Wee Tanks Modding[]
Overview[]
Welcome to the official Wee Tanks modding guide, modding in wee tanks is currently quite easy and does not require much skill. (Unless you make theme songs for all the tanks)
The following parts of the game are currently moddable:
- Textures
- Player and turret skins
- SFX
- Music
- Some models
More parts will be added in the future, like the ability to change models and additional behaviour scripts.
NOTE: If you miss any textures, sounds or music that you would like to mod, let us know on the official Wee Tanks discord and it will be added.
Mod location[]
The modding works simple, you place the modded file with the correct name in a folder called "mods", which you might have to create yourself in the following directory:
C:\Users\%userprofile%\Documents\My Games\Wee Tanks\mods
The game will then automatically check for any modded files present in this folder, and apply it to the game.
Textures[]
Texture mods can be either a .png or a .jpg file, below you will find a list of textures that are moddable.
Texture settings[]
You can set some settings to how the texture is applied to the object, you can do this in a file called "mod_settings.txt" which will also be located in the "mods" folder.
Example mod_settings.txt
enable_block_random_rotation = 0
[Textures]
tex_wood_block_1_tile_x = 8
tex_wood_block_1_tile_y = 8
tex_wood_block_1_random_rotation = 0
Explanation
enable_block_random_rotation -> if you set this to 0, it will disable all the random texture/block rotations in the game
tex_wood_block_1_tile_x = 8 -> set the tiling on the X axis for a specific texture (increasing makes the texture more detailed/smaller)
tex_wood_block_1_tile_y = 8 -> set the tiling on the Y axis for a specific texture (increasing makes the texture more detailed/smaller)
tex_wood_block_1_random_rotation = 0 -> set if this texture specific has random rotation
Player and Turret skin[]
The player and turret skin textures are also moddable, but for this you might need some understanding of UV mapping. Because of the way complex models are textured is a little different than a normal block.
The player tank[]
The turret[]
SFX[]
Modding sound effects (SFX) is actually quite easy, just get any sound file and place it in the mods folder. It has to be .ogg, .wav or .mp3.
Whenever you see a modded filename with "_1" , that means there can be multiple and its a list. So you it can be like:
- sfx_ArmourHits_1.mp3
- sfx_ArmourHits_2.mp3
Below here you can find a list of moddable sounds.
Filename | What it changes / what it is |
---|---|
sfx_ArmourHits_1 | Tanks with armour hit sounds |
sfx_MenuHover_1 | Sound UI elements make when hovering over them |
sfx_MenuClick_1 | Clicking on menu item |
sfx_MenuFailure | Error sound when something in a menu goes wrong |
sfx_SliderTick | Sound a UI slider makes |
sfx_TankHit | Hitting a tank |
sfx_trackCarpet | Tanks driving on carpet |
sfx_trackGrass | Tanks driving on grass |
sfx_track | Tanks normal driving sound |
sfx_LostLife | Losing a life |
sfx_MinePlace | Placing a mine sound |
sfx_MineBeep | Mine beep sound |
sfx_TankDie | Normal tank dying sound |
sfx_TankDieLostGame | Tank dying sound but when losing the game |
sfx_TankDieGameOver | Tank dying sound but when the player has 0 lives left |
sfx_BossDie | Powerful boss dying explosion sound |
sfx_MineShoot | When a player shoots a mine instead of laying |
sfx_ClockTicking | When the timer reaches 5 seconds |
sfx_ClockTimeOver | When there is 0 time left |
sfx_MissionIntroDrum | Mission intro drum roll |
sfx_MissionWin | Winning a mission sound (with tank explosion sound) |
sfx_CampaignWin | Winning a campaign sound |
sfx_CampaignLost | Losing a campaign melody |
sfx_MissionWin_no_explosion | Winning a mission sound but without the tank explosion |
sfx_AngrySpotted | When an angry tank spots a player tank (cherry) |
sfx_AngryCooldown | When an angry tank cools down |
sfx_NormalBulletShootSound_1 | Normal bullet shooting sounds |
sfx_RocketBulletShootSound_1 | Rockets shooting sounds |
sfx_ExplosiveBulletShootSound_1 | Explosive bullet shooting sounds |
sfx_ElectricBulletShootSound_1 | Electric bullet shooting sounds |
sfx_SilverBulletShootSound_1 | Silver bullet shooting sounds |
sfx_SilentBulletShootSound_1 | Silent assassin bullet sounds |
sfx_BigBulletShootSound_1 | Big explosive bullets |
sfx_AirGustBulletShootSound_1 | Fan tank air gust "bullets" |
sfx_GreenTankShootSound_1 | Shoot sound specific of green tanks |
sfx_ShotgunTankShootSound_1 | Shooting sound of "shotgun" tanks (orange) |
Music[]
All music in Wee Tanks is moddable, this also means all the tank themes. So feel free to create your own!
Note: Music needs to be .wav!
Please use the following sound sample to create themes that are fitting with the rythm Wee Tanks uses. (or create your own but then you need to replace all the themes or some will be out of sync)
Tank Themes[]
Filename | What it changes |
---|---|
audio_base_snare | |
audio_base_whitesynth | |
audio_base_teleportsynth | |
audio_base_foggy | |
audio_base_rain | |
audio_base_thunder | |
audio_piccolo | |
audio_cello | |
audio_triangle | |
audio_timpaniteal | |
audio_cymbals | |
audio_kicks | |
audio_timpani2 | |
audio_trumpets | |
audio_fastkicks | |
audio_bells | |
audio_tuba | |
audio_celloblacktank | |
audio_timpaniexplosive | |
audio_violin | |
audio_trumpetrd | |
audio_clav | |
audio_rocketking | |
audio_electroking | |
audio_cherrycalm | |
audio_cherryaggro | |
audio_boss10 | |
audio_commando | |
audio_harps | |
audio_silverglockenspiel | |
audio_shakers | |
audio_commanderboom | |
audio_prekingtank | |
audio_kingtank1 | |
audio_kingtank2 | |
audio_engineertank | |
audio_banzaiitank | |
audio_nuketank | |
audio_piano | |
audio_bassguitar | |
audio_ridecymbals | |
audio_iceboss | |
audio_sleighbells | |
audio_laser | |
audio_lazarus | |
audio_toms | |
audio_blacksnare | |
audio_trombones | |
audio_tambourine | |
audio_cherrycalmsynth | |
audio_cherryaggrosynth | |
audio_silver | |
audio_bongos | |
audio_flute | |
audio_snarerd | |
audio_bombsquadsynth |
Boss Themes[]
Filename | What it changes |
---|---|
audio_boss10 | |
audio_commanderboom | Commander Boom Boss theme |
audio_commanderboom_buildup | Buildup of Commander Boom Boss theme |
audio_rocketking | Rocket King Boss theme |
audio_rocketking_buildup | Buildup of Rocket King Boss theme |
audio_electroking | Electro King Boss theme |
audio_electroking_buildup | Buildup of Electro King Boss theme |
audio_kingtank1 | King tank boss theme phase 1 |
audio_kingtank2 | King tank boss theme phase 2 |
audio_iceking | Ice King Boss theme |
audio_iceking_buildup | Buildup of Ice King Boss theme |
Others[]
Filename | What it changes |
---|---|
audio_mainmenu | The music heard on the main menu |
sfx_audio_editor | The music heard while editing campaigns |
Model modding[]
Wee Tanks offers some support for model modding, this is not the easiest modding task. Be sure to have a 3D model program installed like Blender. Wee Tanks uses TriLib asset to import .fbx models runtime.
Wee Tanks uses .fbx models located in the following directory:
C:\Users\%userprofile%\Documents\My Games\Wee Tanks\mods\objects
Step-by-step guide
- Highly recommended: Use this .fbx file when modding tanks.
- Create/Edit your model in Blender, or download one from the internet
- You can give your model textures/colors
- Export your model selecting the .fbx prefab
- Put the .fbx file in the folder as described above
Note: if you are modding the model of a tank, the model needs to consist of 4 parts named exactly like in the image below.
Exporting with textures[]
If you are exporting your model in blender, to the .fbx file, you might want to check that it's being embedded with textures.
In the export menu, set the Path Mode to "Copy", and enable the icon on the right of it. That's it!
Moddable objects
Filename | What it changes |
---|---|
mine | Any mines placed by player and enemy tanks |
glow_block | The glow block used in the map editor |
wood_block_1 | Normal wood block |
wood_block_2 | Wood block variation |
stone_block | No bounce, stone blocks |
glass_block | Transparent glass block, buyable in tankey town |
cork_block | Destroyable cork blocks |
player_bullet | Normal player bullet |
player_bullet_explosive | Explosive player bullet |
player_bullet_rocket | Rocket player bullet |
player_bullet_silver | Silver player bullet |
bomber_plane_bullet | Explosive bullets dropped by the bomber plane |
enemy_bullet | Normal enemy bullet |
enemy_bullet_silent | Assassin tank silent bullet |
enemy_bullet_silver | Enemy silver bullet |
enemy_bullet_explosive | Enemy explosive bullet |
enemy_bullet_rocket | Enemy rocket bullet |
enemy_bullet_rocket_green | Green tank specific bullet |
king_tank_rocket | Rockets fired from king tank |
enemy_tank_XX | Enemy tank model, replace the XX with the enemy ID
Go to info.weetanks.com , to find all enemy IDS. |
<ANY_NAME> | If you name your custom tank exactly as this model.
The custom tank will apply this .fbx file to itself. |
Creating mod packs[]
Within Wee Tanks from the version 1.2.2 it is possible to create your own mod pack of items to use in the map editor, currently however this is still a very early feature so there are possibilities things will break.
It is quite simple on how to create your own pack, here is a step-by-step how to:
- Create the following folder structure in the My Games > Wee Tanks folder. Wee Tanks > mods > packs > [NAME OF YOUR PACK]
- In this folder, your pack folder, you will put the files that belong to your pack. There must be three files per model: 1. A file of the actual model it self, which must be a .fbx file 2. A .json file with the exact same name as the .fbx file, this will be the settings file for the object 3. A .png texture file with the exact same name as the .fbx file, this will be the menu icon file for the object
- Fill in the .json file with information and settings regarding the object. Here is an example of a dead tree object.Settings explanation
{ "name": "Tree Scary Dead", "description": "A scary dead tree", "id": 100000, "settings": { "canBeScaled": true, "maxAmountPresent": 10, "mapEditorYoffset": 0, "mustBePlacedOnFloor": false, "canBeRotated": true, "isNoBounce": true, "hasTankCollision": true, "destroyTankOnCollision": false, "hasBulletCollision": true, "destroyBulletOnCollision": false, "hasContinousRotation": false, "rotationSpeed": 0.0, "hasRigidbody": false, "rigidbodyIsKinematic": false, "rigidbodyMass": 1.0, "isBreakableLikeCork": false, "isBreakableLikeStone": false, "winGameIfPlayerTouches": false, "canBeColored": false, "bouncesTanks": false, "bounceForce": 0.0 } }
Settings explanation Name = the name of the object Description = the description of the object id = must be a unique ID, something above 10.000 and make sure it does not have the same ID as other mod packs, can be up to 99.999.999 canBeScaled = if the player can scale the object in the editor maxAmountPresent = the max amount of times the player can place this object in one mission mapEditorYoffset = for fine tuning the Y offset of the object, increasing this number makes it appear higher mustBePlacedOnFloor = if the object can only be placed on the bottom layer 0 canBeRotated = if the player can rotate this object isNoBounce = if bullets should be destroyed if it touches this object hasTankCollision = Enables collision detection with tanks. destroyTankOnCollision = Destroys the tank when colliding with object hasBulletCollision = Enables collision detection with bullets. destroyBulletOnCollision = Destroys the bullet upon collision. hasContinousRotation = Allows continuous up rotation of the object. rotationSpeed = Controls the speed of rotation for the object. hasRigidbody = Adds a rigidbody component to the object. rigidbodyIsKinematic = Sets the rigidbody to kinematic mode. rigidbodyMass = Specifies the mass of the rigidbody. isBreakableLikeCork = Defines the object's breakability similar to cork. isBreakableLikeStone = Defines the object's breakability similar to stone. winGameIfPlayerTouches = Triggers a game win when the player touches the object. canBeColored = Allows the object to be colored or tinted. (Will set object to white) bouncesTanks = Causes tanks to bounce off the object. bounceForce = Controls the force applied when tanks bounce off the object.
- The item should then appear in-game like the image below