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AssetEditor

The Asset Editor

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A powerful modding tool for Total War games. Provides a full suite of editors for 3D models, animations, audio, textures, and more — all in one integrated desktop application.

Documentation · Video Tutorial · Latest Release


Editors

Kitbasher (3D Editor)

Full-featured 3D mesh editor for creating composite models by combining parts from multiple meshes. Supports material editing, mesh operations (merge, split, duplicate), vertex/face/object selection modes, and real-time 3D preview with a MonoGame-based viewport.

Visual Metadata Editor

Editing interface for animation metadata. Supports manipulation of animation tags, attributes, and timing properties that control how animations blend and trigger in-game.

Audio Editor

Comprehensive audio project editor with support for Wwise-based audio exploration, project creation, waveform visualization, format conversion, and dialogue event management.

Animation Re-Targeting

Retargets animations between different skeletons, allowing you to transfer animations from one character model to another. Provides bone mapping and re-rigging capabilities for cross-skeleton animation reuse.

Skeleton Editor

Visual skeleton editor for creating, editing, and rigging skeletal structures. Supports bone manipulation, weight visualization, and reference mesh display for precise rigging workflows.

Texture Editor

Texture preview and editing tool supporting all game texture formats. Provides metadata inspection and visual inspection of textures used by game models.

Animation Fragment Editor

Manages animation packs (.animpack files) and campaign animation bin files. Includes a batch animation exporter for bulk format conversions across your mod.

Import/Export Editor

Handles bidirectional import/export of game asset formats, supporting GLTF/FBX to RMV2 conversions for bringing external 3D assets into the game.

Reports

Generates analysis and diagnostic reports including material reports, mesh info dumps, metadata JSON exports, deep file searches, and dialogue event information.


Getting Started

  1. Download the latest release
  2. Extract and run AssetEditor.exe
  3. Load your game's pack files and start editing

For detailed guides, see the Documentation.

Building from Source

Prerequisites: .NET 10 SDK, Windows

git clone https://github.com/donkeyProgramming/TheAssetEditor.git
cd TheAssetEditor
dotnet build AssetEditor.sln

Contributing

Pull requests are welcome. The project uses a modular architecture with dependency injection — each editor is a self-contained project under the Editors/ folder.

License

See the repository for license details.

About

This project is licensed under the terms of the MIT license.

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