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Lakisa-WKMapLoader-1.0.4 icon

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.

By Lakisa
Date uploaded 8 hours ago
Version 1.0.4
Download link Lakisa-WKMapLoader-1.0.4.zip
Downloads 2
Dependency string Lakisa-WKMapLoader-1.0.4

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305

README

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.

CHANGELOG

Changelog

1.0.5

  • Card title from the map's .txt: first line title: <name> (otherwise the file name)

1.0.4

  • Glow-wall game: computer (tutorial board as monitor with a black screen and GAME / POWER-UPS tabs, crane arrow keys); single player or multiplayer (Comp: a wall each or one shared wall with a colour per player, Co-op: one wall, team score); btn lifespan, light-up interval, duration; the game's button stand starts a wall (3-2-1-GO, invisible wall drops; same light-up order for the same settings); floating power-ups (stamina, speed, air jumps, elastic limbs, grab anything); game-over stats
  • Glow maps: parts tagged _flat / _cyl only show on that map; _cyl parts spin around their lane's ..._cyl_body_laneN axis (one turn per 15 s)
  • prop:<GameMesh> objects: use the game's own meshes (board, buttons) in your map
  • handhold_pass: grabbable holds your body walks through
  • godmode marker object: no dying in that map
  • Button items can be several words: checkpoint_3_rebar_explosive gives 3 explosive rebars
  • Win sequence flying 30% slower (4.2x)
  • Blast logger (boomreport, boom_log.csv) and boomcourse, which sizes the Boom Course from your attempts with leeway

1.0.3

  • Fix: maps from map packs installed with the Thunderstore mod manager now show up in CUSTOM
  • Win sequence: much faster flying, winseq console command

1.0.2

  • New map parts: buddy button, save pads, floor notes, win sequence buttons (win / *win_seq*: title, noclip, 5x speed, flare machine gun, game win screen after 10 s)

1.0.1

  • Fixed broken arrow characters on the README page.

1.0.0

  • First release: .obj map loading, CUSTOM menu tab with map cards, ledges, handholds, lights, materials, checkpoints, fall reset, map fog control, rebar course generator.