zWZ3ZJ90R4zzhbql6NUZDSuEAK5vmsQ96TEJw5QR
Favorites

Modding Tools

Обтекание


Intro

Here are listed only the tools that might be useful for creating maps. This list will be expanded and supplemented (provided that there are tools with functions not included in this list). Please write in the comments which specific tools should be added, and I will update this article

Photopea.com

photopea.com

Photopea is a convenient and, most importantly, free tool for working with PSD files and smart objects directly from your browser. If you do not have the opportunity to use Photoshop, this is a great alternative

For convenience, you can create a site as a separate application through the Chrome app (or any other browser that is also built on the Chromium engine). To do this, you will need to create a Shortcut, which will have the path:
"C:\Program Files (x86)\Google\Chrome\Application\chrome_proxy.exe" --profile-directory=Default --app=https://photopea.com


Paint.net

getpaint.net

Paint.net is a free, multifunctional, and fast raster image editor for Windows. You can install many plugins that will bring all your fantasies to life


BHModTools

google drive

Currently, there aren’t that many tools available, but I hope something will be useful for you. Perhaps later I will transfer all tools to GitHub

• Texture Connections PSD Files

PSD files in which all textures are arranged as smart objects so you can load your mod textures and see how the result will look in the game while being able to edit and see changes in real time. The difference between Connections and Preview files is that Preview is a general view of the map with a resolution of 2048x1151, whereas the Connection file is of high resolution to see fine details. If necessary, you can select all the necessary details and transform them into an even larger size if your textures are of even higher resolution. As a result, the arrangement of the textures relative to each other and their sizes will be the same in both the connection and preview files (if this is not the case, please let me know). The current list of implemented maps is available via the link above.

• Preview & Thumbnail Generator

BAT files for generating full-size preview images as well as thumbnails. Currently, not all maps are supported (only those mods that are on the site). I will gradually try to add the remaining maps. To run the scripts, you will need the ImageMagick application. You need to unpack it somewhere and set it up in the Windows environment so that the "magick" command is recognized

• Original High Resolution Textures

Here you can find the original game textures from version 3.07; this is quite an old list of maps; however, back then, the resolution for maps was larger. Only after version 3.08 were all the resolutions decreased. If you want to make a mod for one of the following maps, you can use these textures. As a bonus for Twilight Grove, fixes for roots that were later made in patch 3.09 have also been added

List of Maps:
- Blackguard Keep
- BrawlBall
- Brawlhaven (old version)
- Twilight Grove
- Kings Pass
- Lost Labryrinth
- Shipwreck Falls
- Thunderguard Stadium
- Grumpy Temple (old version)
- The Great Hall
- Mammoth Fortress
- The Enigma
- Titans End
- Tutorial

• Box Collider Markers

Empty images with stripes are implemented here, which will show where on your map textures the Colliders will be located that the character interacts with: standing, rolling, or hitting.

STILL IN PROGRESS

SteamDepotDownloaderGUI

github

A tool for downloading old versions of any applications, in our case, Brawlhalla

It will allow you to quickly download all files to the folder you specify. To use the download, you will need to enter your Steam account login and password. If you do not trust the application, you may use a temporary account

In the App ID field, enter 291550, and in the Depot ID, enter 291551

The Manifest ID field is a specific manifest for the version of the Brawlhalla game, which must be replaced with the correct number. You can find the complete manifests of versions at this link, and important ones can be found in the Updates section

Open Mod Manager

github

This application is already integrated into AutoSetup for the mod repository of this site.

But you can also work on your mods in dev mode directly from the folder. In the Hub settings, you can check the box "Show Channels List", then create a separate channel dedicated to working with temporary maps that you are developing. Let’s call the new channel, for example, "Maps Dev", and specify the library folder where the in-progress mods will be located. You just need to create a folder in this directory named "Your Mod Name" and copy the mapArts folder and the images folder into it. Then, in the application, this folder with Your Mod Name will appear, and you can install it for testing


Notes: Mods for the same map from one channel cannot be installed simultaneously, which means you cannot have two copies of Miami Dome installed. Therefore, such mods are auto-replaceable, which is convenient. However, if you install a map from one channel and then the same files from another, they will install simultaneously, and the last mod installed will be the one that takes effect. To avoid this, remember that you should not install the same map from different channels; otherwise, you will need to disable them in the same order.

I informed the developer that this is inconvenient and looks like a problem, to which I received the response, "This is by design; you should know what you are doing" (maybe he will reconsider one day).


Post a Comment