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Applying mods
OpenSpades uses pak files, which are essentially ZIP files with file extensions .pak (recommended) or .zip, to package game asset. The players can put them in the Resources folder to install the mods.
pak files have a specific folder structure in it. You can open them with compression programs such as 7-Zip or Bandizip and see if they have such structure.
It should be like:
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GFX\.png -
Models\{Modelname}\.kv6 -
Scripts\Skin\{Modelname}\.as -
Sounds\{Modelname}\.opusorwav
{Modelname} can be SMG, Rifle, Shotgun, Grenade etc.
To pak authors: Please use the .pak file extension to clearly indicate the file is a pak file. Otherwise, the users won't be able to tell if it's a pak file or a zip file containing a pak file.
Still, most of the OpenSpades mods aren't pak files. There are two ways to apply such mods:
OpenSpades can load asset files outside pak files (such files are called loose files).
- Create the same folder structure in
Resourcesas you saw in the .pak file as above. (Gfx,Models,Scripts,Soundsetc) - Insert each of the mod files into the correct folder. (ex.
.kv6into\Models\SMG\,.asinto\Scripts\Skin\SMG\)
This wiki is in the middle of an update process to match the latest changes of OpenSpades 0.1.2
It may contain outdated, incorrect or incomplete information.
Please contact the repository owner (@yvt) via email or ask a question in the issue tracker if there is any obscure information you are looking for that can't be found in neither the source code nor in this wiki.
