|11-19-2010, 08:37 AM||#1|
Join Date: Aug 2008
How to mod AVP 3
And if your a modder, please show your support for Rebellion to release a SDK by signing the petition. Located here.
TABLE OF CONTENTS
* Required programs
* Exporting the game resources
* Types of moddable files
* Editing the textures
* Extracting the Chunk
* Importing files back into the engine
* Your Mods in-game
This tutorial will only touch on the basics of modding and should give you enough to get you started. By reading this, we assume you have some basic knowledge of 3D/2D design or experience with tools such as Photoshop and 3DS Max, which you might need to fully understand the potential of this method.
As for now, no tools allow to add extra content in AvP. However there are ways to modify the existing textures and sounds and import them back into the game. The talent in the AvP community has been proved to be endless, and so are the possibilities now.
This guide is by no means complete and we invite others to share their knowledge with the community at large. If you have any questions or comments after reading this thread, please feel free to post them at this sub-forum or drop an email to firstname.lastname@example.org.
1. Required Programs
To get started, there are a number of programs you need to download to be able to start modding the game.
QuickBMS Asura Script
Asura Engine Extractor
Photoshop DDS Plugin
You can look for them on the web, find a one easy source located here \/
2. Exporting the game resources
* Run the program QuickBMS.exe.
* Select the BMS script to use (asura.bms).
* Pick the input files to extract from your target Asura file ( *.asr, *.pc or *.en). For eg: Multiplayer.asr, StreamingSounds.asr, A04_Colony.pc.
* Enter in the output folder and press 'Save'. The program will start exporting the files to the specified folder now.
After the process has been completed, QuickBMS will ask you to keep or delete a TEMPORARY_ FILE. Do not delete it.
3. Types of moddable files
Textures: First thing you notice is the texture files are extracted with the *.tga extension. The textures are in .DDS format actually, hence why you need the DDS plug-in to be able to import and export them in Photoshop.
You will encounter many different types of texture maps in AvP. The most common and the ones we are going to use to reskin 3D models are Diffuse, Normal and Specular maps. Bellow you'll find a little bit about the differences between them.
Diffuse maps represent the diffuse reflection and colour of a surface. In other words they define the colour and intensity of light reflected back when it strikes a surface.
Normal maps define the slope or normals of a surface. In other words, they alter the direction a surface appears to be facing.
Bump mapping adds an illusion of depth and texture to images. It doesn't actually alter geometry but rather affects the shading over a surface.
Specular maps represent the specular intensity and color of highlights on a surface. In other words they define the "shininess" and color of specular reflections. The brighter a specular map is, the more shine is applied to the final material.
Sounds: Sounds are exported on its original format, *.wav.
4. Editing the textures
* First off, install the Photoshop DDS Plug-in* and restart the program.
* Pick the texture you want to edit from your extracted files. The character textures are always placed in a folder called /Graphics/Characters on each Asura file. For e.g.: graphics/characters/predator/newpredhead_col_1024x1024.tga. So if you want to reskin a model, that's the place where you need to look at. The rest of editable textures are outside this folder.
* Change the texture extension to .dds if Photoshop gives you any trouble when importing it. (Be sure to make the file extensions visible)
* Open the .dds file you want to edit with Photoshop and start editing it.
* Once you are finished editing your texture, save the file as .dds. A new window should pop-up. Select DXT5 settings and leave the rest of them as default. Click Save.
If you don't have/use Photoshop, you can use any other graphics editing programs for editing and exporting your textures such as Paint.NET or GIMP. DDS converters are also a possibility, you can either use ATI Compressonator or DDS Converter 2.
Sounds are exported on their original extension (.wav) as noted, you just need to keep the same file format after you have edited them. Recommended audio format:
General Format: Wave
Audio Format : PCM
Codec ID : 1
Codec ID/Hint : Microsoft
Sampling rate : 44.1 KHz
Resolution : 16 bits
You can use SUPER to convert your sounds to wave files.
Here's a working example.
6. Extracting the chunk
* Open the Asura Engine Extractor.
* Click on "Open File" (All files *.*) and open TEMPORARY_FILE* you previously kept.
* A list will appear, find the file you want to mod there ( for e.g. /graphics/characters/predator/newpredhead_col_1024x1024.dds) and click on Export Chunk.
* This will save a BLOCK.XXXX.bin file in a new folder, the path where your new file is located is noted on the extractor.
Now you have the chunk of information, which you will be needed to import your own files back into the Asura Engine.
Note: If you have clicked on Export Chunk and the new folder with your .bin file doesn't appear, just rename the TEMPORARY_FILE file to something different while you have it opened in the extractor, and click on Export Chunk again.
*If you are extracting data from an ".en" file, note you can open it directly using the Asura Engine Extractor. No TEMPORARY_FILE is needed in this case.
7. Importing the files back into the engine
Next you need an Asura template file to import your edited files back in the game. You can use any uncompressed one. It just needs to include at least one editable chunk on it. Either Beams.asr, Fonts.asr or some other will do the trick. We use Beams.asr since it contains just one editable chunk and it makes it easier to share the modification online.
* Open the following file: /Steam\steamapps\common\aliens vs predator/Graphics\beam.asr with the Asura Engine Extractor.
* Select the /Graphics/beams.dds line from the list and click on Import Chunk.
* Browse for the BLOCK.XXX.bin file you previously saved. Load it. Now the line should have been replaced with the name of the file you want to modify.
* Click on Load from File (Materials). Browse for the .dds texture or .wav file you created and click on Open.
* Click on Save to File. Accept and name your file XXX.en, for eg: Avpgalaxy.en. Click Save. You are done.
IMPORTANT: The extension .en of your modded file means the game has to be in English or the modification won't work. If you want to use mods in your desired language, this extension should be changed to the one from your region. For eg: Spanish = .sp, French = .fr, Italian = .it, German = .ge, Polish = .pl
8. Your Mods in-game.
* Copy your new XXX.en file to your AvP Steam or custom created folder (for eg: \Characters, \Envs\Colony, C:\Program Files\AvPMods, etc...).
* Now open the .lst file placed on the AvP folder where you want to apply it (Multiplayer.lst for just MP or M03_Jungle.lst, A04_Colony.lst, etc... for just SP*) with the notepad. If you want to apply your modification to both SP and MP at the same time, then edit Common.list (placed in the \Misc folder).
* Add a line at the bottom with the path of your new XXX.en file. (E.g.: Character\XXX.en, misc\XXX.en, C:\Program Files\AvPMods\XXX.en...) and save it.
* Now run the game and enjoy your modification.
*If you want to use your modifications in SP only, keep in mind you need to edit the *.lst file of the level and species where you want to apply it. All SP levels are in the \envs folder.
Finally note plenty of the game resource files are shared between 3D models (Alien body textures, some biomask's Normal maps, Predator body textures, Marine armors, etc...).
Modifications can only be noticed by you. Other players won't notice any changes unless they are running the same modified file on their clients.
This method and tools are unofficial. Use them at your own risk. We do not take responsibility for its use or distribution. Also, DO NOT distribute any original game content with your modifications.
Special Thanks and Credits
Ikarop - Author of the guide, method and mods displayed here, Aluigi - QuickBMS/Asura Script, LZTK - Asura Engine Extractor translated by Ikarop, Ambrosiia -Tester, lamiszcze - Tester, CodeX, Photoshop DDS Plugin - © 2010 NVIDIA Corporation. Aliens vs. Predator™ © 2010 Twentieth Century Fox Film Corporation © 2010 SEGA ©2010 Rebellion.
Here is a small list of mods created for AVP 3
Last edited by The Unbeholden: 11-19-2010 at 08:44 AM.
|11-19-2010, 12:00 PM||#3|
Join Date: Aug 2010
I'm very skeptical and doubtful about that petition, especially given the internet's track rating with online petitions. How old is it to both be asking for dedicated servers (which we already have) and mentioning the PC gamer community as "waiting for AvP3"?
|02-18-2012, 01:26 PM||#8|
Join Date: May 2009
Rebellion are so dumb for gods sake The gaming is dying out because theres no map making support or modding support. it gets boring playing the same maps over and over again. They will never be a successful gaming company if they don't allow the modding communitys to be able to mod the game.
I rest my case...
|02-18-2012, 02:37 PM||#9|
Join Date: Aug 2007
It was never up to them. The publisher (Sega) decides when mod tools can be released. And since they officially stopped supporting the game a few months shy of two years ago the chances of them ever coming are next to impossible. Unless somebody inside Rebellion hates their job and leaks the stuff online...
We waited just as long until Rebellion and Fox Interactive released the AvP Gold Edition tools. The difference then being we were a large dedicated community always on them and the studios worked with us. Rebellion had to fight to get the tools out. Today it's the complete opposite. The "community" is an inactive joke and the studios abandon their games as soon as they come out.
Mapping for AvP is a combination of Rebellion made proprietary software (lighting, object placement, sound, mission scripting, etc.) and their own import/export plugins for 3D Studio Max (texturing, mesh editing). Getting that stuff out to the public probably has some legal ramifications nobody wants to deal with. In the meantime, something is better than nothing.