Table of Contents
Level Editing
Various tools can be used to modify Bloodstained's rooms and map. This article contains a summary of this process.
Standalone Level Editing Tools
Bloodstained Level Editor | Currently can add/edit/remove enemies, and edit/remove 3d models, lights, collision boxes. In development. |
True Randomization Mod | Comes with a map editor. You can rearrange rooms, change music. |
UAssetGUI | Can be used to edit .umap files directly. Good for figuring out the details of what's going on in the room, not good if you need to make sweeping changes or remove things from the room. |
Basic Concepts
All levels/rooms in the main game are stored under BloodstainedRotN/Content/Core/Environment (this is the extracted folder from the game's .pak files).
Each “ACTXX_XXX” folder is an area of the game. E.g. “ACT01_SIP” is the Galleon Minerva level at the start of the game. Underneath the “ACTXX_XXX” folders is a similar setup for each level:
Blueprint | Scripts or groups of commonly used model sets across multiple rooms. |
Dialogue | Triggers for any NPC conversations in the area. |
Level | Defines the placement of everything in each room, 3D models, enemies, etc. |
Mesh | 3D models that only appear in a particular area are stored here. |
MI | Materials associated to the 3D models. |
Sequence | Cutscenes. |
Textures | Textures associated to the 3D models. |
If you want to modify the 3D models/textures, visit the modelling section. This page is for everything else.