I decided to re-purpose the deploy mask system to try and improve the drop system in Brace, initially I was hesitant to do that because I thought I’d have to edit the mask tgas by hand, but after poking around I found there was a mask editor. I searched online a bit but didn’t find any noticeable mention of it.
With a disclaimer that I’ve only used it via my mod and not via the sdk/editor.
How to get it working:
Copy def/misc/maskeditor.def from the sdk/base folder to the equivalent in your work/mod folder
Likewise copy def/players/roles_gdf.def
edit roles_gdf.def (the copy in your work folder), in one of the itemPackageDefs (I used class_engineer), add the line:
item “inventory/misc/maskeditor”
Load up the game with mod, spawn as that class,
the editor is a tool in the melee slot (after knife), there’s no weapon image, and a bit of console spam because of it, but it’s of no consequence.
By default it should edit dm_default, which is the deploy mask, you’ll recall the other masks like dm_playzone, dm_mpc etc on the playzone entity. To set what mask is being edited set the g_editmask cvar.
Editing is simple as, just look at the spot you want to edit, you’ll see it highlighted, press fire for green/valid spot, altfire for red/invalid spot.
So how to save? Press your activate key. It saves the mask image to fs_savepath
Other cvars, g_editmaskautosave - saves after each edit, g_editmasksize - size of your edit ‘brush’.
Final note, you’ll have to remember the tool is there and not accidentally package the roles_gdf