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SiegeSmith

codingncaffeine edited this page Jul 10, 2026 · 3 revisions

SiegeSmith

SiegeSmith is the modding studio that lives alongside the engine in this repository (src/SiegeSmith) — a Windows desktop IDE (WPF, .NET 11) built on the same parsers and writers that power SiegeFX itself. The goal is a single tool that covers the whole Dungeon Siege modding loop: browse the shipped data, understand it, edit it, package it, and test it in-game — and, beyond that, build entirely new maps and games on the DS1 engine formats.

Because SiegeSmith shares SiegeFX's code for tanks, GAS, SNO/ASP meshes, RAW textures, PRS animation, and the Skrit VM, everything it shows you is exactly what the engine will load — there is no separate, subtly-different tooling parser.

What it does today

Explore

  • Tank Explorer — open any .dsres / .dsmap, browse the full file tree, extract files or whole folders.
  • Viewers for every major format: .raw textures (mip navigation, PNG export), .gas (tree view, raw text, and editing with live validation), .skrit (live parse/bind/compile diagnostics, extern catalogue, bytecode disassembly), .asp / .sno 3D models (software-rendered orbit/zoom/wireframe preview), audio playback in-app, plus text/hex fallback for everything else.

Edit & package

  • GAS editing with a live validator, so authoring mistakes surface before the engine ever sees them.
  • Build Tank from Folder — pack a mod folder into a proper tank with user priority.
  • Mod projects (.ssproj) — New/Open/Save, Build & Install straight into the game's Resources, and Launch Dungeon Siege for the edit → build → install → test loop from one window.

World Builder (in active development)

  • A door-stitch terrain builder built on DS1's Continuous World model: DS1 stores no world coordinates — node positions derive from walking the door graph — so you place an anchor node and connect siege nodes door-to-door from a searchable palette of the shipped node meshes.
  • The preview renders the same nodes.gas the builder saves, resolved through the same region-layout code the engine uses: what you see is what the engine loads.
  • The roadmap runs from terrain stitching through object/actor placement, lighting and moods, triggers and quests, nav and start positions, up to bootstrapping a fully startable new game.

Where it's headed

SiegeSmith's bar is explicitly higher than the original toolchain: a modern, organized world-builder/level-designer experience — not a collection of separate utilities. A major UX reorganization pass is planned to get the interface out of "collection of panels" territory and into the shape of a contemporary level editor, alongside fixes for rough edges like object manipulation in the preview viewport.

Requirements

Same as SiegeFX: Windows plus an original Dungeon Siege installation (GOG, Steam, or disc) for the game data. SiegeSmith detects the install automatically and never modifies your original tanks — mods build into separate user-priority tank files.

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