Beat Saber Modding Group Wiki

website·Indexed 33 days ago

https://bsmg.wiki/

Comprehensive documentation for Beat Saber modding and mapping. Includes guides for PC and Quest mod development using BSIPA, BSML, and Zenject, as well as detailed mapping resources covering the Info.dat, beatmap, and lightshow file formats, audio setup, and community standards.

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What's inside BSMG

  1. Overview of the Beatmap file format

    The beatmap file is used to define collections and associated metadata for all interactable beatmap items, including notes and obstacles. Starting in v4 and later, any collections for non-interactable beatmap objects are moved to the corresponding Lightshow file.
  2. Overview of Beat Saber Mod Development Platforms

    Beat Saber does not have built-in mod support. Mod development is split into two distinct workflows depending on the target platform: PC and Quest standalone. Because these platforms use different architectures, the development processes, APIs, and tools are vastly different.
  3. Overview of Beat Saber Modding Resources

    The Beat Saber Modding Group (BSMG) Wiki provides comprehensive guides for modding the game, creating custom content, and community support. Key resource areas include:

    • Modding Guides: Specific instructions for PC and Quest modding, as well as troubleshooting common problems.
    • Content Creation: Dedicated resources for modders, mappers, and 3D model creators.
    • Gameplay Support: Guides on grips, tricks, ranking, and scoring.
    • Community & Support: FAQs, health and safety guidelines, and community links.
  4. Overview of Downmapping in Beat Saber

    Downmapping is the process of taking an initial high-difficulty map, identifying its core ideas and motifs, and translating them into appropriate versions for lower skill levels. The goal is to maintain the 'magic' and key moments of the original map while adjusting complexity to match the expectations and physical capabilities of players at different skill levels. This ensures a fair challenge and a smooth difficulty curve, preventing lower-difficulty players from becoming overwhelmed.
  5. Overview of the Beat Saber Modding Group Wiki

    The Beat Saber Modding Group Wiki serves as a comprehensive resource for modding the game Beat Saber. It was originally established to replace the #beginners-guide and #faq channels of the Beat Saber Modding Group Discord server.
  6. Overview of the Lightshow file format

    The Lightshow file is used to define collections and metadata for all non-interactable beatmap items, including environment objects and lighting effects. In version 4.0.0 and later, these objects are relocated to this dedicated file, whereas in v3 and earlier, they were located within the Beatmap file.
  7. Define song metadata in Info.dat

    The Info.dat file uses a song object to store basic metadata about the track. In version 4.0.0, these are nested under the song key, though older versions used flat keys prefixed with underscores.
    {
      "song": {
        "title": "Magic",
        "subTitle": "ft. Meredith Bull",
        "author": "Jaroslav Beck"
      }
    }
  8. Implement parity breaks for Easy and Normal difficulties

    In Easy and Normal difficulties, it is recommended to break parity frequently to accommodate players who do not understand the concept of 'flow'.

    • Purpose: Breaking parity creates a 'neutral' or 'ambiguous' flow, allowing players to swing in whatever way feels most natural to them and making patterns more forgiving.
    • Easy: Can be almost entirely composed of parity breaks with very little notion of proper flow.
    • Normal: Use resets as the primary orientation tool, but begin introducing isolated series of flow patterns that are too quick for a proper reset.
  9. Use BSIPA for Beat Saber PC mod development

    All Beat Saber PC mods are currently developed using the BSIPA (Beat Saber Illusion Plugin Architecture). BSIPA is used to inject plugins into the game, simplifying the process of executing custom code and providing essential tools for modders.
  10. Use Chroma 2.0 for advanced lighting

    Chroma 2.0 is the current standard for advanced lighting, supporting individual laser control, precise rotation, and efficient gradients.

    Key Differences from 1.0:

    • Integrated Data: Color data is built directly into the vanilla lighting event; separate Chroma filter events are not required.
    • Alpha Channel: Supports a fourth value for alpha to create more subtle lighting or convincing fades.
    • Tooling: Currently only supported by ChroMapper. Warning: Opening a Chroma 2.0 map in MMA2 will remove all Chroma 2.0 events.

    For full feature details, refer to the Chroma GitHub Wiki.

  11. Define Beat Saber map metadata in Info.dat

    The Info.dat file is the primary entry point for a Beat Saber map. It contains essential metadata including song details (title, subtitle, author), audio metadata (BPM, duration), and references to external files such as beatmaps, lightshows, cover art, and audio data.
  12. Analyze song structure for map planning

    Understanding the high-level structure of a song helps in planning consistency and variation. Common song sections include:

    • Introduction: Sets the vibe and basic rules.
    • Verses: Intermediate intensity; applies the song's core ideas.
    • Build-up: Increases intensity in preparation for the main part.
    • Chorus/Drop: The high-intensity 'heart' of the song.
    • Bridge: Intermediate intensity; changes tone and resets expectations.
    • Outro: Slowly disengages the player from the song.