How Do I Create idStudio Mods?
See the official website for more in-depth guides: https://idstudio.idsoftware.com/
The mod file locations idStudio reads & writes is not always what you package.
All editors are located in the "Windows" tab located on idStudio's top bar.
decl mod
- Edit or create a new decl in the Asset Browser
- Decls are located in your
base/declTree
folder
texture mod
- Edit textures with the Material Editor & Material Painter
- Added textures should be in a standard .tga format
- Use GIMP or Paint.net to export textures into .tga - Create a folder for your newly-added textures manually in File Explorer if you haven't already done so
- Not applicable if textures are being replaced, not added - Menu & Custom textures are located in your
base/art
folder - Character textures are located in your
base/models
folder - GUI textures are located in you
base/textures
folder
static / animated model mod
- Edit models with Blender (not in idStudio)
- Export models as .fbx
- Import the .fbx model in the Static Model Editor or Animated Model Editor
- Create a folder for your newly-added models & animations manually in File Explorer if you haven't already done so
- Not applicable if models & animations are being replaced, not added - Static models are located in your
base/art
folder - Animated models & animations are located in your
base/md6
folder
string mod
- Edit strings with the String Editor
- Language -> English
- Be sure to save BOTH the String Contents then the String Table
- Strings are located in your
base/strings
folder
sound effect / voice over mod
- Convert sfx/vo with Wwise as PCM Auto Detect High (not in idStudio)
- Export sfx/vo as .wem
- Manually place them in
base/sound/soundbanks/pc
- Rename each file to ONLY contain the sfx ID (ex: 123456789.wem)
music mod
- Convert music with Wwise as Ogg Vorbis Quality High (not in idStudio)
- Export music as .wem
- Manually place them in
base/sound/soundbanks/pc
- Rename each file to ONLY contain the music ID (ex: 123456789.wem)
entities mod
- Import zipped mod with the Legacy Mod Importer tool
- Entities are located in the
base/maps
folder
map mod
- Save As in the World Editor
- Be sure to add brushes for geo, some light points for visibility, & a playerStart entity
- Do a Slowmap bake for quick testing
- Execute a slowmap command in the Engine window to load into the map
- Do a Full Map bake & Collision + Nav bake before packaging your map
- Maps are located in the
base/maps
folder
map mod (how to load)
- To load into a custom map, the
devmenuoption/devmenuoption/new_campaign.decl
file must be modified.
- This will ensure that creating a new save for the base Campaign will load the player into the custom map. - Set the
devMenuMapName
to the path of a custom map. - Set the
devMenuInventoryLoadout
to the path of adevInvLoadout
decl.
declType( devMenuOption ) {
edit = {
devMenuList = {
num = 1;
item[0] = {
devMenuDisplayName = "Custom Map";
devMenuMapName = "maps/custom_map_name.map";
devMenuInventoryLoadout = "devinvloadout/dlc/e4m1_rig";
}
}
}
}
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