Beat saber custom sabers github

Beat saber custom sabers github DEFAULT

RedBrumbler RedBrumbler

Qosmetics

An Oculus Quest Mod for Beat Saber, allowing users to swap out the default walls, blocks and sabers for custom community made ones!

Programmed in c++ this has been my major mod that I use to learn new things about the language and try out new cool things with UI

MonkeComputer

An Oculus Quest Mod/Library for Gorilla Tag that allows mod makers to create their own text based custom UI, and adds functionality to the game by making the scoreboard accessible to other players.

This is my learning mod for learning how to make libraries properly available for others to use, and has been very successful in getting me to understand that

Other

I have many more other projects that I've worked on, most of them are Oculus Quest Mods, you can mostly find them in my repositories!

For those who want to support me, I have multiple options available


Patreon

Specifically for Qosmetics, there is a patreon that you can support (you can of course also donate here if you don't care about Qosmetics)


Paypal

If you just want to donate one time, you can of course donate using paypal


Ko-Fi

I do have a ko-fi, but it's never really been used nad I don't check it regularly


Sours: https://github.com/RedBrumbler

Beat Saber - Claws v1.5.1

Gameplay modifier that shrinks sabers by 70% (from 1m to 0.3m) & alters grip.

Thanks to ragesaq for giving me the original mod and idea for this gamemode!

How to Play

  1. Install "Claws" using ModAssistant, or download the latest version and unzip manually.
  2. In the gameplay settings, under mods, find the "Claws" toggle and enable it!

The default saber adjustments that come with Claws are setup for Touch, Rift S, WMR & Index.

Safety

Claws is hard. Harder than it looks, and it looks hard.

Please warmup thoroughly before playing Claws. As someone who has been playing Claws for over 500 hours now, a warmup is necessary. Stretch your arms and shoulders, and try not to overuse your elbows or wrists. Take breaks!

Also take extra care not to controller smash

Community

Join my Discord to chat & share great Claws maps!

Versus Mod supports Claws! It's a mod that allows you to scorechase with friends and challenge streamers. When you play with Claws, your scores will only be compared with other Clores Scaws.
Send me a PM on Discord (Ruu#9999) and add me on Steam if you wanna get in on the scorechase!

ToDo / Asks

  • "How To Play" UI that is customised based on the controllers being used. In the Discord, there's some images of how to hold various controllers - these should be ingame! Maybe a gif of gameplay too.
  • Custom tagging for scores submitted with Claws enabled. Ideally, this isn't a separate scoreboard, but instead treated as a modifier within the current scoreboard.
  • Ingame grip customisation. Adjusting rotation & position is hard to do in files, there should be some way to do it ingame.
  • Support for in-map toggling of Claws, for stream integration.
Sours: https://github.com/SteffanDonal/BeatSaber-Claws
  1. Trapped mp3
  2. Town of greenburgh
  3. Dentist fort mohave, az
  4. Carter county detention center visitation
  5. Armour 5e

THIS GUIDE IS EXTREMELY OUTDATED, GO TO THE WIKI FOR UPDATED GUIDES

@RedBrumbler#6295 ‘s (or u/RedBrumbler) Guide to making custom sabers for the BMBF Asset replacement mod

CoEdited by Yuuki#0802

if anything does not work be sure to tell me on discord (read the disclaimer as well)

DISCLAIMER: Making custom sabers / getting custom sabers to work may require you to reset your assets (thus making you sort your songs again) multiple times, so losing all your song data is not uncommon, I am not responsible for you needing to reset your assets so don't complain about it to me

Beat Saber 1.6

With the new Beat Saber update some changes have to happen to mods to make them work again,. if you made any of them with my guide files you'll find the updated guide files in the repo where they have always been! I hope to see the mods be updated soon!

saber - sharedassets18 trail - sharedassets18 notes - sharedassets19 menu title - sharedassets23 platform - sharedassets3

If you are at home within asset replacement, you'll be able to use this information to update your mods yourself:

Sabers - sharedassets 15 -> 18

Notes - sharedassets 16 -> 19

Hitsound mods 16 -> 19

Platforms - no changes

Trails - sharedassets 15 -> 18

Menusounds - no changes

Menumodels - no changes

Menutitles - sharedassets 24 -> 23

Hook mods - no idea

Don't forget to change the gameversion in your bmbfmod.json!

Alternatively the unicorns have provided some easy redirections to get to commonly used sharedasset files!

they are:

"{{Saber}}"

"{{MenuTitle}}"

"{{Trail}}"

"{{Note}}"

"{{Platform}}"

using these instead of "sharedassetsxx.assets" yields the same result, so this can be used as well!

  1. Useful Links
  2. Required Programs/Files
  3. Get Your Saber Model
  4. Converting Your Objects to a Mod
  5. Add Your Sabers to the Repo
  • Unity version 2018.3.10f1(any lower or higher and BeatSaber will crash)
  • This unity project. Source: here
  • Model program of your choice (I prefer fusion360)
  • UnityAssetBundleExtractor (UABE)NOT my program, be careful when downloading programs from the internet! Source: here
  • The Guide Files.zip Contains an .stl SaberTemplate, .obj SaberTemplate and a configured beatonmod.json

Splitting pre-made models:

Separating Objects in Blender

Making your own models:

You can also make your own models!

I will not make this guide on how to use model software to do so, just how to export the files from your model program to something usable for making the sabers, make sure to have the different parts split up to make sure you can give them the different textures/shaders.

For example, this sword I made is split into different parts:

alt text

The blade and shiny accents. Saved this part as

alt text

The slightly colored white bits. Saved this part as

alt text

And the handle. Saved this part as

Together these make the sword possible:

alt text

Meshes don’t have to be connected to function as one mesh! So, whatever you do, if you have multiple meshes that need to be one, export them as one file, otherwise you won’t be able to get them into the mod correctly.

Please keep in mind that before you export, you should resize and orient the saber to the provided SaberTemplate. Move YOUR saber, not the template! This makes sure that we get the sword in the right position. Make sure that the “top” (non-cutting side) of your sword is aligned with the arrow on the template (from the Guide Files.zip), and that the sword is aligned with the template along it's length

I have created a new Model Template, it's way clearer to use and will let you orient the sword correctly no doubt! It also contains some tips on where to put different parts when you are modeling your own sabers (like thickness, where to start the blade, and where to place the hilt and pommel)

alt text

export the 3 files separately, preferably as a .obj file, but if you’re like me and use fusion360 or other program that can’t export as .obj, you’ll have to convert the mesh format to .obj using http://www.meshconvert.com/

Note: In order to use your Saber on BMBF, you MUST have three separate pieces. Each piece represents a different material used in game (like so):

alt textalt text

It is also possible for you to have dummy pieces instead of having three separate objects. For example, you can have just a blade and handle and for the glowing edges, you can add an extra mesh hidden inside your model.

alt text

After getting your .obj files, you’ll be able to make them into a mod compatible with Beat Saber for Quest

You’ll start by installing unity version 2018.3.10f1 and opening the unity project that you have downloaded (see required files). It might say you opened it with the wrong unity version but that is okay since it should port over fine since we’re only using the project for reference and to make sure that the sabers are the correct size.

Open the unity project by double clicking on sabers.unity

alt text

Move in the separate .obj files

alt text

To check if they are oriented correctly, move them into the left field

alt text

If you look at the sword, it should be facing down, and what you want to be the upside to be in Beat Saber should be pointing in the direction of the sabers which are there, and the handle should be sticking up somewhat on top of them (just like in the image)

If the orientation is not correct you need to go back to your model software and change the placement and orientation of your models in there, and then save them and get them in unity again. DELETE THE OLD MODELS FROM UNITY, THEY’LL ONLY MAKE THE NEXT STEP HARDER (if orientation is correct, of course, don't delete the models)

Raw Unity Mesh Files

Now that your orientation is right it’s time to convert them into raw unity mesh files. To start off with that, you’ll need to build the scene, press Ctrl + shift + b to open build settings, and build the scene for windows, mac and linux

alt text

Let it build in a folder of your choice (I would create a new folder called "Build") and open UABE

alt text

Once in UABE, go to file -> open and navigate to the folder you built the scene in.

Inside the build folder should be a folder called customSabers_data, go into that folder and open sharedassets0.assets with UABE

alt text

You’ll get this screen, and your models will have a name, to know which is which you can look at the sizes, for example the size of the handle was the largest, so we know that the largest file here is the handle mesh. Looking at the sizes before you make the raw files and after can help you identify them. To get the raw unity mesh data you click on export Raw.

Remember earlier: we named each object based on the material we wanted them to have. This is important now as well:

should become .

should become .

should become

alt text

Put these files in a new folder that is the name of your saber (we will be converting this folder to .zip for easy uploading later)

alt text

Now to make the actual mod, if you haven’t already download the Guide Files.zip and open the bmbfmod.json in a text editor (would not recommend regular notepad, something like notepad++ works way better)

Taking a Picture of Your Saber

A new update to Beaton (0.9.8) Brought us the possibility of adding cover images to our mods, it doesn't matter too much what the image is (make it recognizable! for sabers I recommend using a picture of the saber, look at my saber pictures/mod Cover images for a way to do this!) just make sure the image is 150 (w) x 200 (h) and is named "Cover.png" that way it will show up in BMBF

Before starting, you will need to zip your saber up and drag it onto BMBF's Upload screen. Make sure your saber is installed.

  1. Start Beat Saber (not through BMBF as this will cause the Quest's screencapture capabilities to not work)
  2. Head to the tutorial
  3. Go back to the Quest home screen and click "Sharing" at the bottom
  4. Click record or capture image
  5. If you want to capture image: Hold your left saber diagonally across your left eye (close your right eye if necessary)
  6. If you want to record: Hold your saber diagonally and stop the recording.
  7. Plug your Quest up to your PC
  8. Open SideQuest
  9. Go to the "Files" tab
  10. Head to the Oculus -> Screenshots folder
  11. Export to your saber's folder
  12. If you recorded a video, export the video to a location on your pc, open the video and find a good spot to take a screen shot. Save the screenshot in your saber's folder

At the top of the json you’ll see this info, now all you have to do is input your own info in there and name things correctly. I recommend to only change the id, name, author, description and version numbers

for my sword I changed it to this:

Now that you have all your files ready you can bundle them into a zip file (winrar or 7zip work fine for this) make sure your zip file contains:

  • bmbfmod.json
  • SaberBlade.dat
  • SaberHandle.dat
  • SaberGlowingEdges.dat
  • Cover.png

A .rar file won't work! It has to be .zip!

Now you should be ready to upload to BMBF!

alt text

If you get "invalid mod", you likely are missing an argument in the info part I just listed, make sure all of it is there!

If it doesn’t work you might have to reset your assets (will lose all loaded songs, be careful!) but pressing reload songs will load back most of them, if it says invalid mod file you might miss some files or made an incomplete json

If sabers (even confirmed working ones) don't show up at all then you might even need to completely reinstall beat saber

I also support adding your sabers to the repository here! (explanation adapted from @Yuuki#0802 from BSMG, and by that I mean mostly blatantly copied)

  1. Make a Github account if you haven't already
  2. Click the "fork" button in the top right of this repository
  3. Download github desktop
  4. Go to your forked repo (so, yourname/BMBFCustomSabers) and click "Clone or Download", Copy that link
  5. Go to Github Desktop: File -> Clone repository -> URL and paste the link, then click clone (keep note of the local path you put the repo in)
  6. Head to where you saved the repo in your file explorer (C:\User\GitHub\BMBFCustomSabers)
  7. Go to the "Sabers" folder.
  8. Create a new folder for your sabers (ex. "LaBandit915's sabers")
  9. Drag your zip file in this folder
  10. Head back to Github desktop
  11. Add a summary for your commit at the bottom left (ex. "Added {saberName} by LaBandit915")
  12. Press commit
  13. Press push
  14. Go back to your forked repo and press "Create pull request" and submit!

Once I or Yuuki accepts your pull request your saber will be added here!

Please test your mods before submitting. Make sure they have correct JSON formatting and appear correctly on the BMBF mod screen.

Sours: https://github.com/RedBrumbler/BMBFCustomSabers
How to Make Custom Sabers for Beat Saber PC (Beginner Edition)

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Sours: https://github.com/ToniMacaroni

Sabers custom beat github saber

THIS GUIDE IS EXTREMELY OUTDATED, PLATFORMS LIKE THIS NO LONGER WORK, GO TO THE WIKI FOR UPDATED GUIDES

@RedBrumbler#6295 ‘s (or u/RedBrumbler) Guide to making custom platforms for the BMBF Asset replacement mod

CoEdited by Yuuki#0802

These platforms are not the custom stages! this is just the platform you are standing on when playing! keep that in mind

Click here to go back to the main guide

  • Unity version 2018.3.10f1(any lower or higher and BeatSaber will crash)
  • This unity project. Source: here
  • Model program of your choice (I prefer fusion360)
  • UnityAssetBundleExtractor (UABE)NOT my program, be careful when downloading programs from the internet! Source: here
  • The Guide Files Platform.zip Contains an .stl PlatformTemplate, .obj PlatformTemplate and a configured BMBFmod.json

Splitting pre-made models:

Separating Objects in Blender

Making your own Model

Making your own model should be simple! just import the template I have provided in Guide Files Platform.zip and work around that!

Image!

You'll have to create a PlayersPlaceCore (the dark part of the platform) and a PlayersPlaceFrame (The glowing edge of the regular platform) I have created a Platform with my own name on it so I can show you what it looks like:

My PlayersPlaceCore:

Image!

MyPlayersPlaceFrame:

Image!

Overlaid with the platform guide: (it's way too big but for the sake of this Guide I rolled with it)

Image!

Export your meshes as .obj, or if you are like me and use fusion360 or other program that can't export as .obj, you can use http://www.meshconvert.com/ to convert your meshes to .obj.

Make sure to select .obj on meshconvert.com!

Image!

Raw Unity Mesh Files

Now that you've got your models it's time to convert them into raw Unity mesh files. To start off, drag your PlayersPlaceCore.obj and PlayersPlaceFrame.obj into the unity assets window at the bottom:

Image!

And drag the meshes from the assets into your scene:

Image!

Now you need to build the scene, press Ctrl + Shift + B and have windows mac Linux selected, and press build. Let it build in a for you recognizable folder (For me that is build in my CustomAssets folder)

Image!

Now you'll have to get the raw meshes out oif the sharedassets0.assets, you'll find sharedassets0.assets in the Data folder of your unity build, remember that location and open UABE.

Once in UABE go to file -> open and navigate to your sharedassets0.assets, open it and you'll see a bunch of assets in a list, we are looking for the 2 meshes we imported, for me they are these two:

Image!

I know that my PlayersPlaceFrame is the largest file of the two meshes, so I'm saving the large mesh as PlayersPlaceFrame.dat, and the smaller mesh as PlayersPlaceCore.dat

Now you should have the 2 mesh files in raw .dat format!

Getting the meshes into a mod

Now that you hopefully have your meshes in raw format, we can add them into a mod. If you haven't already get the configured BMBFmod.json from Guide Files Platform.zip And open it in a text editor (would not recommend regular notepad, something like notepad++ works way better)

This is what you should get when you first open the configured BMBFmod.json, I recommend to only change the id, name, author, description and version

For my platform I changed it to this:

You may also use a cover image, be sure it's a png and name it Cover.png for simplicity's sake, best is to use an image from in the game of your platform, here's how to do it:

  1. Start Beat Saber (not through BMBF as this will cause the Quest's screencapture capabilities to not work)
  2. Head to the tutorial
  3. Go back to the Quest home screen and click "Sharing" at the bottom
  4. Click record or capture image
  5. If you want to capture image: Look down at your platform and hold still for a bit
  6. If you want to record: Also look down at your platform and try to look for the best angle!
  7. Plug your Quest up to your PC
  8. Open SideQuest
  9. Go to the "Files" tab
  10. Head to the Oculus -> Screenshots folder
  11. Export to your platform's folder (Don't forget to convert to .png!)
  12. If you recorded a video, export the video to a location on your pc, open the video and find a good spot to take a screen shot. Save the screenshot in your platform's folder

Now that you have your BMBFmod.json configured for use, you can put them in the same folder as your PlayersPlaceCore.dat and PlayersPlaceFrame.dat, and zip them up. Don't use a .rar file, it has to be zip!

Image!

This completed Platform can now be loaded into the game!

Image!

Here is what mine looked like: (As I said, it's way too big, but this image shows how much too big it is :P)

Image!

I also support adding your platform to the repository here! (explanation adapted from @Yuuki#0802 from BSMG, and by that I mean mostly blatantly copied)

  1. Make a Github account if you haven't already
  2. Click the "fork" button in the top right of this repository
  3. Download github desktop
  4. Go to your forked repo (so, yourname/BMBFCustomSabers) and click "Clone or Download", Copy that link
  5. Go to Github Desktop: File -> Clone repository -> URL and paste the link, then click clone (keep note of the local path you put the repo in)
  6. Head to where you saved the repo in your file explorer (C:\User\GitHub\BMBFCustomSabers)
  7. Go to the "Platforms" folder.
  8. Create a new folder for your sabers (ex. "LaBandit915's platforms")
  9. Drag your zip file in this folder
  10. Head back to Github desktop
  11. Add a summary for your commit at the bottom left (ex. "Added {platformName} by LaBandit915")
  12. Press commit
  13. Press push
  14. Go back to your forked repo and press "Create pull request" and submit!

Once I or Yuuki accepts your pull request your platform will be added here!

Please test your mods before submitting. Make sure they have correct JSON formatting and appear correctly on the BMBF mod screen.

Sours: https://github.com/RedBrumbler/BMBFCustomSabers/blob/master/PlatformGuide.md
5 Cool Custom Sabers for Beat Saber!

Saber Factory 2

A highly customizable saber mod for Beat Saber



To get more content and help with the mod or creation of content
join the the Saber Factory Discord server.

Or if you want to help the project grow:

What is Saber Factory?

Simply said: An all-rounder when it comes to sabers.

Combine different saber parts like lego pieces.
Everything is built around customization.
Change the shape, shaders, material properties, textures and more of parts and sabers.

You can use and customize both parts and custom sabers in saber factory

How do I install it

  1. Download the first zip from Here
  2. Unpack it in your Beat Saber directory

I have made a map and want it to use a specific saber

You can add a "_customSaber" prop to your beatmap data that tells Saber Factory to use a specific saber for this map like this:

Make sure to use the actual name of the saber not the file name. Best is to look in-game at the saber to see what the actual name is.

I made a mod that needs to create some sabers in a song

If you want to create sabers in a song see https://github.com/Auros/SiraUtil#sabers

I made a mod that needs to create some sabers in the menu (or other place after the menu)

If you want to create sabers in the menu (like Custom Menu Pointers does)
you can request the and create sabers with it like this:

publicclassMyMenuManager : IInitializable { privatereadonlyMenuSaberProvider_menuSaberProvider; publicMyMenuManager(MenuSaberProvidermenuSaberProvider) { _menuSaberProvider=menuSaberProvider; } publicasyncvoidInitialize() { varmyLeftSaber=await_menuSaberProvider.CreateSaber(parent:null, saberType:SaberType.SaberA, color:Color.red, createTrail:true); } }
Sours: https://github.com/ToniMacaroni/SaberFactory

Now discussing:

THIS GUIDE IS EXTREMELY OUTDATED, GO TO THE WIKI FOR UPDATED GUIDES

@RedBrumbler#6295 ‘s (or u/RedBrumbler) Guide to making custom beat saber logo's for the BMBF Asset replacement mod

CoEdited by Yuuki#0802

Click here to go back to the main guide

  • Image editing program of your choice (I prefer Photoshop, and will be using that in this Guide)
  • UnityAssetBundleExtractor (UABE)NOT my program, be careful when downloading programs from the internet! Source: here
  • The GuideFiles BeatSaberLogo.zip Contains a LogoE.dat, SaberLogo.assets and a configured BMBFmod.json
  • A font of your choice, The font beat saber uses is Neon Tubes but since youhave to pay for it you can also use the Beon font which is free.

This part of the guide will get you through making this Logo with Photoshop, for your own modeling program you'll have to find the equivalent steps yourself

To start, you'll have to create a new file, Make it 1024 pixels wide and 256 pixels tall

Image!

You'll then have to select the Text tool, choose your font, pick a text size (170 works great for me) and choose the color you want the text to be

Image!

Type whatever you want the text to be, and rasterize the type (that makes centering the text easier)

Image!

Center the text onto the middle of your canvas:

Image!

Now we need to add a slight glow effect to make the text blend better in beat saber, go to Layer, Layer Style and add a stroke:

Image!

These are the settings I use for the glow effect around my text:

Image!

Do not forget to turn the background off! we need a transparent background

Image

Now that we have configured the layer style for one of the layers, we can just copy it over to the other one:

Image!

And Paste:

Image!

Now we need to edit the color of the glow, Choose the right color for your second piece of text and just select this again in the stroke menu:

Image!

Now we save the top text as LogoBat.png:

Image

And we save the Bottom text as LogoSaber.png:

Image

Now you need to open SaberLogo.assets with UABE (File -> open):

Image!

Now to navigate through the menu's, click LogoBat, Go to plugins, click edit and then ok, click load, and then load in LogoBat.png

Image!

After this you'll have to Click ok and select fast perceptual Do not select slow, it's very slow

Image!

Now do the same for LogoSaber, but of course click LogoSaber in UABE and load in the LogoSaber.png

After having done both, you'll have to hit ok and save the changes

Image!

And save the new .assets file as something recognizable, SaberLogo2.assets for example

Image!

Now Open up SaberLogo2.assets the same way you opened SaberLogo.assets

Once looking at the assets within SaberLogo2.assets, you'll want to Export them as raw, and save LogoBat as LogoBat.dat and save LogoSaber as LogoSaber.dat

Image!

Now that you have your raw .dat files, you'll only need to add the LogoE.dat (required!) and BMBFmod.json

Image!

You'll have to add your own info to the bottom of the BMBFmod.json, this is how it should look when you download it:

This is how I configured mine:

Now that you have everything you need you just need to zip it up!

Image!

You might want to also add a Cover.png to show what it looks like when in the mod list, good thing you just zipped it up!

Image

  1. To start, upload your mod to BMBF
  2. Start Beat Saber (not through BMBF as this will cause the Quest's screencapture capabilities to not work)
  3. Head to the menu
  4. Go back to the Quest home screen and click "Sharing" at the bottom
  5. Click record or capture image
  6. If you want to capture image: Just look straight at the title
  7. If you want to record: Just go look at the title and stop recording
  8. Plug your Quest up to your PC
  9. Open SideQuest
  10. Go to the "Files" tab
  11. Head to the Oculus -> Screenshots folder
  12. Export to your title's folder
  13. If you recorded a video, export the video to a location on your pc, open the video and find a good spot to take a screen shot. Save the screenshot in your title's folder

Here is what mine looked like (I noticed a spelling error in Yeezys so I Fixed that during the making of this guide, that's why there's a difference in text between my photoshop images and here)

Image!

If the title becomes an entirely white image you forgot to turn off the background in photoshop

I also support adding your sabers to the repository here! (explanation adapted from @Yuuki#0802 from BSMG, and by that I mean mostly blatantly copied)

  1. Make a Github account if you haven't already
  2. Click the "fork" button in the top right of this repository
  3. Download github desktop
  4. Go to your forked repo (so, yourname/BMBFCustomSabers) and click "Clone or Download", Copy that link
  5. Go to Github Desktop: File -> Clone repository -> URL and paste the link, then click clone (keep note of the local path you put the repo in)
  6. Head to where you saved the repo in your file explorer (C:\User\GitHub\BMBFCustomSabers)
  7. Go to the "BeatSaberLogos" folder.
  8. Create a new folder for your sabers (ex. "LaBandit915's BeatSaberLogos")
  9. Drag your zip file in this folder
  10. Head back to Github desktop
  11. Add a summary for your commit at the bottom left (ex. "Added {LogoName} by LaBandit915")
  12. Press commit
  13. Press push
  14. Go back to your forked repo and press "Create pull request" and submit!

Once I or Yuuki accepts your pull request your BeatSaberLogo will be added here

Please test your mods before submitting. Make sure they have correct JSON formatting and appear correctly on the BMBF mod screen.

Sours: https://github.com/RedBrumbler/BMBFCustomSabers/blob/master/BeatSaberLogoGuide.md


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