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Tempest Studio 0.0.7
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Tempest Studio 0.0.7
Assembly editor
- New Assembly mode (toolbar switch) edits assembly.dat and the Localization Lang_*.dat files: every table in a paged grid with filter, sorting, inline cell editing, nested row sets with breadcrumbs, *_ID columns as links to the rows they reference, valid-value and message texts shown next to the ids
- Row pane edits every field (flags as toggles) and each *_MSG_ID message in every language in place; header fields editable (GAME_VERSION_RAW as major.minor.build.rev)
- Add row, Delete, Undo, Discard, Save in place or Save as into a folder, Back/Forward over visited rows
- Files are rewritten byte for byte when untouched (verified on all 32 .dat files of 8.1 and 8.2); field and function tables are read from the game's own MctsInterface.dll, with built-in 8.1 tables as fallback
- CLI: upk mcts ls|dump|export|import|set|verify|tokens
New content wizards
- New content… creates a device, a card or talent, an item or a whole champion from a template row: fresh ids, nested mode ids reallocated, name and description messages created in every language
- Export mod… writes a launcher mod folder: manifest, the changed .dat files under files/, paserver.json with the rows the private server needs for a champion, a Lua script with tempest.native handlers and UnrealScript class stubs for the new devices
MCP server
- The Studio serves the Model Context Protocol on localhost (token in the app data folder, claude mcp add command and .mcp.json snippet in the toolbar dialog): list windows, read state, call any backend method, open workspaces, packages and assembly tables, select exports, run code against the stores, take screenshots, open windows
Movies
- Scaleform movie exports get an editor: edit-text fields, ActionScript 2 scripts (editable strings, disassembly listing), external image references linked to the package's textures, linkage and tags; edits are written back with undo; every movie of the UI package rewrites byte-identically (upk swf verify)
Audio
- Sound editor for SoundNodeWave: waveform, trim, fades, gain, normalise, mono/stereo, Vorbis quality, Apply and replace
- Wwise: AkEvent and AkBank previews, play/export/replace/edit of every media file of the .pck packages, Wwise audio browser in the toolbar; replacements are re-encoded to Wwise Vorbis
- Replace accepts .ogg, .wav and .wem
Particles
- Particle systems, emitters, LOD levels and modules preview in a CPU simulation (sprites with textures, blend modes and sub-UV sheets, mesh emitters, spawn, lifetime, size, colour, velocity, acceleration, location shapes, rotation, orbit); a curve editor edits the baked lookup tables the game samples, with Apply and undo
Meshes
- FBX import and export next to glTF and OBJ (binary 7.4, textures embedded, skeleton and skin)
- Mesh exports no longer miss textures: cube maps are skipped, materials of map meshes come from the placed component, compiled texture lists are used when a cooked material has no expressions, cross-package textures are found through the search index; warnings list what could not be embedded
Windows and performance
- Several windows, each with its own backend, to work on two workspaces at once (New window in the toolbar, Ctrl+Shift+N, the welcome screen's recent list)
- Script packages open in a fraction of the time: tables travel as columns, responses are framed (no base64 for previews), class database and package listing load in parallel, the search index is cached on disk
Fixes
- Batch import of .. files whose first part is a group inside a package, not a package file
- Wwise output folder choice no longer leaves both radio buttons ticked
- Struct members of content packages matched case-insensitively (no duplicate members on edit)
- Save keeps compression and obscuring of the original package