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This guide will teach you how to create own copies of game assets instead of overwriting the original files. |
Published: January 16 2024 by @madmaximusjb and manavortex
This guide will teach you how to set game assets as new files. Don't worry, it's really simple!
We're taking this Liberty handgun mesh (I think it used to belong to some Dexter guy`?) and make our own copy of the file.
You need a Wolvenkit Project. But if you're reading this, you probably have one already.
Step 1: Getting a file to custompath
You can either download a template file (for example, from the wiki's repository), or simply find a game file and and add it to your project.
Once you have the file, you can move it wherever you want it, either in the Windows Explorer or in Wolvenkit's project explorer:
Once you're done, we can proceed to the next section.
You have added a game file to your project, or you have downloaded a template file, and now want to change the references.
If your file type isn't included in the lists of examples, you need to look through the file, or use Wolvenkit's file validation
{% hint style="info" %} For more information about .this, check 3d-objects-.mesh-files {% endhint %}
Find your CMaterialInstance
in either localMaterialBuffer.materials
or preloadLocalMaterials
, then change any depot paths in the properties:
{% hint style="info" %} For more information about this, check game-icons-the-inkatlas-file.md {% endhint %}
For modded files, you only need slot 0 - 1 and 2 can be blank.
The texture
property is optional.