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W3 Mod Workbench 1.6.0

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@Faen668 Faen668 released this 18 Oct 15:05
· 228 commits to main since this release

W3 Mod Workbench 1.6.0

Highlights

  • Texture caches: open the game's, a DLC's or a mod's texture.cache like a bundle. A viewer shows each texture with its mip levels and channels, and saves PNG or DDS. .xbm files 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 .w3bench file 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 .buffer files, even from a separate buffers0.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.