Author Topic: Update 2016-04-20: Modding Support!  (Read 20756 times)

Team Bugbear

We’re back with a bang and you read it right: the latest update to Wreckfest adds an official vehicle modding support for both single and multiplayer, something that obviously many of you have requested to make Wreckfest an even more thrilling, unique experience. A recipe for awesomeness!

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).

More instructions can be found in the game’s ‘tools’ folder.

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 the included BagEdit editor to modify car's parts and parameters and create completely new parts like custom engines and gearboxes.
  • An example Wwise project and a guide for creating your own vehicle sounds can be found in tools/
  • 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.

As always, thanks for sticking with us!

« Last Edit: April 20, 2016, 04:33:12 PM by Janne Suur-Näkki »
Team Bugbear, April 20, 2016, 03:53:00 PM Logged

  • The Very End

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    • Posts: 2450
    Great! Downloading now, thanks :)
    Any plans on implementing custom tracks too / support for that?

    Edit: It says "other mods too", does that mean track support????? :O
    « Last Edit: April 20, 2016, 03:59:48 PM by The Very End »


    • Posts: 41
    This is so cool! Downloading now. I'm sure the modders will be very happy about this
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    • Posts: 1072
    Oh man, I'd love to join in and have fun - unfortunately my surge board fried itself and took out my GPU.

    Good to see that Wreckfest is still getting updated! :)
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    Hurray !
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    • Posts: 33
    Any support for custom engines in the Bag program. If so can someone explain how to use it?


    • Posts: 40
    Owh nice! Being able to mod will make a game live long and you guys picked one proper date here 4-20 can it get any better :P :P your probably high right now


    • Posts: 85
    Great news :)

    St. Jimmy

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    Care to say more about valid characters in the mod name? Can it be mods\Jimmy's Car or mods\Jimmys Car  ?

    Or does it need to be with _ and ' etc. marks aren't allowed? Also if it would be nice if _ is converted as a blank space when reading the mod name in game or something.
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    • Posts: 141


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    I'll test modding my 3d car right now! Thanks BB!!

    EDIT: Okay, it wasn't that easy. I think I have to make new model...

    Total parts in this example car: 78

    All parts

    All parts with physics  :P


    • Posts: 2642
    Yay! Thanks Janne! downloading now... and really cool that we got this update on 4:20 haha!!! cannot wait to make some cars! wooot!!!

    Janne Suur-Näkki

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    • Posts: 2051
    Yes, you can create custom engines and actually ANY part with BagEditor, a custom version of the in-inhouse tool we use. Take a look at the example vehicle to get you going.

    The Very End
    We're still working on the track modding support to make the pipeline easier.

    St. Jimmy
    I'm actually not sure if spaces are supported because I've never tried using them but it's probably not a good idea use them or any fancy special characters. In any case it's just the name of the folder, your car can be given a proper in-game name in BagEditor.


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    thank you the steam message and proifle option is really helpful
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    The Very End

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    • Posts: 2450
    Thanks for reply :) Doing some tests on the AI agressiveness. However, what are the absolute values? Is 1 max, since it's allways 0.xx or what? Could be nice knowing what value range some of the settings have.

    EITHER WAY, will try it out and see what it does, thanks!