TABLE OF CONTENTS
INTRODUCTION
This tutorial will touch on the basics of modding and should give you enough to get you started. By reading this, I assume you have a basic knowledge of 3D/2D design or experience with tools such as Photoshop and 3DS Max, which you might need to fully understand the potential of this method.
As for now, no tools allow to add extra content in AvP. However there are ways to modify the existing textures and sounds and import them back into the game. The talent in the AvP community has been proved to be endless, and so are the possibilities now.
This guide is by no means complete and we invite others to share their knowledge with the community at large. If you have any questions or comments after reading this guide, please feel free drop an email to ikarop@avpgalaxy.net.
THE GUIDE
To get started, there are a number of programs you need to download in order to be able to start modding the game.
QuickBMS
QuickBMS Asura Script
Asura Engine Extractor
Photoshop DDS Plugin
2. Exporting the game resources
After the process has been completed, QuickBMS will ask you to keep or delete a TEMPORARY_ FILE. Do not delete it.
Textures: First thing you notice is the texture files are extracted with a *.tga extension. The textures are in .DDS format actually, hence why you need the DDS plug-in to be able to import and export them in Photoshop.
You will encounter many different types of texture maps in AvP. The most common and the ones we are going to use are Diffuse, Normal and Specular maps. Below you’ll find a little bit about the differences between them.
Sounds: Sounds are exported on its original format, *.wav.
If you don’t have/use Photoshop, you can use any other programs such as Paint.NET or GIMP. DDS converters are also possibility, you can either use ATI Compressonator or DDS Converter 2.
Sounds are exported in their original format (.wav), you just need to keep the same format and settings after you have edited them. The recommended audio settings are:
General Format: Wave
Audio Format : PCM
Codec ID : 1
Codec ID/Hint : Microsoft
Sampling rate : 44.1 KHz
Resolution : 16 bits
You can use SUPER to convert your sounds to wave files.
Here’s a working example.
Now you have the chunk of information, which you will be needed to import your custom files back into the Asura Engine.
Note: If you have clicked on Export Chunk and the new folder with your .bin file doesn’t appear, just rename the TEMPORARY_FILE file to something different while you it’s open in the extractor, and click on Export Chunk again.
*If you are extracting data from an “.en” file, note you can open it directly using the Asura Engine Extractor. No TEMPORARY_FILE is needed in this case.
7. Importing the files back into the engine
Now you need an Asura template file to import your edited files back in the game. You can use any uncompressed ones. It just needs to include at least one editable chunk in it. Either Beams.asr, Fonts.asr or some other will do the trick. We will use Beams.asr since it contains just one editable chunk and it makes it easier to share the file online.
IMPORTANT: The extension .en of your modified file means that the game has to be in English or the modification won’t work. If you want to use mods with a different language pack, this extension should be changed to the one from your region. For eg: Spanish = .sp, French = .fr, Italian = .it, German = .ge, Polish = .pl
*IMPORTANT: If you want to apply your modification to both SP and MP, then put your .en file in the Misc folder. Edit Common.list and add the path of your .en file. For MP put your .en file in the Characters folder and edit Multiplayer.lst.
Finally note plenty of the game resource files are shared between 3D models (Alien body textures, some biomask’s Normal maps, Predator body textures, Marine armors, etc…).
Modifications can only be noticed by you. Other players won’t notice any changes unless they are running the same modified file on their clients.
Legalities
This method and tools are unofficial. Use them at your own risk. We do not take responsibility for its use or distribution. Also, DO NOT distribute any original game content with your modifications.
Special Thanks and Credits
Ikarop – Author of the guide, method and mods displayed here, Aluigi – QuickBMS/Asura Script, LZTK – Asura Engine Extractor translated by Ikarop, Ambrosiia -Tester, lamiszcze – Tester, Photoshop DDS Plugin – © 2010 NVIDIA Corporation. Aliens vs. Predator™ © 2010 Twentieth Century Fox Film Corporation © 2010 SEGA ©2010 Rebellion.
The mods displayed in this guide can be found here.