SLAB6: The ABSOLUTE Guide to Modding![WIP AGAIN]
Posted: Sun Jul 07, 2013 2:05 am
Preface: Many people are posting mods, okay, that's good, keeping the community and the game alive(well, to a certain degree); but comparing to the older forums, mod's quality have seriously degraded into infinity. That's why I'm making this guide, targeted at those who want to improve their modding skills. There also Kuma's guide, but I reccomend to use both mine and his(keep in mind, I don't write about making maps, he does).
Introducing:
SLAB6: The ABSOLUTE Guide to Modding!
Note: This guide is strictly about semi/smg/shotgun.kv6. I forgot to add players, but once you've got the hang of the program, it shouldn't be a problem.
Sponspored by: Hax Industries
Contents
I. Basics
II. Getting used to Slab6
III. Modeling!
IV. Colors!
V. Finalizing the Models, along with Sights and Sounds
VI. Submitting to the Forums
I. Basics
What Slab6 is: it's a program designed by Ken Silverman for making kv6, vox, etc. models. It has been used for making several models and maps for games like Blood or Shadow Warrior.
*.kv6 is a file format, which is used by Ace of Spades and its forks. There are many other voxel editors, but not many support kv6 format.
(But there is a commercial voxel editor that supports kv6, called Qubicle Constructor, it's pretty awesome though, check it out!)
Download Slab6 here
Now that you have downloaded the compressed file, use your favorite compress/decompress program and extract slab6.exe to somewhere easier to access(I recommend 7Zip; see Section V). And please, bring the slab6.txt file with you. It's helpful.
To open kv6 models, in which we will use to modify AoS/OS, either open slab6 and press "L", this will open the built-in file browser. You could also assign Slab6 to open kv6 files on Windows by using Open with... function.
II. Getting used to Slab6
Basic controls:
Note: Copied and edited from slab6.txt. KP stands for KeyPad. Turn NumLock on for these. Underlined controls are basic controls you need to memorize.
You can read the slab.txt for more details, I deleted quite a lot.
After familiarizing yourself with the controls, move on.
III. Modeling!
Ok, remember where you put AoS? Get into it, access the game's kv6 folder, voila! All the models are there.
For a starter, I recommend "fixing" the default rifle-add a scope, bayonet, or anything. If you understand how the models work, try creating a model from scratch!
To create an entirely new model, open either semi.kv6, smg.kv6 or shotgun.kv6; you will need a base for your model(which are, the 3 files I have listed), so it doesn't eff up. You can search for references to make your model look like its real-life counter-part on Google(use the image searching thing). Make sure its pivot positions(Tools>Adjust pivots) are at 16.50 for y, or the gun will protrude out of your arse shoulder.(not a really bad thing, but it looks better)
Also, some YouTube tutorials:
So, you made your model, what's next? Colors! A wonderful thing to make your gun look less plain and boring.
As a beginner, you could use Slab6's default palette. Recommending color id 5 for gray/black guns of all sorts.
As an expert, I recommend making your own colors. But only use custom colors when the color you're looking for doesn't exist, eg: olive drab green, beige, etc.
To create a custom color, check Section II, Palette Editing Controls.
There are 3 basic colors: Red, Green, Blue.
4 and 1 to increase/decrease Red.
5 and 2 to increase/decrease Green.
6 and 3 to increase/decrease Blue.
V. Finalizing the Models, along with Sights and Sounds
Models are done, now all you need is some feedback: we pros usually ask a friend on IRC, or posting a preview image on the thread and ask for feedback. Most of us will, hopefully, tell you what needs to be fixed.
(But, but.. what images? First, change Slab6's background to a color that makes your model much more visible. Then, PrtScrn if you are on Windows, paste it to your favorite image editor, or just Paint on Windows, fix the image a bit if necessary, save it, then upload to your favorite image hosting service;(alternatively, if you're on Windows Vista and above, there's a program called Snipping Tool pre-installed; use it instead.) I, and almost everybody, recommends imgur; after that, copy the image's URL and paste it to your post.).
After feedback is recieved, depending on how helpful they are, and after adjusting your models, then I guess you are done! If your mods contain .png and .wav, here's a thing:
For .png sights, check Taboo's Comprehensive Guide to Sight Making
Please note that this guide is for people who use Paint.NET-a good program for beginners, but does not have many functions. I personally use GIMP which has more functions but a steeper learning curve. Taboo's guide could be used for GIMP, too-provided that you know which function is which.
Here a guide on GIMP:
Note: Rear sight is your model, front sight is your aiming thingy. Keep them in separated layers!
Also, a few tips(a few of these are for 0.75 modders):
For .wav files, I suggest looking it up on Google, or alternatively, GameBanana, a site for modding all sorts of things, including sound files; you could look for mods you need, download it and copy its .wav(usually .wav) files. But you may need editing: download Audacity, a program for editing sounds for free. Guides for using it are on the Internet.
All good? Pack them up! I suggest using 7Zip for compressing and de-compressing files. Most of us use .zip, so don't try to be different and use .rar. Guides for it are also on the Internet.
Done packing? Moving on to:
VI. Submitting to the Forums
This is pretty simple, although there are a few things:
No pix, no clix. Which means: No pictures, no downloads. Give us downloaders preview images, so we can judge, give our verdict, download, all sorts of thing. To upload images, see Section V.
Hosting services. Don't use attachments! It will get clumsy later on, so I suggest using file hosting services such as MediaFire or Dropbox. Both of them require making accounts, ranging from free accounts with 2 GB to.. well, no one needs more than 2GB, I guarantee. The rest? It depends on your liking, but most of them are untrustworthy(with a few exceptions like Mega).
Don't plagiarize. A.k.a don't copy other's work, without crediting them. This is a very, very bad act, and you shouldn't, or mustn't do it, or you will get a free ban.
(Can't think of anything else, will edit later)
A few notes: as already said, this guide is strictly about weapons. But much of the rules also apply to other things, such as spades, grenades, intel, etc: you need the default file as a base.
For player models, color id 0(aka pitch black, top left of the color board) is the team color.
Done submitting? That's it! I assume that you know how to mod your game: it's just copy and paste(replacing files).
Now, go get your mods done, and good luck!
Credits: (Didn't get credited? Gimme a post, or PM!)
Kuma for his guide and aid.
Taboo for his .png guide.
My fellow Freedom Fighters clanmates for proofreading!
Introducing:
SLAB6: The ABSOLUTE Guide to Modding!
Note: This guide is strictly about semi/smg/shotgun.kv6. I forgot to add players, but once you've got the hang of the program, it shouldn't be a problem.
Sponspored by: Hax Industries
Contents
I. Basics
II. Getting used to Slab6
III. Modeling!
IV. Colors!
V. Finalizing the Models, along with Sights and Sounds
VI. Submitting to the Forums
I. Basics
What Slab6 is: it's a program designed by Ken Silverman for making kv6, vox, etc. models. It has been used for making several models and maps for games like Blood or Shadow Warrior.
*.kv6 is a file format, which is used by Ace of Spades and its forks. There are many other voxel editors, but not many support kv6 format.
(But there is a commercial voxel editor that supports kv6, called Qubicle Constructor, it's pretty awesome though, check it out!)
Download Slab6 here
Now that you have downloaded the compressed file, use your favorite compress/decompress program and extract slab6.exe to somewhere easier to access(I recommend 7Zip; see Section V). And please, bring the slab6.txt file with you. It's helpful.
To open kv6 models, in which we will use to modify AoS/OS, either open slab6 and press "L", this will open the built-in file browser. You could also assign Slab6 to open kv6 files on Windows by using Open with... function.
II. Getting used to Slab6
Basic controls:
Note: Copied and edited from slab6.txt. KP stands for KeyPad. Turn NumLock on for these. Underlined controls are basic controls you need to memorize.
Spoiler:
After familiarizing yourself with the controls, move on.
III. Modeling!
Ok, remember where you put AoS? Get into it, access the game's kv6 folder, voila! All the models are there.
For a starter, I recommend "fixing" the default rifle-add a scope, bayonet, or anything. If you understand how the models work, try creating a model from scratch!
To create an entirely new model, open either semi.kv6, smg.kv6 or shotgun.kv6; you will need a base for your model(which are, the 3 files I have listed), so it doesn't eff up. You can search for references to make your model look like its real-life counter-part on Google(use the image searching thing). Make sure its pivot positions(Tools>Adjust pivots) are at 16.50 for y, or the gun will protrude out of your arse shoulder.(not a really bad thing, but it looks better)
Also, some YouTube tutorials:
IV. Colors!
So, you made your model, what's next? Colors! A wonderful thing to make your gun look less plain and boring.
As a beginner, you could use Slab6's default palette. Recommending color id 5 for gray/black guns of all sorts.
As an expert, I recommend making your own colors. But only use custom colors when the color you're looking for doesn't exist, eg: olive drab green, beige, etc.
To create a custom color, check Section II, Palette Editing Controls.
There are 3 basic colors: Red, Green, Blue.
4 and 1 to increase/decrease Red.
5 and 2 to increase/decrease Green.
6 and 3 to increase/decrease Blue.
V. Finalizing the Models, along with Sights and Sounds
Models are done, now all you need is some feedback: we pros usually ask a friend on IRC, or posting a preview image on the thread and ask for feedback. Most of us will, hopefully, tell you what needs to be fixed.
(But, but.. what images? First, change Slab6's background to a color that makes your model much more visible. Then, PrtScrn if you are on Windows, paste it to your favorite image editor, or just Paint on Windows, fix the image a bit if necessary, save it, then upload to your favorite image hosting service;(alternatively, if you're on Windows Vista and above, there's a program called Snipping Tool pre-installed; use it instead.) I, and almost everybody, recommends imgur; after that, copy the image's URL and paste it to your post.).
After feedback is recieved, depending on how helpful they are, and after adjusting your models, then I guess you are done! If your mods contain .png and .wav, here's a thing:
For .png sights, check Taboo's Comprehensive Guide to Sight Making
Please note that this guide is for people who use Paint.NET-a good program for beginners, but does not have many functions. I personally use GIMP which has more functions but a steeper learning curve. Taboo's guide could be used for GIMP, too-provided that you know which function is which.
Here a guide on GIMP:
Note: Rear sight is your model, front sight is your aiming thingy. Keep them in separated layers!
Spoiler:
Spoiler:
All good? Pack them up! I suggest using 7Zip for compressing and de-compressing files. Most of us use .zip, so don't try to be different and use .rar. Guides for it are also on the Internet.
Done packing? Moving on to:
VI. Submitting to the Forums
This is pretty simple, although there are a few things:
No pix, no clix. Which means: No pictures, no downloads. Give us downloaders preview images, so we can judge, give our verdict, download, all sorts of thing. To upload images, see Section V.
Hosting services. Don't use attachments! It will get clumsy later on, so I suggest using file hosting services such as MediaFire or Dropbox. Both of them require making accounts, ranging from free accounts with 2 GB to.. well, no one needs more than 2GB, I guarantee. The rest? It depends on your liking, but most of them are untrustworthy(with a few exceptions like Mega).
Don't plagiarize. A.k.a don't copy other's work, without crediting them. This is a very, very bad act, and you shouldn't, or mustn't do it, or you will get a free ban.
(Can't think of anything else, will edit later)
A few notes: as already said, this guide is strictly about weapons. But much of the rules also apply to other things, such as spades, grenades, intel, etc: you need the default file as a base.
For player models, color id 0(aka pitch black, top left of the color board) is the team color.
Done submitting? That's it! I assume that you know how to mod your game: it's just copy and paste(replacing files).
Now, go get your mods done, and good luck!
Credits: (Didn't get credited? Gimme a post, or PM!)
Kuma for his guide and aid.
Taboo for his .png guide.
My fellow Freedom Fighters clanmates for proofreading!