Creating and using custom content
WARNING
Custom content support is still experimental and the tooling is incomplete.
As we explained in the Frostbite data basics guide, game content exists within Frostbite superbundle files. In this guide, we'll go through using Rime to extract files from superbundles, modify them, and create new superbundles from our modified files. We'll then touch briefly on loading our custom superbundles via VeniceEXT.
Downloading Rime
The first step in the process involves downloading Rime. Rime is currently a work-in-progress, so only a command-line version of it is provided for experimentation purposes. You can download the latest pre-release version from below:
After you've downloaded it, make sure you extract all the files in an easy to reach location and from it run RimeREPL.exe
. RimeREPL
provides an interactive command-line interface to various Rime functions, and we'll be using it to perform the various tasks outlined in this guide.
Extracting game content
Mounting the game
Before we can start extracting content from the game, we must mount it. Mounting is the process of telling Rime some basic information about our game, and letting it discover all of the content that's available to it.
To mount your Battlefield 3 installation, type the following command in the Rime REPL (replacing the path with wherever you have BF3 installed locally), and then hit enter:
mount_game C:\Games\BF3 Frostbite2_0 true
The true
here signifies that we want Rime to automatically mount all the bundles inside all the superbundles it discovers for this game. If we didn't want this to happen automatically, we could mount bundles individually after switching to the game context, as explained below.
After the game has been mounted, you should get a message like Game successfully mounted with id '1'
. Keep note of the id as we'll need it in the next step.
Switching to the correct game context
Since Rime supports loading multiple games at once, we must switch to the correct game context before we can start playing with its data. To do so, we can use the select_game
command:
select_game 1
Note that 1
here corresponds to the id that we got in the previous step.
Now that you're inside the game context, you can see all the functions that are available (eg. mounting individual bundles) by using the help
command. We'll only cover a couple of them in this guide, but most of them have descriptions that can help you understand what they do.
Extracting data
Dumping textures
Using the dump_texture
command, we can dump a Frostbite texture to a DDS file for us to then edit. We just need to give the command the texture that we want to dump and where it should put the converted DDS file, and Rime will do the rest for us. For example:
dump_texture weapons/xp4_crossbow_prototype/xp4_crossbow_bow_d C:/XP4_Crossbow_bow_D.dds
Here, we dump the weapons/xp4_crossbow_prototype/xp4_crossbow_bow_d
texture resource to a DDS file at C:/XP4_Crossbow_bow_D.dds
. This specific resource is the diffuse texture for the crossbow, and the way we found it was by going through the EBX data and looking for the corresponding TextureAsset. We write its name as lower-case since all texture resources are lowercase.
Keep in mind that Rime doesn't support all texture formats at the writing of this guide, so you might get errors while trying to extract some of them.
Dumping partitions
Using the dump_partition_json
command, we can dump a Frostbite partition (EBX) to its JSON representation, allowing us to edit it and convert it back to its native partition format (which we'll see below). For example:
dump_partition_json Weapons/XP4_Crossbow_Prototype/XP4_Crossbow_bow_D C:/XP4_Crossbow_bow_D.json Indented
This works in the same way as above, dumping the corresponding partition to a JSON file in our C drive. The Indended
at the end tells Rime to produce a “pretty-printed” JSON file, which is more human readable. We can omit this if we don't want that behavior.
Creating game content
Now that we've seen how to extract game content, let's create our own. For the purposes of this guide we'll do two things:
- We'll modify the crossbow texture we dumped and re-bundle it, replacing the existing one.
- We'll create a new partition and a new instance based on the one we dumped. We won't use this for anything, but it should give you an idea of how to do this in general.
Creating a new superbundle
Back at the Rime REPL, we want to start building a new superbundle. To do this, we must first exit the game context by typing exit
and pressing enter. From there, we can use the build_sb
command to start creating a new superbundle:
build_sb Win32/My/Amazing/Superbundle Frostbite2_0 C:/SbOutput
This will put us into the context of building a new superbundle for the Frostbite 2.0 engine named Win32/My/Amazing/Superbundle
, and once it's built it will get placed in the C:/SbOutput
folder.
NOTE: For superbundles to work correctly with VU, their name must ALWAYS start with Win32/
.
Adding a new bundle to the superbundle
As we've talked about before, superbundles contain two things: chunks and bundles. Using the REPL, we can add both (you can use the help
command to see how that works), but for the purposes of this guide we'll only create a new bundle.
To do so, we can use the build_bundle
command as seen below:
build_bundle Win32/My/Amazing/Bundle
This will put us into the context of building a new bundle with the name Win32/My/Amazing/Bundle
which will be placed inside the current superbundle.
NOTE: Similar to superbundles, for bundles to work correctly with VU, their name must ALWAYS start with Win32/
.
Modifying and adding our texture to the bundle
Now let's modify the texture. To do that you can use any tool that can edit DDS files, but we generally recommend using Photoshop with the Nvidia Texture Tools plugin. Keep in mind that for weapon diffuse maps the selected output format doesn't matter, but for other types of textures you might want to make sure that the format of the DDS file you create matches the one dumped from the game.
After you've made any changes you want to the texture, save it again as DDS to a folder of your choice. For this example we'll assume you saved it to C:\CustomCrossbowTexture.dds
.
We'll now have Rime convert this texture back to an engine-native format and add it to our bundle by using the add_dds_texture
command:
add_dds_texture weapons/xp4_crossbow_prototype/xp4_crossbow_bow_d C:\CustomCrossbowTexture.dds true
Here, we give it the same name as the original texture resource, since we want our custom texture to override it. The true
argument here tells Rime to mark this texture to use sRGB gamma. This is usually needed for diffuse textures. If you add a texture and its too dark or too bright, try fiddling with this option.
Adding a new partition to the bundle
To add a new partition, we can write it in its JSON representation and have Rime convert it back to its engine-native format for us. For this example, we'll just take the partition we dumped before and change its name and guids (since each partition / instance must have different guids):
{
"Name": "My/Amazing/Partition",
"PartitionGuid": "c8b8c7ac-7e47-4f7d-94e4-9f3e72f37553",
"PrimaryInstanceGuid": "ba89b889-ad07-4f58-b5c6-fde0cd6675d5",
"Instances": {
"ba89b889-ad07-4f58-b5c6-fde0cd6675d5": {
"$type": "TextureAsset",
"Name": "Weapons/XP4_Crossbow_Prototype/XP4_Crossbow_bow_D"
}
}
}
We will then have Rime add this to the bundle using the add_json_partition
command:
add_json_partition My/Amazing/Partition C:\MyPartition.json
Building everything
Now that we've added all that we wanted to our bundle it's time to build it by using the build
command:
build
This will build the bundle and add it to our superbundle. We can then build the superbundle and store it in a file by using the build
command again:
build
You should now have some files generated in your C:/SbOutput
folder, that are ready to use with VU.
Using custom content via VeniceEXT
Now that we've created our custom content it's time to use it in-game. To do that we need to use VeniceEXT. First, we'll create a mod as per usual, but inside its mod.json
file we'll put the following:
{
...,
"Superbundles": [
"Win32/My/Amazing/Superbundle"
]
}
Then, inside the mod folder we'll create a new folder called sb
and in there we'll paste the files we generated using Rime previously. At the end, the file structure should look like this:
/mod.json
/sb/Win32/My/Amazing/Superbundle.sb
/sb/Win32/My/Amazing/Superbundle.toc
Then, in our shared script we'll add the following code:
Events:Subscribe('Level:LoadResources', function()
ResourceManager:MountSuperBundle('My/Amazing/Superbundle')
end)
Hooks:Install('ResourceManager:LoadBundles', 100, function(hook, bundles, compartment)
if #bundles == 1 and bundles[1] == SharedUtils:GetLevelName() then
bundles = {
'My/Amazing/Bundle',
bundles[1],
}
hook:Pass(bundles, compartment)
end
end)
ResourceManager:RegisterInstanceLoadHandler(Guid('c8b8c7ac-7e47-4f7d-94e4-9f3e72f37553'), Guid('ba89b889-ad07-4f58-b5c6-fde0cd6675d5'), function(instance)
print('Our custom instance:')
print(instance)
end)
This will do a few things:
- When the game is loading its superbundles, we will make it also load our custom one.
- When the game is loading the main level bundle, we will make it also load our custom one before it. Loading our custom bundle before the main level one is important if we want to override existing resources. Whatever gets loaded first takes priority.
- When the game loads our custom partition and instance, our callback will get called and our instance will be printed to the console.
We then run our mod as per usual on the server and join. The client will automatically download the custom superbundle from it.