
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