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Releases: DerpyNewb/TheAssetEditorDN
Release list
AssetEditor v0.78 - DN v1.3
Changes since DN v1.2. Based on upstream AssetEditor v0.78.
Install: download AssetEditor_078_DN_v1_3.zip, extract it, and run AssetEditor/AssetEditor.exe. Windows x64; the .NET runtime is included. The title bar reads AssetEditor v0.78 - DN v1.3.
Upgrading from DN v1.2: accept the update prompt, or run AssetEditorUpdater.exe. From DN v1 or v1.1, download this release by hand; their update prompts still point to upstream.
LOD generation
- LODs are generated with meshoptimizer 1.3 by default. It is the first LOD option in the save dialog, named "Default".
- "Reduce mesh by 10%" uses it too.
- UV seams, open edges, skin weights and mirrored tangent frames come through intact. Every vertex it keeps is an original one, so weights and UVs are copied, not blended.
- The old decimator is still there as "Fast Quadric (old)", with three bugs fixed:
- it aimed at the vertex count times the factor, not the triangle count, so LODs came out 13 to 23% short of what was asked;
- UV seams were not preserved, so seams on curved surfaces folded;
- the binormal was rebuilt without its handedness, flipping the tangent frame on every mirrored UV island (31% of vertices on the test models).
Measured on 19 LOD0 meshes from 9 Chaos Dwarf models, asking for 25%:
| triangles got / asked | worst deviation | flipped tangent frames | open-edge vertices moved | |
|---|---|---|---|---|
| DN v1.2 | 0.87 | 25.8% | 32.2% | 1,209 of 12,499 |
| DN v1.3 default | 1.16 | 2.3% | 0 | 0 |
Deviation is the surface distance between the LOD and the original, as a share of the model's size. At 75% and 50% the new default lands within 4% of the count asked for. At 25% it keeps 16% more triangles than asked, because it stops before the shape breaks instead of eating whole parts to hit the number.
Known limits:
- Hair and fur cards are mostly open edge, which stays locked, so they barely reduce. The old decimator did the same.
- At 25%, small flat props can lose their cut-outs: the bull centaur shield's notches fill in.
Documentation
- A VFX Editor page with a guide and a tutorial:
AssetEditor/docs/Documentation/VfxEditor.htmlin the zip.
Source: v1.2 to v1.3 comparison.
AssetEditor v0.78 - DN v1.2
Changes since DN v1.1. Based on upstream AssetEditor v0.78.
Install: download AssetEditor_078_DN_v1_2.zip, extract it, and run AssetEditor/AssetEditor.exe. Windows x64; the .NET runtime is included. The title bar reads AssetEditor v0.78 - DN v1.2.
Upgrading from DN v1 or v1.1: download this release manually. Those versions' update prompts still point to upstream. Starting with v1.2, the app and updater both check this DN fork's releases.
Packfiles and backups
- File > Create a new packfile: choose a location and create an empty, editable
.packfor the selected game. Existing files are protected; cancellation or a failed write keeps your previous editable pack selected. - Restore backup: restore from a pack's context menu or File > Restore backup, including packs that are closed or have been deleted. The current file is backed up before replacement.
Undo and redo
- Redo in Kitbash and Redo pose in the KeyFrame editor.
- Undo and redo in the Skeleton, Audio, AnimPack, and Unit Simulator editors.
- Ctrl+Z and Ctrl+Y work while the 3D view has focus.
- Failed Kitbash operations no longer enter undo history.
- Unit Simulator verifies a saved animpack before replacing the pack's original.
KeyFrame editor
- Fixed errors when opening the editor before an animation was selected.
- Restored inverse kinematics and Interpolate across frames.
- An IK drag is recorded as one undo step.
Image import
- Reworked image-to-DDS import: PNG, JPEG, BMP, and TIFF in different pixel layouts.
- Fixed import of embedded glTF textures.
- Texture dimensions are rounded up to complete 4x4 compression blocks.
- Corrected Total War normal-map channels and material-map conversion.
- DDS format is suggested from the filename and can be changed in the dialog.
BMD and IPC
- Added the missing WH3 building, prop, VFX, and AI hint layouts. The parser was checked against all 6,008 vanilla WH3 BMD files; unsupported older write formats remain protected.
- Added IPC ping, load, and find actions alongside open.
Display and responsiveness
- Skeleton guides, grids, bounding boxes, and overlay text remain readable on dark backgrounds.
- Text-editor background setting and more readable syntax colours; theme changes apply without restarting.
- Fixed the loading popup remaining visible after startup.
- Closing a tab no longer forces a full garbage collection.
- Kitbash tint preview now defaults to off, with a setting to enable it; changing materials preserves the mesh's preview choice.
Updates
- The startup update prompt and standalone updater now use DerpyNewb/TheAssetEditorDN and compare DN release versions.
- Updates retain the previous installation in
UpdateBackup.
Source: v1.1 to v1.2 comparison.
AssetEditor v0.78 - DN v1.1
A fork of donkeyProgramming's AssetEditor, built on upstream master as of v0.78. Changes since DN v1 are listed below.
Install: unzip AssetEditor_078_DN_v1_1.zip and run AssetEditor/AssetEditor.exe. No .NET install needed. The title bar reads "AssetEditor v0.78 - DN v1.1".
Updates: the update prompt still checks upstream's releases, not this fork's. Accepting it installs upstream's build over this one.
Saving
- Backup of the .pack before each save
- Autosave for a .pack opened in place, interval in minutes
- Settings > Saving: autosave interval, backups kept per .pack, backup folder
- Warning against editing the same .pack in RPFM at once (start panel, File > Open Pack)
Undo
- Kitbash material panel: sliders and colours
- Kitbash bone scale
- KeyFrame interpolation slider
- Anm.Meta editor and SuperView: Undo and Redo buttons, Ctrl+Z, Ctrl+Y
- One whole drag is one undo step
Look
- AMOLED theme
- Eight more render background colours
Fixed
- Muzzle flashes turned with the camera instead of their emitter
- Kitbash: Combine refused meshes split by submesh over GradientColours
AssetEditor v0.78 - DN v1
A fork of donkeyProgramming's AssetEditor, built on upstream master as of v0.78 (011e5fc), with 168 commits on top.
Install: unzip AssetEditor_078_DN_v1.zip and run AssetEditor/AssetEditor.exe. It is self-contained, so no .NET install is needed. The title bar reads "AssetEditor v0.78 - DN".
Updates: the update prompt checks upstream's releases, not this fork's. If it offers an update, accepting installs upstream's build over this one.
New tools
VFX editor (Tools menu)
- Opens
vfx/*.xmland edits it in place: quality tiers, curve keys, properties, modifiers, emitters and references. - New effect, new emitter, rename or retype an emitter, curve mapping and a curve graph.
- Undo for the last 100 edits.
- Live preview: fly the effect like a projectile to see its trail, add a guide model or a grid, take a screenshot.
Unit Simulator (Tools menu)
- Plays a rider on its mount the way the game pairs them, and lists every mount slot as paired, rider slot missing, anim missing, lengths differ or copy-only.
- Edits both battle tables and saves them back into their animpack, rewriting only the edited table.
- Finds a mount's attach bones in its tech skeleton.
- A Personalities tab adds
battle_personalitiesriders on those bones, edits them live, and exportsbattle_personalitiesand junction TSVs for RPFM.
Particle preview, much closer to the game
- Flipbooks (cell blend, rows, random start cell, loops over life), trails, decals, sea overlays and the rare orientation modes.
- HDR colour and glow at the game's own bloom threshold, light particles lighting the ground and models, lit smoke, soft edges.
- Distortion and heat haze, and rigid-model particles with their models, colour, turning and animation.
- Terrain spawning and ground collision, vector fields, inherited velocity, maximum velocity, spawn and death effects.
- As in the game, a chain with no Ultra block draws nothing at Ultra; the preview used to fall back to a lower tier.
SuperView and the Anm.Meta editor
- Vanilla
.anm.metafiles re-save byte-identical. Upstream blanked two-space EFFECT filters and corrupted every tag after a non-ASCII path. - Tag descriptions, undecoded tags shown, a New dialog, PROP_10 and above, and an unsaved marker on the tab.
- Draws EFFECT particles, LHAND_POSE and RHAND_POSE, and animated props in their own model space.
- A slot shows only the weapon bones it flags, the way the game does.
- WH3 slot ids carry their 9.0 names.
- Opens a
.variantmeshdefinitionand plays it. - Render settings and screenshots; screenshots leave out every guide.
Kitbash
- Every number box changes when dragged sideways.
- The transform box moves the model as you type; rotate and scale work about the world origin; numpad + and - resize the gizmo.
- F9 no longer switches to bone selection, and the keyboard no longer gets stuck in a box or button.
Upstream bugs fixed
- The viewport ran at 37, 50 and 48 FPS on 75, 100 and 144 Hz displays; it now draws every frame.
- Faction colours tint WH3 models again.
- Skinned meshes with
MatrixIndex0 no longer ride the root bone in their bind pose. - A model copied or renamed into the editable pack keeps its
.wsmodel, so its textures no longer go missing. - Looking up a file's path took 100 to 380 ms and now takes under 3 ms.
- 22 labels that printed
{loc:Loc ...}show their text.