WKMapLoader
Play custom maps made in Blender (or any 3D tool, exported as .obj). Adds a CUSTOM tab with a card per map, grabbable ledges, handholds, lights, checkpoints and fall-reset. Map packs just drop .obj files in.WK Map Loader
Play custom maps in White Knuckle - built in Blender (or any 3D tool) and exported as a plain .obj file.
- A CUSTOM tab in the play menu with one card per map. Pick a card, press Play.
- Climbing works like the real game: the top edges of every surface are grabbable ledges, and parts named
handholdare grabbable everywhere. - Lights, coloured parts, the game's own textures, checkpoint buttons that hand out items, and falling off the map sends you back to the start instead of killing you.
- No rising mass in custom maps, and fog is thinned so you can see your build.
Playing maps
Install map packs (they depend on this mod), then: Play → CUSTOM → pick a map → Play.
Making maps
- Model in Blender. 1 unit = 1 metre.
- Name each object - the name decides what it becomes:
| Object name | Becomes |
|---|---|
anything (floor, Cube.003) |
solid, with grabbable top edges |
contains handhold |
grabbable everywhere |
starts with smooth |
solid, nothing grabbable |
starts with deco |
visible, no collision |
spawn |
start point (invisible) |
exit |
end point (invisible, optional) |
light_15 |
light, 15 m range (colour = material colour) |
lamp_8 |
visible lamp that gives light |
checkpoint_3 |
button: clears inventory, gives 3 rebars (checkpoint_2_flare = 2 flares) |
buddy |
button: gives the Buddy trinket (kept through checkpoint resets) |
save (e.g. save_pad_3) |
step on it: falling respawns you here |
note |
floor note; text from <map>_note.txt |
win, or any name containing win_seq |
button: starts the win sequence - CONGRADULATIONS! title, noclip, 5x speed, flare machine gun, game win screen after 10 s (ends on respawn/fall) |
- Materials: a Blender material's Base Color tints the part. A material named
wk_<game material>uses that texture from the game (dumptextureslists them). - File → Export → Wavefront (.obj), Materials on, into
BepInEx/plugins/<this mod folder>/maps/. - In game: the map shows up as a card. While playing,
loadmap <name>loads it directly and F8 reloads it after you re-export.
Optional next to mymap.obj: mymap.png (card art) and mymap.txt (card description).
The full guide is MAPPING_GUIDE.md in the mod folder.
Console commands
| Command | Does |
|---|---|
maps |
list maps |
winseq [flySpeed] / winseq stop |
start / end the win sequence (default fly speed 6x) |
loadmap <name> |
play a map right now |
| F8 / F9 | reload map / back to spawn |
mapfog 0.25 |
fog strength in custom maps (0 = none, 1 = game default) |
dumptextures |
save the game's textures as PNG + a list of names |
jumpstats |
print every jump's distance and height |
rebarcourse |
generate a rebar-jump course tuned to the game's physics |
Making a map pack
Make a Thunderstore package with your .obj/.mtl (and optional .png/.txt) inside a maps folder, and add Lakisa-WKMapLoader-1.0.3 to its dependencies.
Notes
- Custom maps disable achievements and leaderboards for that run.
- Built for White Knuckle 0.61. Game updates may break it - report issues and I'll update.
