Virtual Rides 3

Virtual Rides 3

47 ratings
How to mod VR3 (Work in Progress)
By NeXz
Hey guys, this is going to be a short guide about how to mod Virtual Rides 3. I just recently started to mod the game – so far I couldn’t figure out everything there is, but it’s a good start. If you are interested in alter some basic things, this guide is for you :)
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Introduction
Hey guys, this is going to be a short guide about how to mod Virtual Rides 3. I just recently started to mod the game – so far I couldn’t figure out everything there is, but it’s a good start. If you are interested in altering some basic things, this guide is for you :)
Setup
Let’s start with the setup you need to mod the game.

The most interesting tool is the so-called “Unity Asset Bundle Extractor” (UABE). This tool allows you to extract certain game assets like images or scripts. It also allows you to import new assets.

Another useful tool is “ILSpy” or “.NET Reflector”. These two tools allow you to view the game scripts (classes) – but programming knowledge is obligatory to play around with it.


Frankly: If you are not a confident programmer, just stick with UABE (version 2.1x) to alter images.


Download Link for UABE[7daystodie.com]
Change the basic appearance of the ride-logo
The game allows you to change the basic appearance of the rides already in-game. But there are certain things you can’t change in-game, like the colour, the font or the font-size of the logos. To change these things you actually don’t need any special tools, you can just change them in any basic editor.

The game saves all information about the ride appearances inside the “presets” folder. This folder is located inside the “savegame” folder: C:\Users\YOURUSERNAME\AppData\LocalLow\Zeichenkraftwerk Jeutter & Schaller GbR\Virtual Rides 3\savegame

Please keep in mind that this path may be different on your system.


Inside the “presets” folder you find a folder for each ride. Inside each folder is a “_default” folder which contains the “preset.xml”. Inside this file the information about all changeable components is saved – like the rides name, color-scheme etc. You can open this file with any editor – e.g. the standard windows editor.

The basic structure of xml-files is like this: “<ComponentName> VALUE </ComponentName>”.

Important: Don’t change the basic structure of the file – unless you know what you are doing. Only change the values!

The file is pretty much self-explanatory. I’ll just cover some interesting parts.

You can change the logo by searching for the “<Logo></Logo>”-tags. Inside the logo-tags you’ll find the “<fontTop> </fontTop>”-tags and the “<fontBottom> </fontBottom>”-tags. These tags define the font for the logo. There are 16 different fonts used by the game. Each value from 0 to 15 represents a single font. So far i don’t know which font corresponds to which number – I just know that 4 is Lack.otf (used by “Handstand” / “Shaker”).
You can change the fonts by altering the value (0 - 15) - or if you want to use your own fonts - by replacing the fonts in the “fonts”-folder under:
“…\Steam\steamapps\common\Virtual Rides 3\VR3_Data\StreamingAssets\Fonts” (in this case you just have to rename the new font to the original one).

“<outlineColor> </outlineColor>” defines the colour of the font-outline. The values for each of the three colours (r: red, g: green, b: blue) range from 0 to 1. Like in the game you have to mix the three colours to create certain colours like yellow (1, 1, 0) or grey (0.5, 0.5, 0.5). The forth value “a” stands for alpha-channel (i.e. transparency) – most times you should keep it at 1.

“<outlineThickness> </outlineThickness>” defines the thickness of the outline. Usually you want to keep it low around 0.1 .

“<coloringMode> </coloringMode>” defines how the two colours of the logo should be displayed. There are 4 different modes: SingleColor – DoubleColor – AlternatingColor – Gradient
SingleColor basically means that the logo is displayed in one colour. DoubleColor means that the bottom part of the logo has a different colour than the top part. AlternatingColor means that every second character is displayed in the first colour and the other characters in the second colour. So far I didn’t figured out what the forth mode Gradient actually does.

You can change the colours with “<color> </color>” & ”<colorSecondary> </colorSecondary>” inside the “<logo> </logo>”-tags.

With “<fontSizeTop> </fontSizeTop>” & “<fontSizeBottom> </fontSizeBottom>” you can change the actual font-size of the two logo parts (100 to 200 is a good value to start).


The rest of the file defines all other customizable things of the ride – but you can change most things in-game.
Change certain in-game graphics
To change certain images in the game you’ll need the program UABE (mentioned in the setup part).
Download and extract it. Start the “AssetBundleExtractor.exe”. Go to “File” -> “Open”. Navigate to “…\Steam\steamapps\common\Virtual Rides 3\VR3_Data” (depending on where you installed steam). Now select the “resources.assets” and open it. Now you can see all sorts of different game assets.

Let’s say you want to change a specific ride-theme (e.g. the hiphop-theme). Search for “vr_rueckwand_hiphop” -> backwall, “vr_kasse_hiphop” -> checkstand, “vr3_dekoteile_hiphop1”, “vr3_dekoteile_hiphop1p”, “vr3_dekoteile_hiphop2”, “vr3_dekoteile_hiphop2p”, “vr3_dekoteile_hiphop3”, “vr3_dekoteile_hiphop3p”.

Click on the asset you want to change first (make sure it’s of type “Texture2D” and not “Sprite”) and click on “Plugins” (on the right side). If you want to work on the asset - e.g. in photoshop - you can export it to either .png or .tga. If you want to import it you click on “Edit” and “Ok”.
Now click on “Load” (Texture-row) and choose your image. If you are not finding your image change the datatype on the bottom-right corner of the windows-explorer window. Back in UABE Click “OK” and the program will start to load your image. This may take a while – especially big images like the backwall – so don’t close the program although it is not responding anymore. Do this with all your images and then click “OK”.
The program will ask whether you want to save the modified “resources.assets”. Click “yes” and save the file. Then copy&paste the file and overwrite the original “resources.assets”. Dont try to overwrite the original file directly, its not going to work and the program closes.

Important: The images have to be in a specific format – i.e. width and height. Just export the original file and look for the width and height.


This way you can export and import almost every texture out of/into the game – but please don’t use any original game assets outside the game, respect the hard work of the developers and their property!
Change certain game-scripts
Work in Progress
38 Comments
Lone Wolf. 26 May, 2020 @ 4:14am 
can't use the fogmachine and bubble and confetti canon , keys don't respond
sylvain 13 Oct, 2019 @ 10:20am 
waneer komt er un nuuwe aktrak sie op de siemulaator
GENEARL LEE 01 10 Oct, 2019 @ 3:17am 
sizzler or twister be nice for next update:steamhappy:
Clever Von Flute 24 Feb, 2019 @ 10:56am 
Oh, and they released 1.4! It has a logo editor.
Clever Von Flute 3 Jun, 2018 @ 6:36am 
You can add custom theme?
Predium 10 Oct, 2017 @ 12:23am 
Is it technically possible to add custom fonts to the game in .otf or .ttf ?
xM4GN3TiiK-- [BE] 2 Aug, 2017 @ 1:09pm 
Okay. When it's ok, can you make a little guide ? :)
NeXz  [author] 2 Aug, 2017 @ 12:10pm 
i am working on it right now, but it'll take a few days
xM4GN3TiiK-- [BE] 2 Aug, 2017 @ 10:39am 
How to modding gondels ?
xM4GN3TiiK-- [BE] 2 Aug, 2017 @ 9:49am 
It's work!