Overview
Interesting stuff… and modding time
Required Tools/Files
- github.com/Perfare/AssetStudio/releases
- github.com/DerPopo/UABE/releases
- notepad-plus-plus.org/downloads
- [Optional] gimp.org (or another graphics program)
AssetStudio – will be needed to view BO files without unpacking
UABE – is used to edit resources.assets BO
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- mega.nz[space]/folder/qxMw1A5R#ftjN5FwmKK4NIaq7fpyGdA
- mega.nz[space]/folder/n0UCEarC#OkuA_rTPw9nPLhmYth8OKw
- mega.nz[space]/folder/roFQyAiA#vVqOibPCt-McWzu4hZvSGg
- mega.nz[space]/file/6lFEDayZ#2wQQpVCGdx2CXrMA5jfHoOmfLGa-RMk-58MRwo5R8kA
- mega.nz[space]/file/esUmWA6K#n89dnAGdgeu1twLNYw7n75485YYAEd0YQTbAlmlxNwk
Use “Notepad++” to search for what you need
(contains original “.psd” from sunnsquare_mall source files)
- mega.nz[space]/folder/m4dxXazI#BWw3adMgERsIhGyvfNjOxA
- mega.[space]nz/file/7lMFhKoD#E36bON5LLIEcVIsJ1bygsSbitGDmBBrljMRyUszkXk0
*For my custom version of Sunnsquare_mall and Overchead
using this is not required
*I noticed a reduction in loading time, but requires more disk space
[Old HDD 7200rpm]
New – No HUD (modular)
mega.[space]nz/folder/Gw10DCxY#L7zV7XdZE5C6sVY7pgtFNA
- During installation select main BO folder
SteamsteamappscommonBallistic - You can delete unnecessary .bak0000 files
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-
hud_class
– character health + perks
-
hud_score
– points bar/time
-
hud_weapon
– everything about weapons
-
hud_screen_indicators
-
hud_screen_indicators 1
– this version contains only disabled point_indicators
-
hud_crosshair
-
hud_kill_list
-
hud_map
Normal lighting without fancy light effect
mega.nz[space]/file/i59kUSKT#iXO3I4esuNiPeZzLdAcEj3Qti-aPv0WyKnY2xikU6Gw
- You need to replace the file in “BallisticBallisticOverkill_Data”
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UnreleasedSkins [currently in BO files]
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Currently, this only applies to available weapons
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- lr2000_principal
- aw96_victoria
- carver18_venom
- ssg69_heirloom
- sgs12_nocturne
- dirk_spitfire
-
-
– Venom
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- dagger_gold
- carver18_greydeath
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- KE6_US
- KE6_brasil
- KE6_canadian
- KE6_french
- KE6_malaysia
- KE6_philippines
- KE6_russian
- KE6_turkish
- ke6_UK
- ke6_mexico
-
– Bandit
-
– Marauder
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- 72 hex skins
- 72 neon skins
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- 4 dragon skins
- 5 automata skins
- 10 haunted skins
-
– Dragon
-
– Automata
-
– Haunted
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some weapons use the same texture
there are many more ok combinations
this is one of many examples
[also in released skins]
Automata : Serpent – Hydra
Spitfire : Dirk – Oni
Almost all carver18 weapons[venom,greydeath]
Sights
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- g63 – Widower
- tempest – Strife, Whisper
- sb01 – Ironveil, Drone, Warden, Magistrate
- wsc11 – Hunter, Curator
- ke6 – Marauder
- plm66_heavy – Firebrand
- nmad – Demon
- lamgs_v3 – Hornet
- kagx_recon – Judge
- interdic – Interdiction
- ghost – Ghost
- d50 – Deadeye
Holographic sight
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- sight_1 – Rattlesnake, One Shot, Coyote[mini Shotgun], Buzzsaw, Redemptor
- sight_2 – Brauiser, Agitator, Stalker, Blackguard
- sight_3 – Oni, Commando
- sight_4 [and _8] – Prybar, Ranger, Coyote, Stalker[grenade launcher]
- sight_5 – Twister
- sight_6 – Devil, Heavy Matal
- sight_7 – Bandit, Tempest, Phantom, Maelstrom
- sight_9 – Viper
- sight_10 – Serpent, Jackhammer
- sight_11 – Piledriver
- sight_12 – Haunter
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sight_7 is also used in most sights + is responsible for it:
(dots)
Scope without black background
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Invisible Arms
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DLC
- berserker_veteran_arms
- grenadier_zombie_arms
- marksman_zombie_arms
- shadow_ninja_arms
- tank_elite_arms
- vanguard_elite_arms
- vanguard_spec_ops_arms
DLC/Original
- marksman_default_arms
- grenadier_default_arms
- vanguard_woman_arms
- wraith_default_arms
- wraith_woman_arms
Original
- berserker_default_arms
- berserker_woman_arms
- grenadier_woman_arms
- marksman_woman_arms
- mfa_arms
- tank_default_arms
- tank_woman_arms
Custom Outline Colors
Custom colors for capture points
Magma, Neon – Skins with 2 textures
Hardly anyone knows but,
Skins like magma, neon use 2 textures:
Emission texture only works at medium or high settings.
“magma” – Patch ID : 2923
“magma_emission” – Patch ID : 2842
“neon” – Patch ID : 2226
“neon_emission” – Patch ID : 2355
My attempt to use emission textures based on magma
“Sunnsquare Mall Closed” instead of the normal day version
This way it replaces the daytime version of Sunnsquare Mall
so you can play this map regardless of server
- Download map from
steamcommunity.com/sharedfiles/filedetails/?id=1360314295 - you need to move files from
Steamappsworkshopcontent2963001360314295 - and replace in a folder
SteamappscommonBallisticBallisticOverkill_DataStreamingAssetsmap_sunnsquare_mall
Big “how to do”/Instruction – UABE
- File > Open > SteamsteamappscommonBallisticBallisticOverkill_Dataresources.assets
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because you need to enter the full name of what you are looking for
- View > Search by name
Pay attention to “Type”
some files have the same name but have different “Type”
example:
scope_e.mesh
scope_e.material
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- View > Go to assets >
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In outline_teammate/enemy.txt
You are looking for:
Choose the color you are interested in and move the values below “_Color”
” 0.” before value is required
In GIMP there are 2 settings in the color palette
0..100
and
0..255
a value from “0..100” corresponds to 1:1 for outline color
Import:
outline_teammate/enemy.Material> import dump> outline_teammate/enemy.txt
- outline_teammate – Patch ID 220
- outline_enemy – Patch ID 218
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Values Limit – Loss of color:
to avoid color loss don’t exceed
- below 0.10
- above 0.99
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You can change the outline thickness:
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Unlike resources.assets
the changes will only work on the selected map, and you need to edit each map file
You can use ready-made “Capture points Texture”
- Regular versions “cp_wall/floor” occurs when the point is not capture
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Preparation:
Download “Uncompressed map files”
Unpack and replace in
BallisticBallisticOverkill_DataStreamingAssets
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Edition on the example of Sunnsquare Mall:
File > Open > BallisticBallisticOverkill_DataStreamingAssetsmap_sunnsquare_mallWin >
sunnsquare_mall.mapbundle > Info > Find *cp_floor/cp_wall > Follow step 10.
* _MFA = Blue
* _SMOKES = Red
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Saving a .mapbundle:
When you swap the textures according to point 10, click > Ok > File > Save > check point 11. >
save as “sunnsquare_mall.mapbundle”
Edited .mapbundle replace in BallisticBallisticOverkill_DataStreamingAssetsmap_sunnsquare_mallWin
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For (cp_floor and cp_wall) there is an animation for static textures:
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On the example of high resolution star texture:
if you want to create something interesting, be sure to check what the animations look like
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You can delete “cp_wall” :
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- To get the effect of “invisible arms”, remove the .mesh file with UABE[example below]
Deleted .mesh cannot be added again
so if you want to have arms in the game again you must have new resources.assets file
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Remove:
+
aim_distort
PatchID 3070
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Choose a texture > Plugin > Edit > Load* > Ok > Normal (Multithread) > Ok
[*select the file you want to add]
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You cannot overwrite an open file,
so save the modified resources.assets somewhere other than the original file
after saving, close UABE and replace resources.assets in
SteamsteamappscommonBallisticBallisticOverkill_Data
Media
Inspiration:
Final results:
Final Information
- These are only visual changes, it is not possible for another player to see the skins/changes you are using
- If you have any problems after modifying, try
Ballistic Overkill> Properties> Verify integrity of games files
Moding time…
[link]We’ve decided to end our official support for Ballistic Overkill, but will keep the game alive for our engaged community. Starting January 31 2020, we’ll shut down our servers, Ballistic Protocols and online rankings. You’ll still be able to play with your friends through the community servers, and the game will remain available on Steam.