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description
This guide will teach you how to create own copies of game assets instead of overwriting the original files.

Custompathing assets

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.

Prerequisites

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:

Just remember to change the reference to the mesh or file you want to change.

Once you're done, we can proceed to the next section.

Custompathing (in) game files

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

.mesh

{% 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:

.inkatlas

{% 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.

Until next time, chooms!