Console Requirements For Mods
Console Requirements For Mods
Contents
1. Introduction 2
2. Primary Requirements 2
3. Technical Requirements 3
3.1. Naming of Textures. Format of Textures 3
3.1.1. Correct format for all textures 3
3.1.2. Correct naming scheme for all textures 3
3.1.3. Textures for Color Customization 4
3.2. Polycount: Suggested Average Values 4
3.3. Size/Texel of Textures: Suggested Average Values. Mapping. 5
3.3.1. Correct mapping of a dashboard and gauges 6
3.4. Number of Physical Bones Synched in COOP 8
3.5. Reuse of Standard Resources 8
3.5.1. Higher amount of standard models 8
3.5.2. Higher amount of standard sounds 9
3.6. Instanced Rendering for Custom Models 9
1. Introduction
Mods on consoles pass a selection and approval process before we make them
available for consoles.
This guide provides some requirements and recommendations that can help in making
mod approved for consoles and in its optimization in general.
2. Primary Requirements
The basic list of requirements for a mod to be eligible for mods on console:
• No offensive or inappropriate content.
• Mod titles need to be in English
• Special characters are not allowed (such as ^ / % etc.)
• A mod cannot surpass 1GB in size.
• A mod must have no visible glitches or render bugs.
• A vehicle mod must allow the player to progress through the game to some
extent and must be possible to play without any blocking issues. Before making a
mod available, we will test this on our side.
• In regards to licenses and branded vehicles, we will provide a list of the brands
that allow the modding of their vehicles. All other mods of licensed vehicles are at
risk of not being accepted. This list is not intended to be final and should grow
over time.
Link to the post with these requirements on the official forum:
https://forums.focus-home.com/topic/55567/modding-in-patch-10-and-beyond
However, along with these basic requirements, there are a lot of technical requirements
and recommendations, see below.
2
3. Technical Requirements
3.1. Naming of Textures. Format of Textures
Textures used for custom trucks and custom models must follow the requirements
described below.
WARNING: The naming scheme for textures described above is mandatory. This
naming scheme is necessary to enable streaming for textures of the mod, which may be
essential. Particularly, mods with the wrong naming of textures result in memory leaks
on consoles and will not receive approval for them.
For descriptions of XML parameters and other details, see "7.2. <Material>" in the
“Integration of Trucks and Addons” guide (Integration_of_Trucks_and_Addons.pdf
in the same documentation package).
3
3.1.3. Textures for Color Customization
Textures used for color customization of the trucks (base color and tint) are diffuse maps
and, because of that must have __d postfix. However, for easier identification of these
textures, we recommend adding auxiliary suffixes (_wt and _cc) to their names, as
shown in the table below.
For details on these textures, see "15. Color Customization" in the “Integration of
Trucks and Addons” guide (Integration_of_Trucks_and_Addons.pdf in the same
documentation package).
Particularly, approximate values of polycount for different parts of the truck model are
the following:
• External part of the truck (without wheels) – up to 100К triangles and not more.
• High-res interior of the truck (for the cabin view) – up to 40К triangles and not
more.
• Other elements (including wheels, visual customization, etc.) – up to 60К
triangles and not more.
As you can see, the total value for all parts of the truck should be lower than 200K
triangles. If the polycount of a truck mod exceeds this value, this may be the reason for
not receiving approval for consoles.
TIP: Keep the polycount small for parts of the model that cannot be seen or are
hardly visible for the player (e.g. engine).
Polycount of custom models can vary greatly depending on the model. However, in
general, you should not use a large amount of custom models for the level. The less is
the amount of custom models, the better the level is optimized for consoles (see 3.5.
Reuse of Standard Resources below).
4
3.3. Size/Texel of Textures: Suggested Average Values.
Mapping.
Suggested sizes/texel values of textures used for the standard are the following:
• External part of the truck and its low-poly cabin
o For a regular truck – 1 texture, 2048х2048.
o For a large truck (e.g. Pacific, САТ745, etc.) – 2 textures, each of
2048х2048 size: one for the front part of the truck (selected part on the
picture below) and one for the rest of the model (non-selected part on the
picture below, i.e. chassis, and so on).
• Glass (all glass part of the truck) – 1024х1024 or 2048х1024 (depends on the
format of the glass)
• High-res Cabin – 2K.
• Gauges – 1024х1024 or 2048х1024 (depends on the number of elements).
• Glass of the gauges – 512x512.
• Tire – 1024х512.
• Rim – 512x512.
• Addons – may vary (depends on size/complexity), texel is ~230
The size of textures for custom models can vary depending on the model. However, in
general, you should not use a large amount of custom models for the level. The less is
the amount of custom models, the better the level is optimized for consoles (see 3.5.
Reuse of Standard Resources below).
5
3.3.1. Correct mapping of a dashboard and gauges
It is important to make a correct mapping for the dashboard and gauge elements,
otherwise the text on the dashboard will be hardly visible and unreadable. To avoid that,
you need to map all text elements with the large texel. As a rule, all these elements are
mapped within the gauges texture, along with a steering wheel. The gauge texture is
typically 1K; if necessary, it can be increased to 2x1K.
Small elements of the cabin are mapped taking into account the typical camera position.
I.e., elements near the camera should have large texel, distant elements (or hardly
visible elements) – with lower texel.
6
The process is typically as follows. First of all, using photo references, determine areas
of the dashboard with graphical information (buttons, car radio panels, switchers, etc.).
Use the corresponding texture for them in the 2K resolution for better readability. Or,
stick to the minimum value of texel near 1500 for 2K.
7
Various gauges, displays, arrows are mapped within the separates gauges texture,
along with a steering wheel. Then, you need to duplicate gauge faces/displays to imitate
the protective glass (with an appropriate offset to avoid z-fighting).
8
3.5.2. Higher amount of standard sounds
The usage of standard sounds for your map or truck will also make your mod more
optimized for consoles.
Standard sounds are available within the shared_sound.pak in the installation folder of
the game. They are available there in the PCM format. However, when you are using
standard sounds you do not even need to extract them, all you need is to link to
standard sounds that are available with the game.
I.e., you simply need to specify correct paths to them in the corresponding fields, see
“5.12. Adding Sounds” in the “SnowRunner Editor Guide” guide
(SnowRunner_Editor_Guide.pdf in the same documentation package).
The same method is valid for the music and ambient sounds.