Teardown: All Forms of Modding Guide
Published on: October 30, 2020 by Robins ChewA Guide to all forms of Modding currently available in Teardown.
Introduction In this Guide I will first talk about Custom Maps and then go through all forms of modding not currently possible (Or how it could be possible) and then I shall go through all the currently known forms of modding. I’ll answer any questions in the comments so feel free to ask! Creating Custom Maps Someone else already made an insanely detailed guide so go check this one out for a full in depth look of how to create a map. Not Possible – Custom MissionsCurrently as far I know this isn’t possible, the missions .lua files all direct to hidden .xml files that can’t be accessed so there is no way to actually add a new mission in however you can change the sections that the missions do appear in by changing the xml files to another area’s xml file. E.g. Swapping Lee with Marina.
– Custom Weapons
I can’t find any script files that actually change how weapons fire (I tried finding the spray can to change the color but found nothing) however you can change the models which will be under ‘Custom Models’ section.
– Custom Audio (Could be possible)
I’ve tried replacing the audio files and messing with the extensions but to no luck but perhaps someone else could have better luck with it.
I will try to update the Guide when any of this is made possible and include steps on how to do them!
Custom Weapon Models So this actually quite simple, if you go into the Data folder of Teardown you should see a folder called ‘Vox’Open that and inside should be 2 .vox models, I believe these are alternate models used after completing a mission and replaying it, inside the tool folder are all the ones that you will be given throughout the campaign. Simply open them up using MagicaVoxel (Refer to the Custom Level guide posted above if you don’t know how to use the program) and adjust the model to your liking and save it. Once you re-load an area the model should appear! Vehicles and Custom Objects in Custom Maps Something not addressed in the Custom Guide is how to add in Seperate Objects and Vehicles into your levels. I’ll try to explain it as best I can but if you have any issues let me know in the comments. Spawning a Seperate Object
First off you make a model, I used a random clocktower file, and save the vox file and place it inside the ‘custom’ folder (or whichever map’s folder you are using)
So your folder should now look something like this
After that go to the ‘custom.xml’ file and open it with any text editor such as notepad and scroll down until you see this line.
All you need to do now is add this line just underneath it
(You can adjust the numbers after pos to change the XYZ co-ordinates of where it will spawn)
So it should now look something like this
And there you go!
You should now have new model seperate from the base map!
Now this is pretty similar to what we did before except there’s a little extra code to deal with and we will have to adjust our model to fit with the code by renaming some things.
For this tutorial we will just be modifying an existing vehicle model but you can use the model you already made as long as you name everything correctly!
So first off let’s get the code out of the way, all you need to do is below our code we wrote earlier there is









