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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.
Explore
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Tank Explorer — open any
.dsres/.dsmap, browse the full file tree, extract files or whole folders. -
Viewers for every major format:
.rawtextures (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/.sno3D 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.
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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.gasthe 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.
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.
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.