Custom maps
STUNTBOOST supports custom levels made in Blender with the exporter that ships in the install (StuntboostTools/, which the
developers also publish on GitHub). The exporter bakes the lighting, writes glTF files and puts them where the game looks.
Sourced · StuntboostTools This is separate from the game’s own levels, which are XNB-wrapped.
Where a map lives
Section titled “Where a map lives”A map is a folder under the game’s custom_maps directory in the save-game area: %APPDATA%/STUNTBOOST/custom_maps/<map> on
Windows, ~/.config/STUNTBOOST/custom_maps/<map> on Linux (or under $XDG_CONFIG_HOME). The exporter creates the folder. If it
exists, a CUSTOM LEVELS button shows in the room selection (custom levels are otherwise hidden), and the Custom screen
has an Open maps folder button. Sourced · StuntboostTools A map folder is shared by zipping it and unpacking it into another
custom_maps. Sourced · StuntboostTools Exporting again reloads the active custom map and restarts the run while the game is
running. Sourced · StuntboostTools
What a map holds
Section titled “What a map holds”| File | Content | Confidence |
|---|---|---|
<level>.gltf (one or more parts) |
glTF 2.0 JSON; triangles only | Observed · STUNTBOOST |
external .bin files |
the glTF buffers | Observed · STUNTBOOST |
| external PNG files | the images; embedded images are refused | Observed · STUNTBOOST |
exactly one <level>_.json |
the metadata (below) | Observed · STUNTBOOST |
The game compiles the collision itself from the glTF; no Collision.xnb is needed. Observed · STUNTBOOST The map needs a
node =Spawn(start) or =Spawn() (node names). Sourced · StuntboostTools An
unknown class in a node shows as a red wireframe box. Sourced · StuntboostTools
The metadata file
Section titled “The metadata file”<level>_.json is the same sidecar a built-in level has (modelCount), with optional fields. Observed · STUNTBOOST
| Field | Meaning |
|---|---|
modelCount |
the number of parts |
id |
a UUID, the map’s identity; without it moving or renaming the folder changes the map’s id |
version |
an integer; increase it for a new record version |
name |
the displayed title; falls back to the file name |
author |
the displayed name; falls back to Unknown |
preview |
path to a PNG inside the map folder shown in the level selection |
medalTimesSeconds |
targets in seconds, positive, silver ≥ gold ≥ diamond ≥ obsidian ≥ developer |
All Sourced · StuntboostTools. A rejected file is explained in the game’s Map errors list. Sourced · StuntboostTools There is no online leaderboard or replay for custom maps. Sourced · StuntboostTools
The exporter
Section titled “The exporter”The exporter is a set of Blender add-ons (StuntboostTools/blender_addons) for a modified Blender 4.3.2 (a custom build that
adds a multi-core pre-bake step, baking several passes at once, a fix for black borders in denoised bakes and a Cycles
Color Spill setting); newer Blender versions up to 5.2 are reported to work with fallbacks. Sourced · StuntboostTools A
successful export ends with EXPORT FINISHED; a scene has Level and Room bake groups and a Skybox scene
(levels). Sourced · StuntboostTools The game’s own pipeline tool is a dotnet tool,
bytinggames-dotnet-mgcb 3.8.1.49 (mgcb-byting), listed in the install’s ContentMod folder. Observed · STUNTBOOST
The documentation lists as not implemented: changing the vehicle type, wheels, eyes and doors, godrays and fog; and as not yet documented: creating own assets, detours and shortcut detection, the entity name language (physics delete, material replace, rename logic, outline magic) and overriding post-processing and colour grading. Sourced · StuntboostTools
Custom maps carry glTF only and the game builds collision for them; how that build compares with the pipeline’s derived file for a shipped level (the same node rules, ledge detection and grid) is not established.