Applying mods - yvt/openspades GitHub Wiki
Installing packaged mods
OpenSpades uses pak files, which are essentially ZIP files with file extensions .pak
(recommended) or .zip
, to package game asset. The players can put them in the Resources
folder to install the mods.
How to judge the file if it's a pak files or not
pak files have a specific folder structure in it. You can open them with compression programs such as 7-Zip
or Bandizip
and see if they have such structure.
It should be like:
GFX
\.png
Models
\{Modelname}
\.kv6
Scripts
\Skin
\{Modelname}
\.as
Sounds
\{Modelname}
\.opus
orwav
{Modelname}
can be SMG
, Rifle
, Shotgun
, Grenade
etc.
To pak authors: Please use the .pak
file extension to clearly indicate the file is a pak file. Otherwise, the users won't be able to tell if it's a pak file or a zip file containing a pak file.
Installing non-packaged mods
Still, most of the OpenSpades mods aren't pak files. There are two ways to apply such mods:
Install them as loose files
OpenSpades can load asset files outside pak files (such files are called loose files).
- Create the same folder structure in
Resources
as you saw in the .pak file as above. (Gfx
,Models
,Scripts
,Sounds
etc) - Insert each of the mod files into the correct folder. (ex.
.kv6
into\Models\SMG\
,.as
into\Scripts\Skin\SMG\
)