Repository navigation
W3 Mod Workbench 1.6.0
W3 Mod Workbench 1.6.0
Highlights
- Texture caches: open the game's, a DLC's or a mod's
texture.cachelike a bundle. A viewer shows each texture with its mip levels and channels, and saves PNG or DDS..xbmfiles in bundles find their texture in the cache. - Thumbnails and a preview pane: View switches the file list to small, medium or large thumbnails, and the preview pane (
Alt+P) shows the highlighted file: a picture, or highlighted script, XML or text. - Real projects: a project is now a
.w3benchfile in the mod's folder, with a workspace that reopens where you left off. - Built-in script compiler: Compile works without REDkit.
- XML overrides viewer and usage graph, and the load order analyser now includes mod.io mods.
New in the file list
- Meshes extract with their
.bufferfiles, even from a separatebuffers0.bundle, and textures can be extracted as PNG. - Compare two files (
Ctrl+D): text side by side with the differences marked, anything else byte for byte. - Other copies of this file (
Ctrl+Shift+D): every open copy at the same path in load order, with the one the game uses marked and whether the others really differ. - Show in Explorer (
Shift+Alt+R) and Show extracted file, plus a Copy submenu (path, name, folder, location on disk). - What each file is: hover a name to see what kind of file it is (mesh, buffer, entity, quest phase and more).
- Export the list as CSV, and recent folders and files beside Open folder and on the start screen.
- A mod's bundles, compiled scripts, texture cache, strings and loose scripts are grouped under one entry in the tree.
Fixes
- Clicking a thumbnail after previewing a script could hang the app.
- Uncompressed textures showed with red and blue swapped.
See the changelog for everything in this release.