White Knuckle
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11 hours ago
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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 handhold are 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

  1. Model in Blender. 1 unit = 1 metre.
  2. 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
godmode marker: player can't die while in this map
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)
  1. Materials: a Blender material's Base Color tints the part. A material named wk_<game material> uses that texture from the game (dumptextures lists them).
  2. File → Export → Wavefront (.obj), Materials on, into BepInEx/plugins/<this mod folder>/maps/.
  3. 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 4.2x)
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
boomreport every explosive-rebar blast you take is logged (angle, distance, height, sideways) - this summarises them
boomcourse test two 300 m walls for measuring explosive-rebar blasts (boomcourse alone = blast report)
boomclear forget logged blasts

Making a map pack

Make a Thunderstore package with your .obj/.mtl (and optional .png/.txt) inside a maps folder, and add Lakisa-WKMapLoader-1.0.4 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.
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