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SiegeSmith

codingncaffeine edited this page Jul 10, 2026 · 3 revisions

SiegeSmith

SiegeSmith

SiegeSmith is the modding studio that ships 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. It covers the whole Dungeon Siege modding loop in one tool: browse the shipped data, understand it, edit it, build new worlds, package them, and play them — up to and including building an entirely new game on the DS1 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 — the World Builder's preview literally renders the same nodes.gas it saves, through the same region-layout code the engine uses.

The guides

  • World Builder Guide — every feature of the level editor explained: what it's for and how to use it. Terrain painting, object scatter, multi-select, instance overrides, patrol routes, triggers, dialogue, quests, atmosphere, overlays, prefabs, validation, packaging — all of it.
  • Making a Game from Scratch — the step-by-step walkthrough: from an empty viewport to a playable, distributable .dsmap with terrain, monsters, an NPC with dialogue, a quest journal, loot, weather, and music.
  • Modder's Guide — working with the original game: reading the shipped data, rebalancing templates, retexturing, and the classic folder-mod → build-tank → install loop.

The studio at a glance

Explore

  • Tank Explorer — open any .dsres / .dsmap, browse the full file tree, extract files or whole folders, jump straight to asset categories.
  • Viewers for every major format: .raw textures (mip navigation, PNG export), .gas (tree view, raw text, editing with live validation), .skrit (live parse/bind/compile diagnostics, extern catalogue, bytecode disassembly), .asp / .sno 3D models (software-rendered orbit/zoom/wireframe preview with real textures), .prs animations (live skeletal playback on the auto-resolved rig, with play/pause and a scrub slider), .flm cursor filmstrips, 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

  • A full level editor over DS1's Continuous World model: terrain nodes join door-to-door (DS1 stores no world coordinates — positions derive from walking the door graph), and everything else — objects, actors, effects, lights, logic, dialogue, quests — anchors to those nodes.
  • One-click Test terrain ▶ and Play ▶ pack the region into a real .dsmap and launch the SiegeFX engine on it; ⟲ Sync game repacks and restarts the running session after edits.
  • Feature highlights: paint-brush terrain, scatter brush, drag-drop placement, palette thumbnails and tag filters, multi-select with align/distribute, per-placement stat/loot/scale overrides, click-to-draw AI patrol routes, live fire/smoke particles, fog auditioning in the viewport, trigger/dialogue/quest graph views, analysis overlays, per-family visibility eyes, reusable prefabs, world diff, dependency reports, search-everywhere, full-coverage undo, autosave, and a validation checklist that names exactly what to fix.

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, and custom maps pack into their own .dsmap.

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