Updates on BugBear's FlatOut spiritual successor Wreckfest have been sporadic as of late, with lengthy gaps in-between updates. However, the Finnish developer has broken the silence with a surprise update that adds official modding support to Wreckfest.
The update gives the community the tools to craft their own cars and locations for use in both single player and multiplayer, which is a very exciting prospect indeed when you consider the advanced physics and soft body damage modelling powering the game. Just think of a car you despise and imagine seeing it dismembered beyond recognition in Wreckfest.
Enthusiasm for Wreckfest seems to have dwindled over the last year thanks to its infrequent updates and changes to the physics that were not well received by the community, so this could be the revolutionary new feature it needs to put it back in the spotlight.
Don't expect too much at this early stage, though. BugBear has stressed that modding could cause unforeseen issues with the game – it is still an Early Access game after all, albeit one that's been in Early Access since 2013.
You can find BugBear's explanation on how to use the modding tools below as well as a changelog of the latest patch update. Are you excited about the prospect of using mods in Wreckfest?
We’re providing you all the tools you need to export your vehicle model from Autodesk 3ds Max and then set it up correctly. The provided TGA to BMAP texture compiler can be used for other modding purposes as well, not just for vehicles. Be aware that since this is the first time ever that mods are officially support by the game it’s very likely that there will be quite a few hiccups along the way to make Wreckfest a robust platform for modding. Please also note that many things will still change and there is no guarantee that your mod will not break in a future update (or every update!).
To create a new mod first you should create a folder under “mods” that will contain your mod data. You can name the folder as you wish, for example ‘mods/MikesPowerMod’, ‘mods/SamsVehiclePack’, and so on are all valid names. You can create as many mod folders as you wish, so it’s definitely a good idea to create an own folder for each mod. The mod folders should have the same structure as the game’s main data folder (so first subfolder will be ‘data’), but only contain edited or new files. After you’ve created your car, you can enable in in the in-game mod manager found in the garage and it will appear in the in-game marketplace (price can be set to 0).
Things to note:
- Provided tools allow exporting car models from 3ds Max and converting them to the game’s format.
- TGA to BMAP texture compiler is also provided for texture modding.
- Use included BagEdit editor to modify car’s parts and paramaters.
- An example Wwise project and a guide for creating your own vehicle sounds can be found in tools/wreckfest_vehicle_audio_tools.zip.
- Mod cars give no rewards and are not allowed on leaderboards.
- You should not edit stuff inside the original ‘data’ folder, rather copy the files you want to edit to your mod folder.
- Multiplayer requires that server and clients have the same mods enabled (though some things like car skins are excluded as before).
- Dedicated server can also require mods by configuring mods=some_mod,other_mod.
Other changes and new stuff in the update:
- Parts no longer wear in multiplayer. As a consequence, multiplayer gives no crew experience and much less money reward.
- Multiplayer now offers “rental cars” which cost nothing but also give no rewards at all.
- You can now view server’s welcome message before joining, in the server browser. Feel free to list your required mods there.
- You can now bring your favorite car to the front of the list by clicking the star icon.
- Added lobby context menu options to show Steam profile page and open Steam chat for selected player.
- Fixed Asian 1 shadow.
- Fixed derby scoring sometimes stopping.
- Fixed incorrectly set aero drag/torque.
Like what we do? Support TeamVVV on Patreon: www.patreon.com/teamvvv