MADNESS: Project Nexus

MADNESS: Project Nexus

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The Definitive M:PN Modding Guide (INCOMPLETE)
由 Angrydirbs, La Cretura 制作
A- no, THE Madness: Project Nexus modding guide in the post-NEM Workshop. Get acquainted with the tools of the trade of the M:PN Workshop's finest producers and craftsmen.
   
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The Simple Tools - All good craftsmen need 'em, after all...
SO,
you want to start modding M:PN. Fortunately for you, there's only one (well, ok, two if you count the custom uploader) thing you need to get started, and that's...

The MadCard Maker![drive.google.com]
Made by disciple of John Carmack and possible Vortigaunt in human form Darksignal, with support from the archon of suffering in relations to MPN modding known as TheSwain. (remember kids, it's always a-ok to blame the Swain when something goes wrong in your modding escapades!)

MCM is the core of all modding. Almost everything you do in terms of modding will relate to MCM one way or another. Custom weapon? You'll need to define it's stats in MCM first. Custom armor? You'll need to define it in MCM. Custom animations? MCM. Completely custom stages? Not yet, but that's the spirit! We'll get to MCM more in-depth later.

Now, if you're looking for others to enjoy your mods, don't fret, because we have...
This'll allow you to upload your mods so that others may enjoy, whether it's your friends or everyone*! We'll get to uploading our mods after we're done with MCM.



*everyone on the beta branch of MPN at this time.
The Basics of MCM: Part 1 - Everyone's gotta start somewhere, after all...
SO, when you open up MCM, you'll be greeted by a load bar, and once that's done loading, you'll be greeted with this.
This is your workspace, and a place you'll frequent in terms of modding M:PN.
To briefly go over what each button does:
  • The green plus sign allows you to make mods.
  • The red minus sign deletes mods.
  • The yellow gear allows you to edit your mods.
  • The two yellow a(s) allow you to rename and/or change the description and/or the tags and etc.
  • And finally, the purple magnifying glass allows you to look into other's mods and madcards.
With that out of the way, it's time to make a mod. Upon clicking the green plus sign, you'll see this:
This is where you get to make the bare essences of your mod. From top to bottom:
  • The Folder Name is the name of the folder it will be placed in. For all intents and purposes, I recommend you keep the same name between the Folder Name and...
  • ...the Mod Name. It's the name of your mod. Nothing more, nothing less.
  • The Author list is where the names of everyone who worked on your mod go, whether it's just you or a group, or whether you want to go by a mod pen name (which doesn't work, since the author will show up as your steam name, thanks swain).
  • The tags allow you to align your mod with multiple things, whether it's a simple character mod or a whole modpack adding weapons, characters, and arenas.
  • The description is basically self-explanatory. It's where you describe your mod and/or add credit to others.
Below everything, you'll see a button that says "Mod it up!" in the middle. Clicking this will create your mod. Clicking the yellow gear will bring you to the mod suite, pictured below:
To once again go briefly over what each button does:
  • The green deck icon allows you to make a deck, allowing you to either separate things or keep 'em together. You WILL have to click this first.
  • The green plus sign, when a deck is selected, brings you into the main Madcard Creation UI, which we'll go over later.
  • The red minus sign, which will remove either a card from a deck or the entire deck. This will also prompt you to either move it to a new deck or delete it outright.
  • The yellow gear, which will allow you to edit your madcards.
  • The two yellow a(s), which will allow you to rename a card's "improper" name (we'll get to those later)
  • The up and down arrows allow you to move cards/decks up and down.
  • The large up and down arrows allow you to move something all the way down to the top or bottom.
  • The left and right arrows allow you to decrease or increase the load priority of something (madcards that have another madcard as a root will push the madcard forward in the load priority by 1).
  • The purple save button saves.
  • And finally, the purple arrow allows you to go back to MCM's main menu.
Now with all that outta the way, it's time for...
The Basics of MCM, Part 2 - Gotta get the ball rolling, sometime...
SO,
once you've clicked the green plus sign after selecting a deck, you enter the main part of MCM, being the card editor, which looks like this.

This is your main workspace for you to make your mods. It's where you'll make weapons, characters, origins, corpus, among other things. First things first, you'll need to select a root card in order to get making. The full list is pictured below.


If I were to go over the nuances of each and every one of the card types, we'd be here for hours. So instead, we'll go through each of them very quickly.
  • Armor is what your characters are wearing. Here you can make new armors from ones ingame, or (if you're blender-savvy) your own.
  • Melee and Ranged weapons are what your characters utilize against enemies. Here you make new weapons of any size (except ranged weapons, blame the swain for that one) and shape.
  • Thrown weapons are what your characters throw at enemies. Here you can make new things to throw at your enemies.
  • Addons are what go on your ranged weapons. Here you can make new weapon addons to change the stats of the thing it's equipped on, or even the ammo it fires!
  • AddonGroups are to put addons in special groups (an example would be the addons for the pistol axe and others of those specific type, since they're only for pistol use). Here you can make groups of addons that are used specifically for certain weapons.
  • Ammo is used by thrown weapons and ranged weapons. Here you can make it fire ANYTHING, from dissonance bolts to shurikens and even (last time i checked, which was in NEM) the fireballs that Gestalt pukes at you during his 2nd phase during the final boss.
  • Damage Over Times (or DOTs for short) inflict damage over an amount of time, an example being the multiple fire-based effects. Here you can make more of them.
  • Explosions are just that. You can also make an explosion inflict a DOT. Here you can make more using the variety of explosions the game provides you.
  • Soundpacks are used for melee weapons. Unless you're dealing with custom sounds, you probably won't need to use these, since ranged weapons have the firing sound right there in the card.
  • Swatches are a selection of 2 colors (that or 1 color that is used for glows) that you can buy at the Fence when you unlock it. Here you can make more of them, but make sure not to buy too many! (Swain pls we need a page system like yesterday)
  • Characters are self-explainatory. Here you can make them do and be just about ANYTHING your mind desires. You can even change the effect of their landing!
  • Animations and AnimationProfiles are for custom animations, which is more complicated stuff. There's hundreds of individual animation clips in MCM, and AnimationProfiles compile them into coherent movesets.
  • Chatters are what your characters say during levels in M:PN. You've probably seen them in action already, either through the Bandits of the Outskirts or the MERCs of the Foundry.
  • Collectables have no use in MCM as of currently. Don't pay any mind to them. Keycards, once known as Collectables, now finally have a use in the form of custom stages! We'll get to those much later, however.
  • Corpus are what your characters use. Here you can choose many things (except actual corpus icons).
  • Executions are for how your characters execute a dizzied/distracted enemy. Here you can make new ones.
  • SkillGroups are a group of Skills, like the A.A.H.W. Agent, the Nexus Agent, or even Hank and Jebus's skills.
  • Skins are for usage inside the Loft of Arena Mode. Noting much to note here, but they pair well with custom textures and AltParts, explained later.
  • VisualStockpiles are... uh... um... ok I'm gonna be real here I have no clue what these do. They aren't used in the creation of custom textures, for that matter.
  • VoiceSets are used by characters to make the actual voice lines you hear in M:PN play. For more information, please see the Custom Sounds part of this guide.
  • Stage_Arena are the current backbone of custom levels. You can add your custom characters, music (for how to make custom music, please see the Custom Music part of this guide), and even custom bosses! (Granted, they don't have any patterns as of right now, thanks a lot, swain. Patterns may be returning with the Event System Update!)
  • Stage_Story is basically deprecated at this point. Only thing you can really do now is replace levels in the Story with Arena stages and vice versa.
  • Stage_Custom is for making entirely custom stages outright. Before, you had to put "_PG" after their scene name in order to open them, but now they have their own area.
  • Loadouts and Wardrobes are similar in function. Loadouts are used to give your characters a randomized weapon, and wardrobes are the same thing, except for clothes for story characters, so in other words wardrobes are useless at the current moment.
  • Origins are used to make custom imprinted characters, because variety is the spice of life. You can do many things, and it connects back to Characters, which themselves are connected to AnimationProfiles, Chatters, and Corpus.
  • (Placed here for now, will change place once they're fully implemented. Turns out they were at the bottom. Guess they'll stay...) Events are used to make custom things happen in your levels, and can do many things. We'll touch on these more when we get to the custom stages.
  • (This probably won't change places, seeing the events stayed at the bottom.) Cutscenes are used to make, well, cutscenes. Specifically, cutscenes for custom stages.
  • Missions and Campaigns are intertwined with each other. We'll get to those much later.
Anyways, now that we have ALL of the card types described in laconic form, feel free to scroll down to the next part at your leisure.
The Basics of MCM, Part 3 - Time to finish up and post.
SO,
now that you've got your mod all ready to go, now's time to post it on the Steam Workshop! Unfortunately, it's not as simple as you'd think. You've got to use...
This uploader will post the mod you made to steam. It's fairly straightfoward, so I'll be brief and focus on things that might trip you up. The first thing that might trip you up is the Icon Path.
First off, it's gotta be small. Too big and it won't accept. 512x512 is pretty much the golden standard for mod images. They also have to be a PNG, or GIF (it REALLY doesn't like JPGs). Now for the actual path itself. It will probably come in this format, provided you save to pictures:
C:\User\(Your Username Goes Here)\Pictures\(Insert picture here).png (and yes, you DO have to include the file extension.
For the content path, it almost always goes this way, if you named your mod's folder the same as your mod:
C:\Users\(Your User goes here)\AppData\LocalLow\Gibbing Tree\Madness Project Nexus\Mods\(Your Mod Goes Here)
After that, the hard part is over. Just apply tags, press Y, and it should be done after a few seconds, like below.
Advanced Tools - The COOL part of the guide.
Now that we have the basics of MCM and the Workshop uploader out of the way, it's time to get more complicated, and new tools to go with it. From here, you can spec into multiple different classes of modder, such as:
The Modeler
Utilizes Blender, specifically Blender version 2.79 to make translate models armors into 2.79 FBX-es to put into M:PN. Also stars as Sir Not-Appearing-In-This-Guide, and also mained by Lurk and Bluecop, among others!
The Audiobringer
Utilizes a specific version of FMOD (being version 1.10.11, and requiring an FMOD account to log in to download (just make a throwaway, you'll be fine) and who's link will also star as Sir Not-Appearing-In-This-Guide the 2nd) and an even more specific project on FMOD to add sounds and/or songs into M:PN, which will star as Sir Appearing-In-This-Guide.[drive.google.com]
the model adder
One of the easiest classes of M:PN custom things. It's so easy even I multiclass into it. Currently THE most multi-classed class of M:PN modding. Also the main class of Zepumpkineater, and many others!
The Texture-maker
Makes custom textures for M:PN. Once the most multiclassed class, until the biggest nerf came to 'em. We will (not) get to that later.
The Font Adder
Once thought impossible, now real thanks to the efforts of Diggy! All you need is a font, and...
The Verboten One, Unity
Yeah, you're gonna need unity in order to put them fancy-schmancy models you made into M:PN. The fonts, too. And the textures, as well (this was the previously mentioned nerf, if you're wondering).
Unity 2019.2.6f is REQUIRED for all of this (except the FMOD stuff) and it's download will be starring as Sir Not-Appearing-In-This-Guide the 3rd (It's project will, on the contrary, star as Sir Kinda-Appearing-In-This-Guide-In-This-Section-Only-For-Good-Reason, Esq.[github.com]). You're on your own with this one, because I cannot hope to explain the amount of hoops you'll have to go through in order to even download the version (You won't have to pirate anything, just make a Unity throwaway account and download Unity Hub, and (try to) activate whatever the hell a license is somehow.).

(did you know they were founded in Denmark? that being said their founding spot is close enough to England for one to think they were bri'ish at first)
Advanced M:PN Modding - FMOD - Sounds
So, presuming you've downloaded FMOD and the sample project, here's where things get interesting. All you need are the sounds you need, and FMOD to become an audio guy.

First off, open the project. Don't be alarmed if it has an error, just click recover, it'll be fine. Now, when you enter, you'll likely be greeted with this:
This is your main workspace for sounds. It's also where you'll make soundbanks and GUIDS.
When you import a sound, this will show up:

For a brief explanation of what a "2D Event" and a "3D Event" is, in short:
  • A 2D event is played at the same volume in a stage, no matter where. This is most commonly used for things like music, which we'll explain further in an interview with the individual behind the ULTRAKILL Soundtrack mod, infernalthing in this guide with help from infernalthing.
  • A 3D event is played at different volumes, depending where your character is. For instance, if your character is close to a sound, it will be played louder, and if your character is far from a sound, then it will be played slightly quieter. This is most commonly used for things like sounds and voicelines, which we'll explain later.
It kinda doesn't matter if you do what's supposed to be a 3D event as a 2D event, but not vice versa.

Anyways, put your sound in, select 3D event, and click create. It should look something like this now.



(And yes, this guide also doubles as a sneak peak into the next update to Abbey Cleanup)
It doesn't matter if you put things in a folder or not. I do it just to keep things (somewhat) sorted.

Anyways, it's time to change the volume of the sound until you deem it fit. A good rule of thumb (In my opinion) is to go until the thin line that appears when the sound is played (not the bar on the bottom) becomes yellow, like below.

If you want something to play MULTIPLE sounds (like in voicelines), then don't worry, FMOD has you covered with the multi-instrument, which can be made by selecting the middle option in this menu below. From there it's playing the sound over and over until the thin line is yellow.

Once you're done with all the sounds you need, now's the time to make a soundbank for your sound/sounds. You can choose to make multiple or just one, I don't think it matters much. Either way, right click one of your sounds, move your mouse to Assign to Bank, click New Bank, and you'll be greeted by this.

Just type any name you want for the sound/sounds, and make sure they match up with the audio files you're trying to put into M:PN.
(I mean, you could also put it in the Master Bank, but where's the fun in that?)

Once all that's done, make your way to the top of the screen, click File, and from here you can click on these three things in different orders:
  • Save (You'll need these sounds in FMOD in order for them to show up in-game, so what better way to keep these then to save the sample file?)
  • Export GUIDs (This will give you GUIDs to work with the soundbanks utilizing MCM. You CAN choose not to use these, but good luck.)
  • Build... (This will give you the soundbanks themselves to use in MCM. Required for the sounds.)

And after all that, you're still not out of the woods just yet.
First off is actually putting the sounds in the modfolder (Just the Master Bank, the string for it, and the Bank you made, if you're wondering). It's always located using this filepath:
C:\Users\(Your user goes here)\AppData\LocalLow\Gibbing Tree\Madness Project Nexus\Mods\(Your mod goes here)
Once you're there, just put the sounds in there. You don't even have to put up a folder for them. Now that we have our sounds in the mod, it's time to open up the GUIDs in Notepad for use later.
Once all that's done, you're free to close FMOD and open MCM. Once in MCM, open your mod and either:
A) Make a Soundpack Madcard Type, or
B) Make a Voiceset Madcard Type.
For those making sounds for melee weapons, make a Soundpack. You should be greeted by this:

From here, you can change the sounds for your weapon into ANY sound in the game, even ambiance and the voice of characters, though that's not what we're here for. We're here to use (Read: Copy and Paste) our GUIDs in Notepad to where we need them to be. Once all that's done, all that's left is to save the sounds, give them to a test weapon, and go into M:PN to see if they work or not.

If you're doing voicelines, then make a Voiceset. You should be greeted by this:

From here, you can change the voicelines for your character into ANY sound in the game, even ambiance and the door sounds, though that's not what we're here for. We're here to use (Read: Copy and Paste) our GUIDs in Notepad to where we need them to be. Once all that's done, all that's left is to save the Voicelines, give them to a test unit, and go into M:PN to see if they work or not.

TL;DR,
  1. Open the sample folder provided at the Advanced Tools section in FMOD 1.10.11
  2. Put your sounds in as a 2D Event
    • If doing voicelines, put them as a multi-instrument
  3. Put them in a new soundbank
  4. Open MCM
  5. While MCM is loading, put the Master Bank, it's strings, and the Bank you made into your mod folder
    • Also open your GUIDs in Notepad
  6. Once MCM is open, make a new SoundPack/Voiceset
  7. Ctrl C + Ctrl V your GUIDs into the sounds/voicelines you made said sounds/voicelines for.
  8. Save your madcard, and give it to a test weapon/character
  9. Open MPN and see if it worked
So yeah, putting sounds into M:PN is incredibly simple. Putting music into M:PN, however...
Advanced M:PN Modding - FMOD - Music
Since I can't seem to make it work on my version of M:PN, I'm gonna have to paraphrase from the general consensus. (Update: I figured it out. See the bottom of the faux Q&A.)

From what I've been told, it's the same as making sounds, except instead of a 3d event, you make it a 2d event, you put it in a folder with the artist's name, and you add a loop region (right click the space between the time bar and the waveform).

Thanks to infernalthing for confirming that I did, in fact, do it correctly.

Of course, FMOD can and WILL occasionally decides that it just doesn't want to work for whatever reason. The rest of this section will be spent on how to deal with it being a fickle fiend, in Q&A form!

Q: My FMOD refuses to let any sound I put into M:PN play, how do I fix this?
A: The easiest way to ensure it's (at least partial) compliance is to delete both Metadata AND the project itself. Sure, you'll have to put in all the custom sounds again, but this at least allows it to work, somewhat.

Q: What if it doesn't work after that?
A: Pray.

Q: Sounds from multiple banks aren't playing! Did I do something wrong?
A: No, you didn't. It's just that, for whatever reason, if you build more than one bank, the original GUID that comes with the project, for lack of a better term, dies of cringe. This means you need a wholly new FMOD PROJECT each time you want to have another bank. Why this happens, not even darksignal or even the swain himself knows.
Advanced M:PN Modding - BLENDER & Unity - Weapons - Melee
SIKE!
We're doing this as well! Blender modding was originally starring as Sir-Not-Appearing-In-This-Guide, but now it is!

Anyways, Blender's a nightmare to deal with in 2.79, so be glad you only have to deal with the slightly less complicated modern versions. Besides, 2.79 isn't EVEN NEEDED for melee weapons! All you gotta do is make the weapon of your dreams using Blender (I won't tell you how to use it, there's literal hundreds of guides on how to do things in Blender), save it as either a Blender File or FBX (both if you want to have an archive of your stuff), port it into unity, give it some stats in MCM, badda bing badda boom you dun got yourself a new weapon!

"But how? How do port it into Unity?" I hear you ask. So, we're going to go over that as well.
So, this is presuming you have the M:PN Unity Project AND the Unity version 2019.2.6f, mentioned above. Download them both if you want to port your custom things into M:PN.
So, now that you've got your weapons ready to port into M:PN, whether you modeled them or not I.E. just took the closest model you could off of Sketchfab, it's time to port them into M:PN! First off on the list, Melee weapons.

Now, first off, you're gonna have to put your model (in FBX format, but it doesn't matter which version of blender in terms of M:PN) into the Unity Project, both in the lil bottom bar and the actual workspace. This will make it show up without textures. Click on the model in the bottom bar, head to the materials section on the far right, and click extract materials. Make sure it's in the Unity Project (It should be) and put your texture into the project, giving it the Items - Weapon shader in the process.

With your texture in the project, select the blank material, click select texture, find your texture in the tiny box on the top left, and select it. You should see that your model now has it's textures in the proper places (hopefully). With that out of the way, we enter our 2nd half of the porting process.

What you should do is create an empty, put it into the middle of the model, give it the MadObj_Melee component, then make sure the green box (Also known as the Box Collider) encompasses the entire weapon. Once you're done with that, it's time to right-click the MadObj_Melee script and click [> Create Points]. (Shown below, btw)


Once you do that, 3 things will appear:
  • Grip_Main: How your character will hold the weapon in their main hand (or if you're the dual-wielding type, both hands)
  • Grip_Off: How your character will hold the weapon in their off-hand.
  • MPoint, where the damage of the weapon is.
Put them where you think looks the best for each, then finally, you put it in the prefabs folder, put the prefab into an assetbundle, then put that assetbundle into a mod of your choosing. Should things have gone smoothly, you should now have a new melee weapon in your game.
Advanced M:PN Modding - BLENDER & Unity - Weapons - Ranged
(Coming soon, to DVD! The Definitive M:PN Modding Guide to Ranged Weapons, Side A: Ranged Weapons in general!)
Advanced M:PN Modding - BLENDER & Unity - Weapons - Ranged Addons
(Coming soon, to DVD! The Definitive M:PN Modding Guide to Ranged Weapons, Side B: Ranged Weapon Addons!)
Advanced M:PN Modding - BLENDER & Unity - Armor
This is more complicated then modding Melees, so listen carefully and you should be ok. Just model whatever you want, then once you're done, be ready to follow my lead.

Before we get started on getting the Armor ported, go into Edit mode and click the dropdown next to the 2 circles, shown below.


Once you select that, What you're gonna have to do after that is tick the "Face Orientation" box, shown below.


Once that's done, you'll be greeted with a blue and red version of your armor. It should look somewhat like the picture below.

So, to summarize, these are where the Normals are facing. Blue is the part that's seen, and red is the part that's not seen. Make sure ALL of the red is highlighted (distinguished by an orange outline around the model's various parts), select Mesh, click Normals, then Flip, which will turn the red into blue and vice versa. This way you won't have to deal with any Inverted Normals chicanery once you put the model into Unity.
(Note: This also applies to Melees and Ranged weapons as well!

With that out of the way, what you're gonna wanna do is select the armor you made and ONLY the armor you made, and port it into the 2.79 Blender version (This is done by clicking the box that says "Selected Objects before saving it as an FBX). Once it's there, you're gonna wanna press Ctrl+P to parent it to the rig (Specifically the option to do it WITH Empty Groups, as this will allow you to weightpaint it in the first place), and weightpaint it to whatever part you want it attached to (like, for example, is your armor a helmet of some sort? Then you'll need to weightpaint it to the head bone. If it's a belt, then you'll need to weightpaint it to one of the lower bones that aren't the boots, and so on and so forth. (Don't weightpaint it in unity 4.2 or everything won't work properly and it'll probably send you into the sun or something similar to that (source on that sending into the sun thing is me).).
While we're here, we might as well go over the Bones in the 2.79 Armature, and their uses, from top to bottom.
  • Root and SyncNodeA: No real use, as far as I know.
  • Ribs, Abdomen, and Chest: Used for Outfits, Backpacks, and parts of a Mask (if they connect to an Outfit).
  • Arm_Upper and Arm_Lower: Used for Arm-based Altparts and cosmetics.
  • Hands and Fingers: Used for Hand-based Altparts, like claws and Cosmetics, like gloves.
  • Head: Used for Masks, Helmets, Goggles, Mouthpieces, anything you wear on the head. Head Altparts are also welcomed.
  • Jaw: Used ONLY for head Armors/Altparts that have a jaw. Commonly used by Zeds and Abominations as part of their bite attacks.
  • Leg_Upper and Leg_Lower: ALSO used for Outfits, though this time it's to make them connect to the...
  • Foot: Used for boot cosmetics and Altparts.

An example using a Mask I made in Blender.

After this, you're gonna need to port it into Unity. First off, take both your weightpainted armor and your armature, and save them both into one FBX in 2.79, specifically FBX 6.1 ASCII with the Selected Objects box ticked (For those wondering why we don't just use 4.2+ FBXs, I have no clue, but don't blame the swain on this one. Blame Unity for that one instead.). After that, port it into Unity, but don't create an empty just yet. You're gonna have to scale the model up MANUALLY in unity first. "But how? How do we do that?" I hear you ask. Simply put, you have to select the model not in the unity project, but in the place you put it. Once there, you just need to find the Scale function, and change the scale factor to 45.

Once that's done, you can now create your empty, put it in the middle of the model, give it the Character - Standard shader, give it the MadObj Armor component, make sure animations are disabled, put it as a Prefab, put said prefab into an assetbundle, and then once that's done you just gotta put it into the modfolder that you want the model to be in, and give the model it's madcard (make sure to put it's name in manually through something like VSCode or Notepad++. I recommend the latter.) (you don't have to do that anymore post MCM Update 1.3, as it's now automated to create a log file for your armor, which expedites the process of having to open up the modfile in notepad ++ just to put your custom armor in the madcard).

If everything is correct, then you should see your custom armor ingame.
TL:DW,
        
  1. Make your armor in Blender.
        
  2. Port it into 2.79, preferably into the Madness Rig for that version.
        
  3. Weightpaint it to the bones you want it connected to there.
        
  4. Save both the Armature and the model as an FBX.
        
  5. Manually change the scale factor to 45.
        
  6. Give it the Character - Standard shader.
        
  7. Give it the MadObj Armor component.
        
  8. Make sure that Import Animations is disabled.
        
  9. Put it into an assetbundle and wait for it to build.
        
  10. Put the assetbundle into the modfolder you desire.
        
  11. Make a madcard for the armor
    • This step can be done anywhere in the process.
        
  12. Manually put the custom armor into the madcard you made for it using either VSCode or Notepad++.
    • Post-MCM Update 1.3, all you have to do us boot up M:PN at least once with the mod it's in enabled. Yes, the process of manually typing out the armor's name is now automated.
        
  13. Go in-game and pray to whatever god you believe in (if you're a believing type) that it works first try.
And after all that, you can finally be proud of all your hard work and use your fully fledged custom armor in M:PN.
Advanced M:PN Modding - BLENDER & Unity - Armor (Alt. Textures and Alt. Meshes)
(I wanted to make this it's own section, because the last one felt a bit long enough. Consider this a .5 to the Armor section.)
Alternate Textures
So, what if you want your armor to have alternate textures like some of the armors in M:PN do?

It's actually fairly simple, just get your alternate textures (and maps for said textures), put them onto materials with the Madness/Character - Standard shader, then go to your armor after you're almost done porting it. Once there, click Material Alts to open it, change the size to however many styles you want it to have, plus the base style, and from there it's just a matter of changing the size of the material tabs to however many meshes your armor has, and giving it the textures. Yours should look something like the picture below.


So what if you want your armor to have alternate MESHES, like the disquieted mask and others?

That's trickier then alt. textures, so listen up. (WILL UPDATE ONCE I'VE DONE THIS)
Advanced M:PN Modding - BLENDER & Unity - AltParts
Consider this a .5 to the Armor guide. Now, in order to make an AltPart, you just have to follow the steps of the Armor guide, with a few changes.

Instead of putting the Armor component on it, you're gonna give it the Body Part component. Once you do that, unpack the prefab in the empty, take the SkinnedMeshRenderer (and the animator from the prefab itself if you want, it doesn't change a thing) and put it in the empty with the body part component. After that, it should be more of the same: turning it into a prefab, putting it into an assetbundle, etc, etc. Let's move on.
Advanced M:PN Modding - Unity - Porting - Textures
Porting textures is pretty easy, actually (In regards to making custom face textures). All you need to do is get the texture of your choice (preferably a face), a texture map, and either VSCode or Notepad++ (which I recommend.)

Now, I hear you ask, "What's a texture map?", and to summarize, it's what makes custom textures and models have unique patterns when colorized in the colorizer. For example, the Disquieted's Mask. It has the primary tints for it's main colors, and the secondary tints for the patterns on the mask that you can enable with it's texture toggles.

Texture maps are critical if you want your colorized object to look good, so here's each of the values and what they do in relation to M:PN's colorizer:
  • Black (RGB: 0,0,0 ), [Hex: #000000 ] - This is tint 1, the primary color.
  • Red (RGB: 255,0,0 ), [Hex: #FF0000 ] - This is also tint 1, but now it glows.
  • Green (RGB: 0,255,0 ), [Hex: #00FF00 ] - This is... ALSO tint 1, but it's shiny now.
  • Blue (RGB: 0,0,255 ), [Hex: #0000FF ] - This is tint 2, the secondary color.
  • Purple (RGB: 255,0,123 ), [Hex: #FF00FF ] - Tint 2, but now it glows.
  • Teal (RGB: 0,255,255 ), [Hex: #00FFFF ] - Tint 2, but now it shines.
  • Navy Blue (RGB: 0,0,123 ), [Hex: #00007B ] - This doesn't get colored.
  • Pink (RGB: 255,0,255 ), [Hex: #FF007B ] - This doesn't get colored, but it glows!
  • Ocean Green (RGB: 0,255,123 ), [Hex: #00FF7B ] - This doesn't get colored, but it shines.
  • White (RGB: 255,255,255 ), [Hex: #FFFFFF ] - This one is used with Cubemaps (Known as reflection cubes in Unity, and are only usable with standard +Reflect). We'll get into those later in the cubemaps portion of this guide.
Use this whole list of colors to make your texture color properly!

Now that we've got that out of the way, it's time to put your texture into unity, which is easy to say the least. All you have to do is put your texture and your texture map somewhere (Like the Materials folder!) in the project, create a Material, and where it is is shown below.

Now that you have your Material, name it whatever you want (I use the formula of Char_Grunt_(Whatever you want to put here) (You can also add additional underscores to add more variety!) because I got used to it during the NEM era of modding), Put the texture and the texture map in the Material, more specifically the Texture and the Effect Map selections shown below.

Once that's out of the way, all you have to do is put it in an assetbundle, put your assetbundle where your mod is (in the balls C:\Users\(Your Username Goes Here\AppData\LocalLow\Gibbing Tree\Madness Project Nexus\Mods\(Your Mod Goes here) (It should also be the place where you see the decks in your mod, if you linked up your MCM to your M:PN.)), put the Material name over a test guy (to make sure it works), and you should be golden.

TL:DR,
  1. Make your texture and a Texture Map (Feel free to use the list of colors!).
  2. Open up unity and put them into the Project.
  3. Create a Material, and apply your texture and Texture Map.
  4. Put that material into an assetbundle.
  5. (Optional) Make a test guy with the material to see if it worked.

And that should be it for putting textures into M:PN!
Advanced M:PN Modding - Unity - Fonts
Now, eventually, you're gonna get tired of just using the main game's many fonts, so here's how you can add new ones!

What you're gonna wanna do first is have the M:PN Unity Project open, since it's THE main tool for putting custom stuff into M:PN proper. Next thing you're gonna do is go into the Library folder, and then Fonts. The filepath should look something like this:Now that you're here, we can move on to the rest of it. Drag and drop the font you want (like, for example, the Maykr Font (It MUST be the TrueType Font file (TTF), not the OpenType Font file(OTF))) into the folder. Once that's done, put it in an assetbundle, and use the classic Madness --> AssetBundle --> Build.

Once that's done, now's the fun part: Putting it into the game! First off, go to your modfolder and put your assetbundle that has the font into it. Next up, putting the font name into the file. The problem is that MCM won't let you edit the font in the software, so you'll have to edit the file yourself. Since you're still in the file, use Notepad++ (or any JSON editor, for that matter) to edit the file. You specifically want to add "Font":"(InsertFileNameOfFontHere)" (For example: "Font":"DmMaykr-8MR90") in order to properly add it. DO NOT FORGET THE COMMA AT THE END. It will cause an error and basically cause the whole thing to floop out of existence. To test if this worked, give the font to another character and slam a couple of lines in the chatter then enter M:PN.

TL:DR,
  1. Find a font
  2. Download said font
  3. Open the M:PN Unity Project
  4. Go to the Fonts folder
  5. Put the font you want in there (Must be a TrueType Font file (TTF))
  6. Assign it to an assetbundle
  7. Build the bundle
  8. Place the bundle in the mod folder you want
  9. Edit the file and add the following, minus the brackets ["Font":"(InsertFileNameOfFontHere)",]
  10. (Optional) Test to see if it worked.
Oh, one more thing...
Shout out to Diggy's Font Guide[drive.google.com] for helping me with initially adding fonts!
Advanced M:PN Modding - Unity - Particles
Turns out making particles in Unity is easier done then said! Just make the particle of your dreams, then all you have to do is put it into the prefabs folder, then put that prefab into an assetbundle, then build the assetbundle and put it in the mod of your choosing.

It is quite literally the embodiment of this meme.


Eh, I might as well go into each of the categories of Unity Particles while I'm at it. (Note: We can ignore Particle System Force Field since it basically does nothing, as far as I know.)
  • Particle System - The backbone of your particle-based endeavors.
  • Trails - Used for stuff like projectile tracers.
  • Lines - Used for projectiles, probably.
Expert Tools - Time to get serious about this.
With the basics and advanced stuff taken care of, it's time to get into the REAL stuff.

(not really, i just wanted to place this here for later. consider it a checkov's placement.)
List of things I'll add to this guide in the future
(Note: Things in this list with Header text are things I'm currently focusing on)
  • Custom Ranged Weapon and Addon Guide!
  • Custom Stage, Cutscene and Event Guide!
  • Some other guides I forgot to mention because it's 12 in the middle of the night while I'm typing this!
Guide Changelog - From what came earlier to where we are now
Sometime in August
The guide is made and work on it starts. The Basics of M:PN Modding are made and completed. The FMOD part of the guide is also started.
Sometime in very early September
The FMOD Sounds part of the guide is finished.
Sometime in the rest of September
Nothing much, really. Aside from the Blender Melee and Blender Armor parts of the guide getting added because I decided to start dabbling in Blender. (that and me being a lazy piece of ♥♥♥♥)
10/8/2024 (Or: October 8th, 2024)
The Blender Armor part of the guide is finished up. Porting Melee also gets a smidge of progress done. A bold text indicator is added to the Section of Things I'll Probably Add to the Guide. (Also this changelog is added!)
10/18/2024 (Or: October 18th, 2024)
The Font part of the guide is added, and "Font guide!" in the list of thing's I'm probably going to add is removed. Also updated the Modeler part in the Advanced Tools to be more accurate.
1/8/2025 (Or: January 8th, 2025)
Added the texture guide in a W.I.P. state.
2/10/2025 (Or: February 10th, 2025)
Finished the texture guide, added a couple of pictures, and fixed a grammar mistake from earlier on in the texture guide.
The Blender and Unity Melee sections are consolidated into 1 section. From now on, both Blender and Unity's sections will be one and the same.
Added an extremely W.I.P. Ranged Weapon and Addon Guide.
(Porting melee also changed very slightly before the consolidation.)
2/23/2025 (Or: February 23rd, 2025)
The Blender & Unity - Armor section is updated with some pictures and a guide on how to check and deal with inverted normals.
2/25/2025 (Or: February 25th, 2025)
Added the additions of 2/23/2025 to this changelog.
Also added Events to the list of things I'll do later, since it coincides with custom stages.
4/13/2025 (Or: April 13th, 2025)
Added the Unity Particles section in a very incomplete state. Also added Custom Particles to the list of things I'll do later.
4/14/2025 (Or: April 14th, 2025)
The BLENDER and Unity Melees part of the guide is finally completed!
Also added a note to the Blender and Unity - Armor section and finished the Unity Particles section and removed it from the list. Turns out it WAS that easy to put into M:PN.
4/17/2025 (Or: April 17th, 2025)
The music section of the guide has been postponed indefinitely until I can make music show up in the Playground Radio.
As a consolation prize, I put down the expert modding part of the guide in an extremely unfinished state.
4/18/2025 (Or: April 18th, 2025)
I've extrapolated what to do for the music section thanks to information from Infernalthing. Turns out it's very similar to putting sounds into M:PN.
5/9/2025 (Or: May 9th, 2025)
Added a new section on weapon alt. textures and alt. meshes. Also re-organized the BLENDER & Unity section from easiest to hardest.
5/16/2025 (Or: May 16th, 2025)
Fixed a typo here. Also added cutscenes to the list of MCM cardroots and the list of things I'll do later.
9/23/2025 (Or: September 23rd, 2025)
Updated the FMOD Music portion with a brief Q&A in regards to it breaking. Also changed the link in The Verboten One, Unity section to reflect the updated GitHub link for Modtools.
4 条留言
dendustin2 10 月 20 日 上午 10:41 
Love this guide, it helps me a lot on modding :D
Angrydirbs, La Cretura  [作者] 10 月 5 日 上午 11:45 
@tureth did you add the file extension at the end?
tureth 10 月 4 日 下午 2:37 
how do get a picture for the icon path because every time i do that it just says it's not valid
Ballman is coming for you 2024 年 10 月 26 日 下午 3:12 
is nice