RUMBLE does not support other mod managers. If you want to use a manager, you must use the RUMBLE Mod Manager, a manager specifically designed for this game.
AdvancedStructureSkins
Customize your structures like we've never seen before! Supports all HLSL and Shader Graph shaders. Compatible with skins from ButteredLily's Skin Manager!
| Date uploaded | 9 months ago |
| Version | 1.0.1 |
| Download link | Cxntrxl-AdvancedStructureSkins-1.0.1.zip |
| Downloads | 50 |
| Dependency string | Cxntrxl-AdvancedStructureSkins-1.0.1 |
This mod requires the following mods to function
UlvakSkillz-RumbleModdingAPI
API to Help Modders Get Started and to remove the necessity of GameObject.Find
Preferred version: 5.3.0README
Advanced Structure Skins
Compatible with skins created for ButteredLily's Skin Manager.
Advanced Structure Skins allows users to create custom shaders for structures, providing creators with extreme flexibility, albeit also introducing additional complexity and potential incompatibilities.
This mod may remove game functionality, including but not limited to visible grounded effects, grounded vertex offsets and on-collision structure shaking, depending which shaders are used (as these features are implemented in the shader and must be rebuilt by skin creators.)
For Users
Skins are super easy to import and use! This mod uses the same format as existing skins, so it's essentially plug-and-play if you already have ButteredLily's Skin Manager installed.
For those who do not have it installed, here's the folder structure you'll want to create:
RUMBLE
| - UserData
| | - Skins
| | | - StructureName
| | | | - Mat.png
| | | | - Main.png
| | | | - Normal.png
| | | | - Grounded.png
Valid structure names are Disc, Pillar, Ball, Cube, Wall, SmallRock and LargeRock.
Shaders are created by other players and are available in the Rumble Modding Discord. To select the shader you want to use, load into the game and press F10 to view the game UI. From the Mods dropdown, select Advanced Structure Skins to access the following Mod settings:
Use Global Skin: When enabled, all structures will use the same shader (designated by Global Skin Path)
Global Skin Path: The path to the shader used by all structures when Use Global Skin is enabled. myShader will select the shader located at UserData\Skins\myShader.bundle.
Disc Skin path: The path to the shader used by discs when Use Global Skin is disabled. Disc/myShader will select the shader located at UserData\Skins\Disc\myShader.bundle.
Pillar Skin path: The path to the shader used by pillars when Use Global Skin is disabled. Pillar/myShader will select the shader located at UserData\Skins\Pillar\myShader.bundle.
Ball Skin path: The path to the shader used by balls when Use Global Skin is disabled. Ball/myShader will select the shader located at UserData\Skins\Ball\myShader.bundle.
Cube Skin path: The path to the shader used by cubes when Use Global Skin is disabled. Cube/myShader will select the shader located at UserData\Skins\Cube\myShader.bundle.
Wall Skin path: The path to the shader used by walls when Use Global Skin is disabled. Wall/myShader will select the shader located at UserData\Skins\Wall\myShader.bundle.
Small Rock Skin path: The path to the shader used by the small rocks found in the gym when Use Global Skin is disabled. SmallRock/myShader will select the shader located at UserData\Skins\SmallRock\myShader.bundle.
Boulder Skin path: The path to the shader used by boulders when Use Global Skin is disabled. LargeRock/myShader will select the shader located at UserData\Skins\LargeRock\myShader.bundle.
Once you've got your shaders selected in-game, they'll be applied to any newly spawned structure. To reload shaders for all structures, hit F5 on your keyboard. It's worth noting that shader files are cached to help with performance reloading materials for many structures, so they are unfortunately not hot-swappable; this means you'll need to restart your game if you make changes to a shader you've already loaded.
However, shaders you have not loaded yet can be loaded freshly at any time without a restart.
To reset a structure to the default game shader, you can simply set the respective Skin Path to default. This can be done either globally or per-structure. As such, you cannot name a structure skin default.bundle, as it will be replaced by the default shaders.
For Developers
First of all, I've exposed the CustomShaders API in the mod to make it super easy and fast to get the shaders from existing bundles located in the users' Skins folder. At the moment, the SDK only supports overrides targeting structures, but in the future I can probably implement a system for overrides based on GameObject names.
Second of all, the meat and potatoes - How do you make your own shaders?
There's a bunch of useful tools and example shaders in the SDK available on github. The most important of which is the Shader Asset Bundle Builder, which you can access via the Tools tab at the top of the window. It should be relatively straightforward to use if you already know your way around unity.
Next, creating shaders. To make them compatible with the game, you'll need to ensure some of your property names match the game's existing shaders. The most notable of which are:
Texture2D_3812B1EC: Albedo, Base Colour, whatever - this is your colour texture.
Texture2D_2058E65A: Normal map.
Texture2D_8F187FEF: Mat.png - in most skins, green is used to add glossiness and white is used for metallic. I believe it's actually unused/not available in the game anymore, but the mod still supports the Mat.png file.
_FloorHeight: The height (in worldspace) that the floor is at the last time a structure was grounded. Do note, this does not reset when a structure is ungrounded, so it must be used in tandem with _Stable.
_Stable: 0 for ungrounded, 1 for grounded.
_shake: 0 for steady, 1 for shaking.
_shakeAmount, _shakeFrequency: Somewhat self-explanatory, but these values determine how much the verts of the object are offset over time to cause the shake effect on collision with another structure. Expected values are 0.0075 and 75 respectfully.
The grounded effect is probably the most important part to implement in a shader, since it has some pretty solid gameplay consequences, so I've included a couple helper functions to make life easier when implementing it.
You can include these functions in your HLSL shaders by adding #include "Assets/ExampleShaders/Shaders/AdditionalFunctions/GroundMask.hlsl" to your includes, or in your Shader Graphs by adding a Custom Function node and selecting the GroundMask.hlsl file from the AdditionalFunctions folder. Your Custom Function node will require a Vector3 input taking in the Worldspace Position, 3 float inputs taking in the _FloorHeight, _Stable and a Floor Height Offset, as well as 1 float output, returning white for any surface above the floor. You can name the function either GroundMask or GroundMaskGradient depending on which format suits your needs.
For vert offsets (such as shaking during hitstop or merging with the ground when grounded), you can implement the StructureVertOffsets(float3 worldPos, float floorHeight, float stable, float offset, float floorBlendAmount, float shake, float shakeAmount, float shakeFrequency) function by adding #include "Assets/ExampleShaders/Shaders/AdditionalFunctions/StructureVertOffsets.hlsl" to your includes, or in your Shader Graphs by adding a Custom Function node and selecting the StructureVertOffsets.hlsl file from the AdditionalFunctions folder. An example of implementation of this function is available in the Shaders folder.
There's also a couple other simple shader examples in the SDK project which should help give some idea on how other shader properties are implemented - it's up to you how you use the tools provided.
CHANGELOG
Version 2.0.2
Fixed more critical bug in 2.0.2 which occasionally broke.. everything?
Version 2.0.1
Fixed critical bug in 2.0.0 preventing shader features from enabling during multiplayer sessions
Version 2.0.0
This version contains an ENORMOUS internal restructure, evolving past the old, frankly hacked together codebase I used to have. This should make it far easier to update the mod and to develop new features in general. It should've also fixed the vast majority of the bugs from the older versions.
I've also changed the skin bundle format from .bundle to .asb. While the name change is purely cosmetic, it signifies a larger internal rework of the format. .bundle files can still be loaded fine, and will be supported indefinitely, but .asb files are the new format going forward.
.asb files can also store more than just shaders - they can work as entire texture packs. This means skin developers can build textures to a .asb file if they wish, allowing users to import them with a single drag-and-drop, rather than the sluggish folder-based system that existed previously. Don't worry though, the old folder system is also still supported, so updating to this version will keep compatibility with all previous setups.
Additions
Added UIFramework support, replacing ModUI.
Added Custom UI, streamlining shader and texture skin selection - HUGE thanks to IListenToSound for his incredible work on UIFramework.
Added "ShaderFeatures", an internal system for adding additional 'effects' shaders can play with. Read more in the Supported Shader Properties wiki page.
Added "Competitive Mode", a toggle in the mod's UIFramework menu which automatically disables skins which provide a reasonably measurable competitive advantage (higher visibility grounded effects, hitstop indicators, ect)
Added "Debug Mode", a toggle in the mod's UIFramework menu which enables verbose logs, providing greater detail for debugging purposes. These logs are disabled by default so users don't have their consoles filled with unnecessary logs.
Version 1.3.3
Fixes
Fixed an incompatibility with DieHarder by TacoSlayer
Version 1.3.2
Fixes
Fixed error in loading persistent settings where the mod would fail to initialize if I attempted to load a setting that doesn't exist.
Version 1.3.1 - [BROKEN]
Changes
Implemented support for OptimizedGraphicsFix to improve mod compatibility
Version 1.3.0
Fixes
Shaders now display lighting correctly again. Existing shaders will need to be rebuilt to ignore normals, as the default normal map is now stylized.
Version 1.2.1 - [EXPERIMENTAL]
Fixes
Fixes texture tinting for structure textures on default shaders
Version 1.2.0 - [EXPERIMENTAL]
Fixes
Basic mod functionality for RUMBLE 0.5.0.1
This version is experimental! Existing texture skins will not work as structure models have changed, and existing shaders may behave strangely.
Version 1.1.0
Additions
Added a warning the first time you enter the Gym with Simple Visuals enabled. This will only appear once, and won't prevent the mod from working (as some shaders do work with simple shading!) Thanks to Orangenal for the idea!
Added persistent settings! This should be the last time your selected skins reset when you update the mod - I've implemented a custom save file system which should hopefully reduce friction on future updates.
Version 1.0.6
Fixes
Fixed a bug in texture loading which caused skin application to fail under certain conditions.
Thanks to Orangenal For the report!
Version 1.0.5
Fixes
Fixed bug in texture loading which caused the mod's initialization to fail if the user is missing certain skin directories.
Thanks to Huntersgaminggrounds for the report!
Version 1.0.4
Additions
Added random texture selection! If you want to use multiple textures, add your textures to a subfolder under the StructureName, and the game will automatically select between different skins randomly. If you want to disable this functionality without deleting the skin permanently, just add an Underscore (_) to the beginning of the folder name and the game will ignore it.
Example folder structure:
RUMBLE
| - UserData
| | - Skins
| | | - StructureName
| | | | - SkinName (can be anything)
| | | | | - Main.png
| | | | | - Normal.png
| | | | | - Mat.png
| | | | | - Grounded.png
| | | | - SkinName2
| | | | | - Main.png
| | | | | - Normal.png
| | | | | - Mat.png
| | | | | - Grounded.png
If you want to use multiple textures of the same type for a single skin (like if you wanted a playing card which changed the Main texture randomly, but kept the same Normal, simply add a folder for that type of texture to your SkinName folder.
Example:
RUMBLE
| - UserData
| | - Skins
| | | - StructureName
| | | | - SkinName (can be anything)
| | | | | - Main
| | | | | | - tex1.png (can be anything)
| | | | | | - tex2.png (can be anything)
| | | | | | - tex3.png (can be anything)
| | | | | - Normal.png
| | | | | - Mat.png
| | | | | - Grounded.png
Also, textures can now be hot-reloaded by holding F6 while in game. This means you can swap in and out textures from your game files and reload the ones you're using on the fly, without having to restart your game.
Version 1.0.3
Additions
Added random shader selection! Enter random as the ModUI shader settings to select a random shader from your /RUMBLE/UserData/Skins/ folder.
Enter StructureType/random to select from the shaders in /RUMBLE/UserData/Skins/StructureType/ folder, allowing for a different random pool per structure.
Fixes
Fixed issues in material caching which caused balls to revert to default shading after entering a multiplayer scene.
Thanks to Pompyy and Dr.Rock for the bug report!
Version 1.0.2
Additions
Added a "Clear Cache" bind (Hold F6 for 3 seconds) to allow for hot-reload of structure shaders, allowing developers to iterrate on shaders faster without having to restart their games.
Fixes
Fixed issues in material application logic which caused structures to take the wrong material properties when reloaded using F5.
Version 1.0.1
Fixes
ModUI shader settings now accept either myShader or myShader.bundle as valid input