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	<id>https://tw-modding.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=H3ro</id>
	<title>Total War Modding - User contributions [en]</title>
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	<updated>2026-05-14T01:35:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://tw-modding.com/index.php?title=Audio_modding&amp;diff=594</id>
		<title>Audio modding</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Audio_modding&amp;diff=594"/>
		<updated>2023-05-19T19:00:58Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After a long time, Audio modding is now possible (for Warhammer 3 at least!) &lt;br /&gt;
&lt;br /&gt;
== Wwise ==&lt;br /&gt;
The total war games uses an audio engine called Wwise. This is a very powerful, but complex system. If you want to audio modding, you also need to get a basic understanding of the tool.&lt;br /&gt;
&lt;br /&gt;
Its higly recommended that you read '''[https://github.com/bnnm/wwiser/blob/master/doc/WWISER.md this]''' and spend some time exploring the data using the &amp;quot;Audio Explorer&amp;quot; tool&lt;br /&gt;
&lt;br /&gt;
=== WWise Naming ===&lt;br /&gt;
The first thing to understand, there is no names in wwise. When a wwise project is compiled (saved for use) the tool converts all the names into ids. This is why the game has a ton of files called 9484940112.wem. At some point they were named Karl_Eating_Goblins.wem and so on, but that name is converted (hashed)&lt;br /&gt;
&lt;br /&gt;
=== Wwise event structure ===&lt;br /&gt;
Everything in wwise starts with an event (apart from music which is party controlled by some strange script). '''The game will typically refer to the events, either in script, anim.meta file or db.'''&lt;br /&gt;
&lt;br /&gt;
There are two event types, '''Event''' and '''Dialog_event'''. After the event there is a chain of object that leads you to the actual audio played. &lt;br /&gt;
&lt;br /&gt;
For example this basic '''Event''' will play a random sound from a collection of two.&lt;br /&gt;
&lt;br /&gt;
Karl_Eating_Goblin_Event =&amp;gt; Karl_Eating_Goblin_Event_ActionPlay =&amp;gt; Random Container =&amp;gt; Soundx.mp3 and soundy.mp3. &lt;br /&gt;
&lt;br /&gt;
They follow a basic pattern most of the time. Event =&amp;gt; Action =&amp;gt; Container (optional) =&amp;gt; Sound(s)&lt;br /&gt;
&lt;br /&gt;
For more information look at wwisers documentation (without the project, there would be no audio modding) =&amp;gt; https://github.com/bnnm/wwiser/blob/master/doc/WWISER.md&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second event type is a '''Dialog_Event'''. It has nothing to do with dialog, its a lookup table that results in container or sound object. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Enemy_spotted dialog event&lt;br /&gt;
!UnitVoiceActor&lt;br /&gt;
!UnitType&lt;br /&gt;
!SpottedFacton&lt;br /&gt;
!Child&lt;br /&gt;
|-&lt;br /&gt;
|Orc_Female_1&lt;br /&gt;
|Ranged&lt;br /&gt;
|Human&lt;br /&gt;
|123&lt;br /&gt;
|-&lt;br /&gt;
|Orc_Male_1&lt;br /&gt;
|Ranged&lt;br /&gt;
|DarkElf&lt;br /&gt;
|456&lt;br /&gt;
|-&lt;br /&gt;
|OrC_Male2&lt;br /&gt;
|Melee&lt;br /&gt;
|Orc&lt;br /&gt;
|678&lt;br /&gt;
|}&lt;br /&gt;
When the even is triggered, the game sets a set of variables which are used to lookup the child node, which typically points to a Container which in turn points to sounds&lt;br /&gt;
&lt;br /&gt;
Currently Dialog_Events can not be modded, but soon...&lt;br /&gt;
&lt;br /&gt;
The last important bit is the '''ActorMixer''' object. This object controls who owns the sounds. Is it a UI sound, game sound, battle sound and so on. This is important to make the sound play as not all ActorMixer has their volume set at all times&lt;br /&gt;
&lt;br /&gt;
== Exploring Wwise in AssetEditor. ==&lt;br /&gt;
In AssetEditor there is a tool for exploring the audio data, called &amp;quot;Audio Explorer&amp;quot;. This can be used to learn about how wwise works. It has multiple use case. &lt;br /&gt;
 &lt;br /&gt;
[[File:AssetEditor audio tool.png|thumb|alt=]] &lt;br /&gt;
&lt;br /&gt;
=== Learn how wwise works ===&lt;br /&gt;
The tool allows pretty much all wwise objects to be explored. This is very useful to learn how you later can use the compiler to add new sounds. Under extra you can pick between Events and Dialog_Events.&lt;br /&gt;
&lt;br /&gt;
The left side shows the full graph of the selected event, while the right side shows a detailed view of the Wwise data of the selected node. &lt;br /&gt;
&lt;br /&gt;
=== Find what sound file to replace for a given event (Finding the real name of the 213123123123.wem files) ===&lt;br /&gt;
[[File:Audio explorer find soundname.png|thumb|alt=|How to make sense of the sound names in total war]]&lt;br /&gt;
Using this tool its very easy to lean which sound file is linked to what event. &lt;br /&gt;
&lt;br /&gt;
Say you want to make a mod that replaces all of Throggs diplomacy lines. Doing a search in the database will give you all the events used, you can then look that up in the events view. &lt;br /&gt;
&lt;br /&gt;
If one takes the event &amp;quot;Play_Nor_Throgg_Dip_Dwf_Greet_Neg_02&amp;quot; which is for when Throgg talks to dwarfs, one can see that this is linked to the sound file &amp;quot;605570708.wem&amp;quot;&lt;br /&gt;
=== Learn which audiomixer and audio bus is used for a group of sounds ===&lt;br /&gt;
[[File:Audio explorer find mixer.png|thumb|alt=|How to find the correct ActorMixer for adding custom sounds]]&lt;br /&gt;
All sounds have to be connected to a mixer (which in turn is connected to a bus). Not all busses have their volume set at all times. For example the UI and Battle bus is not both enabled at the same time. Because of this its important that the correct mixer is selected when adding new sounds. When selecting a Sound node on the left side, &amp;quot;Parent structure&amp;quot; is added on the right side. Here you can see the mixers and busses connected to the sound. you typically want to use the fist id of the first ActorMixer with an audio bus for the &amp;quot;RootAudioMixer&amp;quot; setting in your custom audio project. &lt;br /&gt;
 &lt;br /&gt;
=== Adding new Audio ===&lt;br /&gt;
We have tried to make adding new sounds as simple as possible. This is done using the Audio Compiler in AssetEditor. AssetEditor tries to fill out as much data as possible, to make it as simple as possible.&lt;br /&gt;
[[File:Audio compiler.png|thumb|The Audio Compiler]]&lt;br /&gt;
The format looks like this:&lt;br /&gt;
 {&lt;br /&gt;
   &amp;quot;Settings&amp;quot;: {&lt;br /&gt;
     &amp;quot;BnkName&amp;quot;: &amp;quot;campaign_diplomacy&amp;quot;,&lt;br /&gt;
     &amp;quot;RootAudioMixer&amp;quot;: &amp;quot;54848735&amp;quot;,&lt;br /&gt;
     &amp;quot;Language&amp;quot;: &amp;quot;English(uk)&amp;quot;&lt;br /&gt;
   },&lt;br /&gt;
 &lt;br /&gt;
   &amp;quot;Events&amp;quot;: [&lt;br /&gt;
     {&lt;br /&gt;
       &amp;quot;Name&amp;quot;: &amp;quot;Play_Foo&amp;quot;,&lt;br /&gt;
       &amp;quot;Sound&amp;quot;: &amp;quot;Audio\\WWise\\729867288.wem&amp;quot;&lt;br /&gt;
     },&lt;br /&gt;
     {&lt;br /&gt;
       &amp;quot;Name&amp;quot;: &amp;quot;Play_Bar&amp;quot;,&lt;br /&gt;
       &amp;quot;Sound&amp;quot;: &amp;quot;Audio\\WWise\\906470917.wem&amp;quot;&lt;br /&gt;
     }]&lt;br /&gt;
 }&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Project explanation&lt;br /&gt;
!Attribute&lt;br /&gt;
!Description&lt;br /&gt;
!Example Value&lt;br /&gt;
|-&lt;br /&gt;
|Settings.BnkName&lt;br /&gt;
|The name of the created bnk file. Files can not be renamed as the file reference the name internally.&lt;br /&gt;
|customfaction_campaign_diplomacy&lt;br /&gt;
|-&lt;br /&gt;
|Settings.RootAudioMixer&lt;br /&gt;
|The mixer the sounds should belong to. See &amp;quot;Learn which audiomixer and audio bus is used for a group of sounds&amp;quot;&lt;br /&gt;
|54848735, which is the id for diplomacy lines&lt;br /&gt;
|-&lt;br /&gt;
|Settings.Language&lt;br /&gt;
|If the file is a language bnk, this needs to be set to the same name as one of the audio folders in the game&lt;br /&gt;
|English(uk)&lt;br /&gt;
|-&lt;br /&gt;
|Events&lt;br /&gt;
|A list of all the events&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Event.Name&lt;br /&gt;
|The name which the game will use to find the sound&lt;br /&gt;
|Play_Foo&lt;br /&gt;
|-&lt;br /&gt;
|Event.Sound&lt;br /&gt;
|The path to the audio file in a packf&lt;br /&gt;
|Audio\\WWise\\906470917.wem&lt;br /&gt;
|-&lt;br /&gt;
|Event.FileSystemSound&lt;br /&gt;
|The path to the audio file on disk. It will be auto converted to a wem&lt;br /&gt;
|C:\\Users\\username\\soundLib\\wet-fart-6139.mp3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Coming features:&lt;br /&gt;
&lt;br /&gt;
* Support for adding dialog_events&lt;br /&gt;
* Support for containers like random.&lt;br /&gt;
* Fixed names for known ActorMixers&lt;br /&gt;
&lt;br /&gt;
== File Types ==&lt;br /&gt;
Wem =&amp;gt; The audio file format used by wwise&lt;br /&gt;
&lt;br /&gt;
Bnk =&amp;gt; The sound database used by wwise&lt;br /&gt;
&lt;br /&gt;
Dat =&amp;gt; A lookup table for connecting event names to wwise&lt;br /&gt;
&lt;br /&gt;
Json =&amp;gt; Projectfile for the audio compiler.&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=File:Audio_compiler.png&amp;diff=593</id>
		<title>File:Audio compiler.png</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=File:Audio_compiler.png&amp;diff=593"/>
		<updated>2023-05-19T18:59:45Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The audio compiler&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Audio_modding&amp;diff=592</id>
		<title>Audio modding</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Audio_modding&amp;diff=592"/>
		<updated>2023-05-19T18:57:17Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After a long time, Audio modding is now possible (for Warhammer 3 at least!) &lt;br /&gt;
&lt;br /&gt;
== Wwise ==&lt;br /&gt;
The total war games uses an audio engine called Wwise. This is a very powerful, but complex system. If you want to audio modding, you also need to get a basic understanding of the tool.&lt;br /&gt;
&lt;br /&gt;
Its higly recommended that you read '''[https://github.com/bnnm/wwiser/blob/master/doc/WWISER.md this]''' and spend some time exploring the data using the &amp;quot;Audio Explorer&amp;quot; tool&lt;br /&gt;
&lt;br /&gt;
=== WWise Naming ===&lt;br /&gt;
The first thing to understand, there is no names in wwise. When a wwise project is compiled (saved for use) the tool converts all the names into ids. This is why the game has a ton of files called 9484940112.wem. At some point they were named Karl_Eating_Goblins.wem and so on, but that name is converted (hashed)&lt;br /&gt;
&lt;br /&gt;
=== Wwise event structure ===&lt;br /&gt;
Everything in wwise starts with an event (apart from music which is party controlled by some strange script). '''The game will typically refer to the events, either in script, anim.meta file or db.'''&lt;br /&gt;
&lt;br /&gt;
There are two event types, '''Event''' and '''Dialog_event'''. After the event there is a chain of object that leads you to the actual audio played. &lt;br /&gt;
&lt;br /&gt;
For example this basic '''Event''' will play a random sound from a collection of two.&lt;br /&gt;
&lt;br /&gt;
Karl_Eating_Goblin_Event =&amp;gt; Karl_Eating_Goblin_Event_ActionPlay =&amp;gt; Random Container =&amp;gt; Soundx.mp3 and soundy.mp3. &lt;br /&gt;
&lt;br /&gt;
They follow a basic pattern most of the time. Event =&amp;gt; Action =&amp;gt; Container (optional) =&amp;gt; Sound(s)&lt;br /&gt;
&lt;br /&gt;
For more information look at wwisers documentation (without the project, there would be no audio modding) =&amp;gt; https://github.com/bnnm/wwiser/blob/master/doc/WWISER.md&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second event type is a '''Dialog_Event'''. It has nothing to do with dialog, its a lookup table that results in container or sound object. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Enemy_spotted dialog event&lt;br /&gt;
!UnitVoiceActor&lt;br /&gt;
!UnitType&lt;br /&gt;
!SpottedFacton&lt;br /&gt;
!Child&lt;br /&gt;
|-&lt;br /&gt;
|Orc_Female_1&lt;br /&gt;
|Ranged&lt;br /&gt;
|Human&lt;br /&gt;
|123&lt;br /&gt;
|-&lt;br /&gt;
|Orc_Male_1&lt;br /&gt;
|Ranged&lt;br /&gt;
|DarkElf&lt;br /&gt;
|456&lt;br /&gt;
|-&lt;br /&gt;
|OrC_Male2&lt;br /&gt;
|Melee&lt;br /&gt;
|Orc&lt;br /&gt;
|678&lt;br /&gt;
|}&lt;br /&gt;
When the even is triggered, the game sets a set of variables which are used to lookup the child node, which typically points to a Container which in turn points to sounds&lt;br /&gt;
&lt;br /&gt;
Currently Dialog_Events can not be modded, but soon...&lt;br /&gt;
&lt;br /&gt;
The last important bit is the '''ActorMixer''' object. This object controls who owns the sounds. Is it a UI sound, game sound, battle sound and so on. This is important to make the sound play as not all ActorMixer has their volume set at all times&lt;br /&gt;
&lt;br /&gt;
== Exploring Wwise in AssetEditor. ==&lt;br /&gt;
In AssetEditor there is a tool for exploring the audio data, called &amp;quot;Audio Explorer&amp;quot;. This can be used to learn about how wwise works. It has multiple use case. &lt;br /&gt;
 &lt;br /&gt;
[[File:AssetEditor audio tool.png|thumb|alt=|none]] &lt;br /&gt;
&lt;br /&gt;
=== Learn how wwise works ===&lt;br /&gt;
The tool allows pretty much all wwise objects to be explored. This is very useful to learn how you later can use the compiler to add new sounds. Under extra you can pick between Events and Dialog_Events.&lt;br /&gt;
&lt;br /&gt;
The left side shows the full graph of the selected event, while the right side shows a detailed view of the Wwise data of the selected node. &lt;br /&gt;
&lt;br /&gt;
=== Find what sound file to replace for a given event ===&lt;br /&gt;
[[File:Audio explorer find soundname.png|thumb]]&lt;br /&gt;
Using this tool its very easy to lean which sound file is linked to what event. &lt;br /&gt;
&lt;br /&gt;
Say you want to make a mod that replaces all of Throggs diplomacy lines. Doing a search in the database will give you all the events used, you can then look that up in the events view. &lt;br /&gt;
&lt;br /&gt;
If one takes the event &amp;quot;Play_Nor_Throgg_Dip_Dwf_Greet_Neg_02&amp;quot; which is for when Throgg talks to dwarfs, one can see that this is linked to the sound file &amp;quot;605570708.wem&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Learn which audiomixer and audio bus is used for a group of sounds ===&lt;br /&gt;
[[File:Audio explorer find mixer.png|thumb]]&lt;br /&gt;
All sounds have to be connected to a mixer (which in turn is connected to a bus). Not all busses have their volume set at all times. For example the UI and Battle bus is not both enabled at the same time. Because of this its important that the correct mixer is selected when adding new sounds. When selecting a Sound node on the left side, &amp;quot;Parent structure&amp;quot; is added on the right side. Here you can see the mixers and busses connected to the sound. you typically want to use the fist id of the first ActorMixer with an audio bus for the &amp;quot;RootAudioMixer&amp;quot; setting in your custom audio project. &lt;br /&gt;
 &lt;br /&gt;
=== Adding new Audio ===&lt;br /&gt;
We have tried to make adding new sounds as simple as possible. This is done using the Audio Compiler in AssetEditor. AssetEditor tries to fill out as much data as possible, to make it as simple as possible.&lt;br /&gt;
&lt;br /&gt;
The format looks like this:&lt;br /&gt;
 {&lt;br /&gt;
   &amp;quot;Settings&amp;quot;: {&lt;br /&gt;
     &amp;quot;BnkName&amp;quot;: &amp;quot;campaign_diplomacy&amp;quot;,&lt;br /&gt;
     &amp;quot;RootAudioMixer&amp;quot;: &amp;quot;54848735&amp;quot;,&lt;br /&gt;
     &amp;quot;Language&amp;quot;: &amp;quot;English(uk)&amp;quot;&lt;br /&gt;
   },&lt;br /&gt;
 &lt;br /&gt;
   &amp;quot;Events&amp;quot;: [&lt;br /&gt;
     {&lt;br /&gt;
       &amp;quot;Name&amp;quot;: &amp;quot;Play_Foo&amp;quot;,&lt;br /&gt;
       &amp;quot;Sound&amp;quot;: &amp;quot;Audio\\WWise\\729867288.wem&amp;quot;&lt;br /&gt;
     },&lt;br /&gt;
     {&lt;br /&gt;
       &amp;quot;Name&amp;quot;: &amp;quot;Play_Bar&amp;quot;,&lt;br /&gt;
       &amp;quot;Sound&amp;quot;: &amp;quot;Audio\\WWise\\906470917.wem&amp;quot;&lt;br /&gt;
     }]&lt;br /&gt;
 }&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Project explanation&lt;br /&gt;
!Attribute&lt;br /&gt;
!Description&lt;br /&gt;
!Example Value&lt;br /&gt;
|-&lt;br /&gt;
|Settings.BnkName&lt;br /&gt;
|The name of the created bnk file. Files can not be renamed as the file reference the name internally.&lt;br /&gt;
|customfaction_campaign_diplomacy&lt;br /&gt;
|-&lt;br /&gt;
|Settings.RootAudioMixer&lt;br /&gt;
|The mixer the sounds should belong to. See &amp;quot;Learn which audiomixer and audio bus is used for a group of sounds&amp;quot;&lt;br /&gt;
|54848735, which is the id for diplomacy lines&lt;br /&gt;
|-&lt;br /&gt;
|Settings.Language&lt;br /&gt;
|If the file is a language bnk, this needs to be set to the same name as one of the audio folders in the game&lt;br /&gt;
|English(uk)&lt;br /&gt;
|-&lt;br /&gt;
|Events&lt;br /&gt;
|A list of all the events&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Event.Name&lt;br /&gt;
|The name which the game will use to find the sound&lt;br /&gt;
|Play_Foo&lt;br /&gt;
|-&lt;br /&gt;
|Event.Sound&lt;br /&gt;
|The path to the audio file in a packf&lt;br /&gt;
|Audio\\WWise\\906470917.wem&lt;br /&gt;
|-&lt;br /&gt;
|Event.FileSystemSound&lt;br /&gt;
|The path to the audio file on disk. It will be auto converted to a wem&lt;br /&gt;
|C:\\Users\\username\\soundLib\\wet-fart-6139.mp3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Coming features:&lt;br /&gt;
&lt;br /&gt;
* Support for adding dialog_events&lt;br /&gt;
* Support for containers like random.&lt;br /&gt;
* Fixed names for known ActorMixers&lt;br /&gt;
&lt;br /&gt;
== File Types ==&lt;br /&gt;
Wem =&amp;gt; The audio file format used by wwise&lt;br /&gt;
&lt;br /&gt;
Bnk =&amp;gt; The sound database used by wwise&lt;br /&gt;
&lt;br /&gt;
Dat =&amp;gt; A lookup table for connecting event names to wwise&lt;br /&gt;
&lt;br /&gt;
Json =&amp;gt; Projectfile for the audio compiler.&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=File:Audio_explorer_find_mixer.png&amp;diff=591</id>
		<title>File:Audio explorer find mixer.png</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=File:Audio_explorer_find_mixer.png&amp;diff=591"/>
		<updated>2023-05-19T18:51:12Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;a&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=File:Audio_explorer_find_soundname.png&amp;diff=590</id>
		<title>File:Audio explorer find soundname.png</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=File:Audio_explorer_find_soundname.png&amp;diff=590"/>
		<updated>2023-05-19T18:49:56Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;d&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Audio_modding&amp;diff=589</id>
		<title>Audio modding</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Audio_modding&amp;diff=589"/>
		<updated>2023-04-27T18:36:20Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After a long time, Audio modding is now possible (for Warhammer 3 at least!) &lt;br /&gt;
&lt;br /&gt;
== Wwise ==&lt;br /&gt;
The total war games uses an audio engine called Wwise. This is a very powerful, but complex system. If you want to audio modding, you also need to get a basic understanding of the tool.&lt;br /&gt;
&lt;br /&gt;
=== WWise Naming ===&lt;br /&gt;
The first thing to understand, there is no names in wwise. When a wwise project is compiled (saved for use) the tool converts all the names into id strings. This is why the game has a ton of files called 9484940112.wem. At some point they were named Karl_Eating_Goblins.wem and so on, but that name is converted (hashed)&lt;br /&gt;
&lt;br /&gt;
=== Wwise event structure ===&lt;br /&gt;
Everything in wwise starts with an event (apart from music).&lt;br /&gt;
&lt;br /&gt;
There are two event types, Event and Dialog_event. After the event there is a chain of object that leads you to the actual audio played. &lt;br /&gt;
&lt;br /&gt;
For example this basic event with will play a random sound from a collection of two.&lt;br /&gt;
&lt;br /&gt;
Karl_Eating_Goblin_Event =&amp;gt; Karl_Eating_Goblin_Event_ActionPlay =&amp;gt; Random Container =&amp;gt; Soundx.mp3, soundy.mp3. &lt;br /&gt;
&lt;br /&gt;
They follow a basic pattern most of the time. Event =&amp;gt; Action =&amp;gt; Container (optional) =&amp;gt; Sound(s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second event type is a dialog_Event. It has nothing to do with dialog, its a lookup table that results in container or sound object. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Enemy_spotted dialog event&lt;br /&gt;
!UnitVoiceActor&lt;br /&gt;
!UnitType&lt;br /&gt;
!SpottedFacton&lt;br /&gt;
!Child&lt;br /&gt;
|-&lt;br /&gt;
|Orc_Female_1&lt;br /&gt;
|Ranged&lt;br /&gt;
|Human&lt;br /&gt;
|123&lt;br /&gt;
|-&lt;br /&gt;
|Orc_Male_1&lt;br /&gt;
|Ranged&lt;br /&gt;
|DarkElf&lt;br /&gt;
|456&lt;br /&gt;
|-&lt;br /&gt;
|OrC_Male2&lt;br /&gt;
|Melee&lt;br /&gt;
|Orc&lt;br /&gt;
|678&lt;br /&gt;
|}&lt;br /&gt;
When the even is triggered, the game sets a set of variables which are used to lookup the child node, which typically points to a Container which in turn points to sounds&lt;br /&gt;
&lt;br /&gt;
Currently Dialog_Events can not be modded, but soon...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The last important bit is the ActorMixer object. This object controls who owns the sounds. Is it a UI sound, game sound, battle sound and so on. This is important to make the sound play as not all ActorMixer has their volume set at all times&lt;br /&gt;
&lt;br /&gt;
== Exploring Wwise in AssetEditor. ==&lt;br /&gt;
In AssetEditor there is a tool for exploring the audio data, called &amp;quot;Audio Explorer&amp;quot;. This can be used to learn about how wwise works. It also allows you to find which ActorMixer Id you should use and what file to replace if you want to update the sound of something. &lt;br /&gt;
[[File:AssetEditor audio tool.png|left|thumb]]In the tool you get a list of all the events in the game. Under extra you can select if you want Events, Dialog_events or both. Picking one from the dropdown gives you the wwise object graph for the selected events. &lt;br /&gt;
&lt;br /&gt;
In the example here, you see the &amp;quot;Evemt_battle_IND_Small_arms_dlc12_rattling_gun_fire_play_event&amp;quot;. Somewhere in the game database or meta data files, there will be a reference to this name. &lt;br /&gt;
&lt;br /&gt;
The event contains a play action, followed by a set of random containers. Why they are nested instead of one large, no one knows. But from this you can see all the sounds connected. If you want to replace a specific sound, this gives you the wav file to replace. The tool also allows you to preview the sounds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adding new Audio (Soon to be released, fixing bugs) ===&lt;br /&gt;
We have tried to make adding new sounds as simple as possible. This is done using the Audio Compiler in AssetEditor. AssetEditor tries to fill out as much data as possible, to make it as simple as possible.&lt;br /&gt;
&lt;br /&gt;
This is done using the Audio Compiler, which takes a textfile as an input. The format looks like this:&lt;br /&gt;
 {&lt;br /&gt;
   &amp;quot;Settings&amp;quot;: {&lt;br /&gt;
     &amp;quot;Version&amp;quot;: 1,&lt;br /&gt;
     &amp;quot;OutputGame&amp;quot;: &amp;quot;Warhammer3&amp;quot;,&lt;br /&gt;
     &amp;quot;BnkName&amp;quot;: &amp;quot;campaign_diplomacy__ovn&amp;quot;,&lt;br /&gt;
     &amp;quot;RootAudioMixer&amp;quot;: &amp;quot;54848735&amp;quot;,&lt;br /&gt;
     &amp;quot;Language&amp;quot;: &amp;quot;English(uk)&amp;quot;&lt;br /&gt;
   },&lt;br /&gt;
 &lt;br /&gt;
   &amp;quot;Events&amp;quot;: [&lt;br /&gt;
     {&lt;br /&gt;
       &amp;quot;Name&amp;quot;: &amp;quot;Play_Foo&amp;quot;,&lt;br /&gt;
       &amp;quot;Sound&amp;quot;: &amp;quot;Audio\\WWise\\729867288.wem&amp;quot;&lt;br /&gt;
     },&lt;br /&gt;
     {&lt;br /&gt;
       &amp;quot;Name&amp;quot;: &amp;quot;Play_Bar&amp;quot;,&lt;br /&gt;
       &amp;quot;Sound&amp;quot;: &amp;quot;Audio\\WWise\\906470917.wem&amp;quot;&lt;br /&gt;
     }]&lt;br /&gt;
 }&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Project explanation&lt;br /&gt;
!Attribute&lt;br /&gt;
!Description&lt;br /&gt;
!Example Value&lt;br /&gt;
|-&lt;br /&gt;
|Settings.Version&lt;br /&gt;
|The version of the project file&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Settings.OutputGame&lt;br /&gt;
|The game to compile the audio project to. &lt;br /&gt;
|Warhammer3&lt;br /&gt;
|-&lt;br /&gt;
|Settings.BnkName&lt;br /&gt;
|The name of the created bnk file. Files can not be renamed as the file reference the name internally. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Settings.RootAudioMixer&lt;br /&gt;
|The mixer the sounds should belong to&lt;br /&gt;
|54848735, which is the id for diplomacy lines&lt;br /&gt;
|-&lt;br /&gt;
|Settings.Language&lt;br /&gt;
|If the file is a language bnk, this needs to be set to the same name as one of the audio folders in the game&lt;br /&gt;
|English(uk)&lt;br /&gt;
|-&lt;br /&gt;
|Events&lt;br /&gt;
|A list of all the events&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Event.Name&lt;br /&gt;
|The name which the game will use to find the sound&lt;br /&gt;
|Play_Foo&lt;br /&gt;
|-&lt;br /&gt;
|Event.Sound&lt;br /&gt;
|The path to the audio file. At this point it needs to be imported manually and converted&lt;br /&gt;
|Audio\\WWise\\906470917.wem&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Coming features:&lt;br /&gt;
&lt;br /&gt;
* Audio file importer/converter&lt;br /&gt;
* Support for adding dialog_events&lt;br /&gt;
* Support for containers like random.&lt;br /&gt;
* Fixed names for known ActorMixers&lt;br /&gt;
&lt;br /&gt;
== File Types ==&lt;br /&gt;
Wem =&amp;gt; The audio file format used by wwise&lt;br /&gt;
&lt;br /&gt;
Bnk =&amp;gt; The sound database used by wwise&lt;br /&gt;
&lt;br /&gt;
Dat =&amp;gt; A lookup table for connecting event names to wwise&lt;br /&gt;
&lt;br /&gt;
Json =&amp;gt; Projectfile for the audio compiler.&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Audio_modding&amp;diff=588</id>
		<title>Audio modding</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Audio_modding&amp;diff=588"/>
		<updated>2023-04-27T18:35:18Z</updated>

		<summary type="html">&lt;p&gt;H3ro: /* Adding new Audio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After a long time, Audio modding is now possible (for Warhammer 3 at least!) &lt;br /&gt;
&lt;br /&gt;
== Wwise ==&lt;br /&gt;
The total war games uses an audio engine called Wwise. This is a very powerful, but complex system. If you want to audio modding, you also need to get a basic understanding of the tool.&lt;br /&gt;
&lt;br /&gt;
=== WWise Naming ===&lt;br /&gt;
The first thing to understand, there is no names in wwise. When a wwise project is compiled (saved for use) the tool converts all the names into id strings. This is why the game has a ton of files called 9484940112.wem. At some point they were named Karl_Eating_Goblins.wem and so on, but that name is converted (hashed)&lt;br /&gt;
&lt;br /&gt;
=== Wwise event structure ===&lt;br /&gt;
Everything in wwise starts with an event (apart from music).&lt;br /&gt;
&lt;br /&gt;
There are two event types, Event and Dialog_event. After the event there is a chain of object that leads you to the actual audio played. &lt;br /&gt;
&lt;br /&gt;
For example this basic event with will play a random sound from a collection of two.&lt;br /&gt;
&lt;br /&gt;
Karl_Eating_Goblin_Event =&amp;gt; Karl_Eating_Goblin_Event_ActionPlay =&amp;gt; Random Container =&amp;gt; Soundx.mp3, soundy.mp3. &lt;br /&gt;
&lt;br /&gt;
They follow a basic pattern most of the time. Event =&amp;gt; Action =&amp;gt; Container (optional) =&amp;gt; Sound(s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second event type is a dialog_Event. It has nothing to do with dialog, its a lookup table that results in container or sound object. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Enemy_spotted dialog event&lt;br /&gt;
!UnitVoiceActor&lt;br /&gt;
!UnitType&lt;br /&gt;
!SpottedFacton&lt;br /&gt;
!Child&lt;br /&gt;
|-&lt;br /&gt;
|Orc_Female_1&lt;br /&gt;
|Ranged&lt;br /&gt;
|Human&lt;br /&gt;
|123&lt;br /&gt;
|-&lt;br /&gt;
|Orc_Male_1&lt;br /&gt;
|Ranged&lt;br /&gt;
|DarkElf&lt;br /&gt;
|456&lt;br /&gt;
|-&lt;br /&gt;
|OrC_Male2&lt;br /&gt;
|Melee&lt;br /&gt;
|Orc&lt;br /&gt;
|678&lt;br /&gt;
|}&lt;br /&gt;
When the even is triggered, the game sets a set of variables which are used to lookup the child node, which typically points to a Container which in turn points to sounds&lt;br /&gt;
&lt;br /&gt;
Currently Dialog_Events can not be modded, but soon...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The last important bit is the ActorMixer object. This object controls who owns the sounds. Is it a UI sound, game sound, battle sound and so on. This is important to make the sound play as not all ActorMixer has their volume set at all times&lt;br /&gt;
&lt;br /&gt;
== Exploring Wwise in AssetEditor. ==&lt;br /&gt;
In AssetEditor there is a tool for exploring the audio data, called &amp;quot;Audio Explorer&amp;quot;. This can be used to learn about how wwise works. It also allows you to find which ActorMixer Id you should use and what file to replace if you want to update the sound of something. &lt;br /&gt;
[[File:AssetEditor audio tool.png|left|thumb]]In the tool you get a list of all the events in the game. Under extra you can select if you want Events, Dialog_events or both. Picking one from the dropdown gives you the wwise object graph for the selected events. &lt;br /&gt;
&lt;br /&gt;
In the example here, you see the &amp;quot;Evemt_battle_IND_Small_arms_dlc12_rattling_gun_fire_play_event&amp;quot;. Somewhere in the game database or meta data files, there will be a reference to this name. &lt;br /&gt;
&lt;br /&gt;
The event contains a play action, followed by a set of random containers. Why they are nested instead of one large, no one knows. But from this you can see all the sounds connected. If you want to replace a specific sound, this gives you the wav file to replace. The tool also allows you to preview the sounds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adding new Audio ===&lt;br /&gt;
We have tried to make adding new sounds as simple as possible. This is done using the Audio Compiler in AssetEditor. AssetEditor tries to fill out as much data as possible, to make it as simple as possible.&lt;br /&gt;
&lt;br /&gt;
This is done using the Audio Compiler, which takes a textfile as an input. The format looks like this:&lt;br /&gt;
 {&lt;br /&gt;
   &amp;quot;Settings&amp;quot;: {&lt;br /&gt;
     &amp;quot;Version&amp;quot;: 1,&lt;br /&gt;
     &amp;quot;OutputGame&amp;quot;: &amp;quot;Warhammer3&amp;quot;,&lt;br /&gt;
     &amp;quot;BnkName&amp;quot;: &amp;quot;campaign_diplomacy__ovn&amp;quot;,&lt;br /&gt;
     &amp;quot;RootAudioMixer&amp;quot;: &amp;quot;54848735&amp;quot;,&lt;br /&gt;
     &amp;quot;Language&amp;quot;: &amp;quot;English(uk)&amp;quot;&lt;br /&gt;
   },&lt;br /&gt;
 &lt;br /&gt;
   &amp;quot;Events&amp;quot;: [&lt;br /&gt;
     {&lt;br /&gt;
       &amp;quot;Name&amp;quot;: &amp;quot;Play_Foo&amp;quot;,&lt;br /&gt;
       &amp;quot;Sound&amp;quot;: &amp;quot;Audio\\WWise\\729867288.wem&amp;quot;&lt;br /&gt;
     },&lt;br /&gt;
     {&lt;br /&gt;
       &amp;quot;Name&amp;quot;: &amp;quot;Play_Bar&amp;quot;,&lt;br /&gt;
       &amp;quot;Sound&amp;quot;: &amp;quot;Audio\\WWise\\906470917.wem&amp;quot;&lt;br /&gt;
     }]&lt;br /&gt;
 }&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Project explanation&lt;br /&gt;
!Attribute&lt;br /&gt;
!Description&lt;br /&gt;
!Example Value&lt;br /&gt;
|-&lt;br /&gt;
|Settings.Version&lt;br /&gt;
|The version of the project file&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Settings.OutputGame&lt;br /&gt;
|The game to compile the audio project to. &lt;br /&gt;
|Warhammer3&lt;br /&gt;
|-&lt;br /&gt;
|Settings.BnkName&lt;br /&gt;
|The name of the created bnk file. Files can not be renamed as the file reference the name internally. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Settings.RootAudioMixer&lt;br /&gt;
|The mixer the sounds should belong to&lt;br /&gt;
|54848735, which is the id for diplomacy lines&lt;br /&gt;
|-&lt;br /&gt;
|Settings.Language&lt;br /&gt;
|If the file is a language bnk, this needs to be set to the same name as one of the audio folders in the game&lt;br /&gt;
|English(uk)&lt;br /&gt;
|-&lt;br /&gt;
|Events&lt;br /&gt;
|A list of all the events&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Event.Name&lt;br /&gt;
|The name which the game will use to find the sound&lt;br /&gt;
|Play_Foo&lt;br /&gt;
|-&lt;br /&gt;
|Event.Sound&lt;br /&gt;
|The path to the audio file. At this point it needs to be imported manually and converted&lt;br /&gt;
|Audio\\WWise\\906470917.wem&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Coming features:&lt;br /&gt;
&lt;br /&gt;
* Audio file importer/converter&lt;br /&gt;
* Support for adding dialog_events&lt;br /&gt;
* Support for containers like random.&lt;br /&gt;
* Fixed names for known ActorMixers&lt;br /&gt;
&lt;br /&gt;
== File Types ==&lt;br /&gt;
Wem =&amp;gt; The audio file format used by wwise&lt;br /&gt;
&lt;br /&gt;
Bnk =&amp;gt; The sound database used by wwise&lt;br /&gt;
&lt;br /&gt;
Dat =&amp;gt; A lookup table for connecting event names to wwise&lt;br /&gt;
&lt;br /&gt;
Json =&amp;gt; Projectfile for the audio compiler.&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Audio_modding&amp;diff=587</id>
		<title>Audio modding</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Audio_modding&amp;diff=587"/>
		<updated>2023-04-27T18:33:25Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After a long time, Audio modding is now possible (for Warhammer 3 at least!) &lt;br /&gt;
&lt;br /&gt;
== Wwise ==&lt;br /&gt;
The total war games uses an audio engine called Wwise. This is a very powerful, but complex system. If you want to audio modding, you also need to get a basic understanding of the tool.&lt;br /&gt;
&lt;br /&gt;
=== WWise Naming ===&lt;br /&gt;
The first thing to understand, there is no names in wwise. When a wwise project is compiled (saved for use) the tool converts all the names into id strings. This is why the game has a ton of files called 9484940112.wem. At some point they were named Karl_Eating_Goblins.wem and so on, but that name is converted (hashed)&lt;br /&gt;
&lt;br /&gt;
=== Wwise event structure ===&lt;br /&gt;
Everything in wwise starts with an event (apart from music).&lt;br /&gt;
&lt;br /&gt;
There are two event types, Event and Dialog_event. After the event there is a chain of object that leads you to the actual audio played. &lt;br /&gt;
&lt;br /&gt;
For example this basic event with will play a random sound from a collection of two.&lt;br /&gt;
&lt;br /&gt;
Karl_Eating_Goblin_Event =&amp;gt; Karl_Eating_Goblin_Event_ActionPlay =&amp;gt; Random Container =&amp;gt; Soundx.mp3, soundy.mp3. &lt;br /&gt;
&lt;br /&gt;
They follow a basic pattern most of the time. Event =&amp;gt; Action =&amp;gt; Container (optional) =&amp;gt; Sound(s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second event type is a dialog_Event. It has nothing to do with dialog, its a lookup table that results in container or sound object. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Enemy_spotted dialog event&lt;br /&gt;
!UnitVoiceActor&lt;br /&gt;
!UnitType&lt;br /&gt;
!SpottedFacton&lt;br /&gt;
!Child&lt;br /&gt;
|-&lt;br /&gt;
|Orc_Female_1&lt;br /&gt;
|Ranged&lt;br /&gt;
|Human&lt;br /&gt;
|123&lt;br /&gt;
|-&lt;br /&gt;
|Orc_Male_1&lt;br /&gt;
|Ranged&lt;br /&gt;
|DarkElf&lt;br /&gt;
|456&lt;br /&gt;
|-&lt;br /&gt;
|OrC_Male2&lt;br /&gt;
|Melee&lt;br /&gt;
|Orc&lt;br /&gt;
|678&lt;br /&gt;
|}&lt;br /&gt;
When the even is triggered, the game sets a set of variables which are used to lookup the child node, which typically points to a Container which in turn points to sounds&lt;br /&gt;
&lt;br /&gt;
Currently Dialog_Events can not be modded, but soon...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The last important bit is the ActorMixer object. This object controls who owns the sounds. Is it a UI sound, game sound, battle sound and so on. This is important to make the sound play as not all ActorMixer has their volume set at all times&lt;br /&gt;
&lt;br /&gt;
== Exploring Wwise in AssetEditor. ==&lt;br /&gt;
In AssetEditor there is a tool for exploring the audio data, called &amp;quot;Audio Explorer&amp;quot;. This can be used to learn about how wwise works. It also allows you to find which ActorMixer Id you should use and what file to replace if you want to update the sound of something. &lt;br /&gt;
[[File:AssetEditor audio tool.png|left|thumb]]In the tool you get a list of all the events in the game. Under extra you can select if you want Events, Dialog_events or both. Picking one from the dropdown gives you the wwise object graph for the selected events. &lt;br /&gt;
&lt;br /&gt;
In the example here, you see the &amp;quot;Evemt_battle_IND_Small_arms_dlc12_rattling_gun_fire_play_event&amp;quot;. Somewhere in the game database or meta data files, there will be a reference to this name. &lt;br /&gt;
&lt;br /&gt;
The event contains a play action, followed by a set of random containers. Why they are nested instead of one large, no one knows. But from this you can see all the sounds connected. If you want to replace a specific sound, this gives you the wav file to replace. The tool also allows you to preview the sounds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adding new Audio ==&lt;br /&gt;
We have tried to make adding new sounds as simple as possible. This is done using the Audio Compiler in AssetEditor. AssetEditor tries to fill out as much data as possible, to make it as simple as possible.&lt;br /&gt;
&lt;br /&gt;
This is done using the Audio Compiler, which takes a textfile as an input. The format looks like this:&lt;br /&gt;
 {&lt;br /&gt;
   &amp;quot;Settings&amp;quot;: {&lt;br /&gt;
     &amp;quot;Version&amp;quot;: 1,&lt;br /&gt;
     &amp;quot;OutputGame&amp;quot;: &amp;quot;Warhammer3&amp;quot;,&lt;br /&gt;
     &amp;quot;BnkName&amp;quot;: &amp;quot;campaign_diplomacy__ovn&amp;quot;,&lt;br /&gt;
     &amp;quot;RootAudioMixer&amp;quot;: &amp;quot;54848735&amp;quot;,&lt;br /&gt;
     &amp;quot;Language&amp;quot;: &amp;quot;English(uk)&amp;quot;&lt;br /&gt;
   },&lt;br /&gt;
 &lt;br /&gt;
   &amp;quot;Events&amp;quot;: [&lt;br /&gt;
     {&lt;br /&gt;
       &amp;quot;Name&amp;quot;: &amp;quot;Play_Foo&amp;quot;,&lt;br /&gt;
       &amp;quot;Sound&amp;quot;: &amp;quot;Audio\\WWise\\729867288.wem&amp;quot;&lt;br /&gt;
     },&lt;br /&gt;
     {&lt;br /&gt;
       &amp;quot;Name&amp;quot;: &amp;quot;Play_Bar&amp;quot;,&lt;br /&gt;
       &amp;quot;Sound&amp;quot;: &amp;quot;Audio\\WWise\\906470917.wem&amp;quot;&lt;br /&gt;
     }]&lt;br /&gt;
 }&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Project explanation&lt;br /&gt;
!Attribute&lt;br /&gt;
!Description&lt;br /&gt;
!Example Value&lt;br /&gt;
|-&lt;br /&gt;
|Settings.Version&lt;br /&gt;
|The version of the project file&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Settings.OutputGame&lt;br /&gt;
|The game to compile the audio project to. &lt;br /&gt;
|Warhammer3&lt;br /&gt;
|-&lt;br /&gt;
|Settings.BnkName&lt;br /&gt;
|The name of the created bnk file. Files can not be renamed as the file reference the name internally. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Settings.RootAudioMixer&lt;br /&gt;
|The mixer the sounds should belong to&lt;br /&gt;
|54848735, which is the id for diplomacy lines&lt;br /&gt;
|-&lt;br /&gt;
|Settings.Language&lt;br /&gt;
|If the file is a language bnk, this needs to be set to the same name as one of the audio folders in the game&lt;br /&gt;
|English(uk)&lt;br /&gt;
|-&lt;br /&gt;
|Events&lt;br /&gt;
|A list of all the events&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Event.Name&lt;br /&gt;
|The name which the game will use to find the sound&lt;br /&gt;
|Play_Foo&lt;br /&gt;
|-&lt;br /&gt;
|Event.Sound&lt;br /&gt;
|The path to the audio file. At this point it needs to be imported manually and converted&lt;br /&gt;
|Audio\\WWise\\906470917.wem&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Coming features:&lt;br /&gt;
&lt;br /&gt;
* Audio file importer/converter&lt;br /&gt;
* Support for adding dialog_events&lt;br /&gt;
* Support for containers like random.&lt;br /&gt;
* Fixed names for known ActorMixers&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Audio_modding&amp;diff=586</id>
		<title>Audio modding</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Audio_modding&amp;diff=586"/>
		<updated>2023-04-27T18:27:56Z</updated>

		<summary type="html">&lt;p&gt;H3ro: /* Adding new Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After a long time, Audio modding is now possible (for Warhammer 3 at least!) &lt;br /&gt;
&lt;br /&gt;
== Wwise ==&lt;br /&gt;
The total war games uses an audio engine called Wwise. This is a very powerful, but complex system. If you want to audio modding, you also need to get a basic understanding of the tool.&lt;br /&gt;
&lt;br /&gt;
=== WWise Naming ===&lt;br /&gt;
The first thing to understand, there is no names in wwise. When a wwise project is compiled (saved for use) the tool converts all the names into id strings. This is why the game has a ton of files called 9484940112.wem. At some point they were named Karl_Eating_Goblins.wem and so on, but that name is converted (hashed)&lt;br /&gt;
&lt;br /&gt;
=== Wwise event structure ===&lt;br /&gt;
Everything in wwise starts with an event (apart from music).&lt;br /&gt;
&lt;br /&gt;
There are two event types, Event and Dialog_event. After the event there is a chain of object that leads you to the actual audio played. &lt;br /&gt;
&lt;br /&gt;
For example this basic event with will play a random sound from a collection of two.&lt;br /&gt;
&lt;br /&gt;
Karl_Eating_Goblin_Event =&amp;gt; Karl_Eating_Goblin_Event_ActionPlay =&amp;gt; Random Container =&amp;gt; Soundx.mp3, soundy.mp3. &lt;br /&gt;
&lt;br /&gt;
They follow a basic pattern most of the time. Event =&amp;gt; Action =&amp;gt; Container (optional) =&amp;gt; Sound(s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second event type is a dialog_Event. It has nothing to do with dialog, its a lookup table that results in container or sound object. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Enemy_spotted dialog event&lt;br /&gt;
!UnitVoiceActor&lt;br /&gt;
!UnitType&lt;br /&gt;
!SpottedFacton&lt;br /&gt;
!Child&lt;br /&gt;
|-&lt;br /&gt;
|Orc_Female_1&lt;br /&gt;
|Ranged&lt;br /&gt;
|Human&lt;br /&gt;
|123&lt;br /&gt;
|-&lt;br /&gt;
|Orc_Male_1&lt;br /&gt;
|Ranged&lt;br /&gt;
|DarkElf&lt;br /&gt;
|456&lt;br /&gt;
|-&lt;br /&gt;
|OrC_Male2&lt;br /&gt;
|Melee&lt;br /&gt;
|Orc&lt;br /&gt;
|678&lt;br /&gt;
|}&lt;br /&gt;
When the even is triggered, the game sets a set of variables which are used to lookup the child node, which typically points to a Container which in turn points to sounds&lt;br /&gt;
&lt;br /&gt;
Currently Dialog_Events can not be modded, but soon...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The last important bit is the ActorMixer object. This object controls who owns the sounds. Is it a UI sound, game sound, battle sound and so on. This is important to make the sound play as not all ActorMixer has their volume set at all times&lt;br /&gt;
&lt;br /&gt;
== Exploring Wwise in AssetEditor. ==&lt;br /&gt;
In AssetEditor there is a tool for exploring the audio data, called &amp;quot;Audio Explorer&amp;quot;. This can be used to learn about how wwise works. It also allows you to find which ActorMixer Id you should use and what file to replace if you want to update the sound of something. &lt;br /&gt;
[[File:AssetEditor audio tool.png|left|thumb]]In the tool you get a list of all the events in the game. Under extra you can select if you want Events, Dialog_events or both. Picking one from the dropdown gives you the wwise object graph for the selected events. &lt;br /&gt;
&lt;br /&gt;
In the example here, you see the &amp;quot;Evemt_battle_IND_Small_arms_dlc12_rattling_gun_fire_play_event&amp;quot;. Somewhere in the game database or meta data files, there will be a reference to this name. &lt;br /&gt;
&lt;br /&gt;
The event contains a play action, followed by a set of random containers. Why they are nested instead of one large, no one knows. But from this you can see all the sounds connected. If you want to replace a specific sound, this gives you the wav file to replace. The tool also allows you to preview the sounds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adding new Audio ==&lt;br /&gt;
We have tried to make adding new sounds as simple as possible. This is done using the Audio Compiler in AssetEditor. AssetEditor tries to fill out as much data as possible, to make it as simple as possible.&lt;br /&gt;
&lt;br /&gt;
This is done using the Audio Compiler, which takes a textfile as an input. The format looks like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Coming features:&lt;br /&gt;
&lt;br /&gt;
* Audio file importer/converter&lt;br /&gt;
* Support for adding dialog_events&lt;br /&gt;
* Support for containers like random.&lt;br /&gt;
* Fixed names for known ActorMixers&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Audio_modding&amp;diff=585</id>
		<title>Audio modding</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Audio_modding&amp;diff=585"/>
		<updated>2023-04-27T18:24:19Z</updated>

		<summary type="html">&lt;p&gt;H3ro: /* Wwise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After a long time, Audio modding is now possible (for Warhammer 3 at least!) &lt;br /&gt;
&lt;br /&gt;
== Wwise ==&lt;br /&gt;
The total war games uses an audio engine called Wwise. This is a very powerful, but complex system. If you want to audio modding, you also need to get a basic understanding of the tool.&lt;br /&gt;
&lt;br /&gt;
=== WWise Naming ===&lt;br /&gt;
The first thing to understand, there is no names in wwise. When a wwise project is compiled (saved for use) the tool converts all the names into id strings. This is why the game has a ton of files called 9484940112.wem. At some point they were named Karl_Eating_Goblins.wem and so on, but that name is converted (hashed)&lt;br /&gt;
&lt;br /&gt;
=== Wwise event structure ===&lt;br /&gt;
Everything in wwise starts with an event (apart from music).&lt;br /&gt;
&lt;br /&gt;
There are two event types, Event and Dialog_event. After the event there is a chain of object that leads you to the actual audio played. &lt;br /&gt;
&lt;br /&gt;
For example this basic event with will play a random sound from a collection of two.&lt;br /&gt;
&lt;br /&gt;
Karl_Eating_Goblin_Event =&amp;gt; Karl_Eating_Goblin_Event_ActionPlay =&amp;gt; Random Container =&amp;gt; Soundx.mp3, soundy.mp3. &lt;br /&gt;
&lt;br /&gt;
They follow a basic pattern most of the time. Event =&amp;gt; Action =&amp;gt; Container (optional) =&amp;gt; Sound(s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second event type is a dialog_Event. It has nothing to do with dialog, its a lookup table that results in container or sound object. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Enemy_spotted dialog event&lt;br /&gt;
!UnitVoiceActor&lt;br /&gt;
!UnitType&lt;br /&gt;
!SpottedFacton&lt;br /&gt;
!Child&lt;br /&gt;
|-&lt;br /&gt;
|Orc_Female_1&lt;br /&gt;
|Ranged&lt;br /&gt;
|Human&lt;br /&gt;
|123&lt;br /&gt;
|-&lt;br /&gt;
|Orc_Male_1&lt;br /&gt;
|Ranged&lt;br /&gt;
|DarkElf&lt;br /&gt;
|456&lt;br /&gt;
|-&lt;br /&gt;
|OrC_Male2&lt;br /&gt;
|Melee&lt;br /&gt;
|Orc&lt;br /&gt;
|678&lt;br /&gt;
|}&lt;br /&gt;
When the even is triggered, the game sets a set of variables which are used to lookup the child node, which typically points to a Container which in turn points to sounds&lt;br /&gt;
&lt;br /&gt;
Currently Dialog_Events can not be modded, but soon...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The last important bit is the ActorMixer object. This object controls who owns the sounds. Is it a UI sound, game sound, battle sound and so on. This is important to make the sound play as not all ActorMixer has their volume set at all times&lt;br /&gt;
&lt;br /&gt;
== Exploring Wwise in AssetEditor. ==&lt;br /&gt;
In AssetEditor there is a tool for exploring the audio data, called &amp;quot;Audio Explorer&amp;quot;. This can be used to learn about how wwise works. It also allows you to find which ActorMixer Id you should use and what file to replace if you want to update the sound of something. &lt;br /&gt;
[[File:AssetEditor audio tool.png|left|thumb]]In the tool you get a list of all the events in the game. Under extra you can select if you want Events, Dialog_events or both. Picking one from the dropdown gives you the wwise object graph for the selected events. &lt;br /&gt;
&lt;br /&gt;
In the example here, you see the &amp;quot;Evemt_battle_IND_Small_arms_dlc12_rattling_gun_fire_play_event&amp;quot;. Somewhere in the game database or meta data files, there will be a reference to this name. &lt;br /&gt;
&lt;br /&gt;
The event contains a play action, followed by a set of random containers. Why they are nested instead of one large, no one knows. But from this you can see all the sounds connected. If you want to replace a specific sound, this gives you the wav file to replace. The tool also allows you to preview the sounds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adding new Events ==&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Audio_modding&amp;diff=584</id>
		<title>Audio modding</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Audio_modding&amp;diff=584"/>
		<updated>2023-04-27T18:19:45Z</updated>

		<summary type="html">&lt;p&gt;H3ro: /* Wwise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After a long time, Audio modding is now possible (for Warhammer 3 at least!) &lt;br /&gt;
&lt;br /&gt;
== Wwise ==&lt;br /&gt;
The total war games uses an audio engine called Wwise. This is a very powerful, but complex system. If you want to audio modding, you also need to get a basic understanding of the tool.&lt;br /&gt;
&lt;br /&gt;
=== WWise Naming ===&lt;br /&gt;
The first thing to understand, there is no names in wwise. When a wwise project is compiled (saved for use) the tool converts all the names into id strings. This is why the game has a ton of files called 9484940112.wem. At some point they were named Karl_Eating_Goblins.wem and so on, but that name is converted (hashed)&lt;br /&gt;
&lt;br /&gt;
=== Wwise event structure ===&lt;br /&gt;
Everything in wwise starts with an event (apart from music).&lt;br /&gt;
&lt;br /&gt;
There are two event types, Event and Dialog_event. After the event there is a chain of object that leads you to the actual audio played. &lt;br /&gt;
&lt;br /&gt;
For example this basic event with will play a random sound from a collection of two.&lt;br /&gt;
&lt;br /&gt;
Karl_Eating_Goblin_Event =&amp;gt; Karl_Eating_Goblin_Event_ActionPlay =&amp;gt; Random Container =&amp;gt; Soundx.mp3, soundy.mp3. &lt;br /&gt;
&lt;br /&gt;
They follow a basic pattern most of the time. Event =&amp;gt; Action =&amp;gt; Container (optional) =&amp;gt; Sound(s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second event type is a dialog_Event. It has nothing to do with dialog, its a lookup table that results in container or sound object. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Enemy_spotted dialog event&lt;br /&gt;
!UnitVoiceActor&lt;br /&gt;
!UnitType&lt;br /&gt;
!SpottedFacton&lt;br /&gt;
!Child&lt;br /&gt;
|-&lt;br /&gt;
|Orc_Female_1&lt;br /&gt;
|Ranged&lt;br /&gt;
|Human&lt;br /&gt;
|123&lt;br /&gt;
|-&lt;br /&gt;
|Orc_Male_1&lt;br /&gt;
|Ranged&lt;br /&gt;
|DarkElf&lt;br /&gt;
|456&lt;br /&gt;
|-&lt;br /&gt;
|OrC_Male2&lt;br /&gt;
|Melee&lt;br /&gt;
|Orc&lt;br /&gt;
|678&lt;br /&gt;
|}&lt;br /&gt;
When the even is triggered, the game sets a set of variables which are used to lookup the child node, which typically points to a Container which in turn points to sounds&lt;br /&gt;
&lt;br /&gt;
Currently Dialog_Events can not be modded, but soon...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The last important bit is the ActorMixer object. This object controls who owns the sounds. Is it a UI sound, game sound, battle sound and so on. This is important to make the sound play as not all ActorMixer has their volume set at all times&lt;br /&gt;
&lt;br /&gt;
==== Exploring Wwise in AssetEditor. ====&lt;br /&gt;
In AssetEditor there is a tool for exploring the audio data, called &amp;quot;Audio Explorer&amp;quot;. This can be used to learn about how wwise works. It also allows you to find which ActorMixer Id you should use and what file to replace if you want to update the sound of something. &lt;br /&gt;
[[File:AssetEditor audio tool.png|left|thumb]]&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=File:AssetEditor_audio_tool.png&amp;diff=583</id>
		<title>File:AssetEditor audio tool.png</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=File:AssetEditor_audio_tool.png&amp;diff=583"/>
		<updated>2023-04-27T18:19:23Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AssetEditor audio tool&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Audio_modding&amp;diff=582</id>
		<title>Audio modding</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Audio_modding&amp;diff=582"/>
		<updated>2023-04-27T18:15:42Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After a long time, Audio modding is now possible (for Warhammer 3 at least!) &lt;br /&gt;
&lt;br /&gt;
== Wwise ==&lt;br /&gt;
The total war games uses an audio engine called Wwise. This is a very powerful, but complex system. If you want to audio modding, you also need to get a basic understanding of the tool.&lt;br /&gt;
&lt;br /&gt;
=== WWise Naming ===&lt;br /&gt;
The first thing to understand, there is no names in wwise. When a wwise project is compiled (saved for use) the tool converts all the names into id strings. This is why the game has a ton of files called 9484940112.wem. At some point they were named Karl_Eating_Goblins.wem and so on, but that name is converted (hashed)&lt;br /&gt;
&lt;br /&gt;
=== Wwise event structure ===&lt;br /&gt;
Everything in wwise starts with an event (apart from music).&lt;br /&gt;
&lt;br /&gt;
There are two event types, Event and Dialog_event. After the event there is a chain of object that leads you to the actual audio played. &lt;br /&gt;
&lt;br /&gt;
For example this basic event with will play a random sound from a collection of two.&lt;br /&gt;
&lt;br /&gt;
Karl_Eating_Goblin_Event =&amp;gt; Karl_Eating_Goblin_Event_ActionPlay =&amp;gt; Random Container =&amp;gt; Soundx.mp3, soundy.mp3. &lt;br /&gt;
&lt;br /&gt;
They follow a basic pattern most of the time. Event =&amp;gt; Action =&amp;gt; Container (optional) =&amp;gt; Sound(s)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second event type is a dialog_Event. It has nothing to do with dialog, its a lookup table that results in container or sound object. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Enemy_spotted dialog event&lt;br /&gt;
!UnitVoiceActor&lt;br /&gt;
!UnitType&lt;br /&gt;
!SpottedFacton&lt;br /&gt;
!Child&lt;br /&gt;
|-&lt;br /&gt;
|Orc_Female_1&lt;br /&gt;
|Ranged&lt;br /&gt;
|Human&lt;br /&gt;
|123&lt;br /&gt;
|-&lt;br /&gt;
|Orc_Male_1&lt;br /&gt;
|Ranged&lt;br /&gt;
|DarkElf&lt;br /&gt;
|456&lt;br /&gt;
|-&lt;br /&gt;
|OrC_Male2&lt;br /&gt;
|Melee&lt;br /&gt;
|Orc&lt;br /&gt;
|678&lt;br /&gt;
|}&lt;br /&gt;
When the even is triggered, the game sets a set of variables which are used to lookup the child node, which typically points to a Container which in turn points to sounds&lt;br /&gt;
&lt;br /&gt;
Currently Dialog_Events can not be modded, but soon...&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Audio_modding&amp;diff=581</id>
		<title>Audio modding</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Audio_modding&amp;diff=581"/>
		<updated>2023-04-27T18:07:28Z</updated>

		<summary type="html">&lt;p&gt;H3ro: Created page with &amp;quot;After a long time, Audio modding is now possible (for Warhammer 3 at least!)   == Wwise == The total war games uses an audio engine called Wwise. This is a very powerful, but...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After a long time, Audio modding is now possible (for Warhammer 3 at least!) &lt;br /&gt;
&lt;br /&gt;
== Wwise ==&lt;br /&gt;
The total war games uses an audio engine called Wwise. This is a very powerful, but complex system. If you want to audio modding, you also need to get a basic understanding of the tool.&lt;br /&gt;
&lt;br /&gt;
=== WWise Naming ===&lt;br /&gt;
The first thing to understand, there is no names in wwise. When a wwise project is compiled (saved for use) the tool converts all the names into id strings. This is why the game has a ton of files called 9484940112.wem. At some point they were named Karl_Eating_Goblins.wem and so on, but that name is converted (hashed)&lt;br /&gt;
&lt;br /&gt;
=== Wwise event structure ===&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=536</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=536"/>
		<updated>2022-09-01T10:15:00Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
'''Download link''': [https://github.com/olekristianhomelien/TheAssetEditor/releases/latest https://github.com/donkeyProgramming/TheAssetEditor/releases/latest]&lt;br /&gt;
&lt;br /&gt;
'''Youtube tutorials:''' https://www.youtube.com/channel/UCXnf2q9fRNYlMn4XULPLKgg&lt;br /&gt;
&lt;br /&gt;
'''Beginner tutorial by FaallenOon:''' [https://docs.google.com/document/d/1QZefJwJLvG_ny2MUMZZvvxV-4o2AAuSCmmiA-twAIXw/edit https://docs.google.com/document/d/1QZefJwJLvG_ny2MUMZZvvxV-4o2AAuSCmmiA-twAIXw] &lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
===Creating a New Packfile===&lt;br /&gt;
To create a new packfile go to the top left corner of the program and click file then select New Packfile and a window will open asking you to enter a name, once you have entered a name press ok and your packfile will be created in the file browser to the left and will be marked as active which is identified by '''bold''' text.&lt;br /&gt;
&lt;br /&gt;
===Opening a Model ===&lt;br /&gt;
To get started working with models navigate to the file browser on the left and open the All CA Packs folder, scroll down to variantmeshes, into wh_variantmodels and browse through the list for a model of your choosing and once you have found the model that you seek you can double click upon the rigid_model_v2 file to open the model within the 3d viewer.&lt;br /&gt;
&lt;br /&gt;
====How to find a Model====&lt;br /&gt;
If you have an idea of what kind of model you are looking for you can use the Search Filter box at the top of the file browser to try and narrow down the amount of folders you need to search through but if you do not then you can take a rough guess at where models are located by the folder names which correspond to the models skeleton for example:&lt;br /&gt;
&lt;br /&gt;
*hu1 = humanoid01 - which are associated with male humans.&lt;br /&gt;
&lt;br /&gt;
*hu1b = humanoid01b - which are associated with female humans and female elves.&lt;br /&gt;
&lt;br /&gt;
*hu1c = humanoid01c - which are associated with norscan and chaos humans.&lt;br /&gt;
&lt;br /&gt;
Etc, you'll quickly become familiar with these while modding.&lt;br /&gt;
&lt;br /&gt;
===Camera Controls===&lt;br /&gt;
While in the visual work space you can navigate the 3d area by placing your mouse cursor within the window and using the following:&lt;br /&gt;
&lt;br /&gt;
*Holding down Alt + Left Mouse Button (LMB) will move the camera around a fixed point.&lt;br /&gt;
&lt;br /&gt;
*Holding down Alt + Scrolling the Mouse Wheel up will zoom in towards the fixed point and scrolling it back will zoom out.&lt;br /&gt;
&lt;br /&gt;
*Holding down Alt + Right Mouse Button (RMB) will allow you to reposition the fixed point.&lt;br /&gt;
&lt;br /&gt;
===Saving a Model===&lt;br /&gt;
To save your freshly acquired model to your packfile navigate to the tool bar at the top of the screen and hit the save icon (Ctrl+S) at which point you will see the model appear under your packfile in the file browser marked in red which means that you have saved the models current state but this does not save your packfile and closing the program before doing so will delete any work you have done up to this point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are working with multiple packfiles at the same time you must switch to the correct packfile before saving your models or they will save in the wrong place, to do this right click an inactive pack in the file browser and select Set as Editable Pack.&lt;br /&gt;
&lt;br /&gt;
===Saving a Packfile===&lt;br /&gt;
To save your packfile navigate to the file browser and right click your packfiles name, select Save or Save As and select a location for your file then hit save again, your packfile is now saved and it is safe to close the program.[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
== Sub Tools==&lt;br /&gt;
&lt;br /&gt;
=== Kitbash Editor===&lt;br /&gt;
Select a .rmv2 file to open the Kitbash Editor&lt;br /&gt;
&lt;br /&gt;
Find your self a model to play with.  Go to:&lt;br /&gt;
&lt;br /&gt;
variantmeshes/ &lt;br /&gt;
&lt;br /&gt;
wh_variantmodels/&lt;br /&gt;
&lt;br /&gt;
There is folders named after skeletons.  hu1 is for humans.&lt;br /&gt;
&lt;br /&gt;
In hu1 you have files for each factions that use it.&lt;br /&gt;
&lt;br /&gt;
Look for a file that ends with .rigid_model_V2&lt;br /&gt;
&lt;br /&gt;
Ignore the .wsmodels for now&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
[[File:Remapping.png|none|thumb|Old and messy tutorial]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
'''Excellent, must read tutorial for how to use the tool''': https://docs.google.com/document/d/123LZH16sY2EGRJWwTH4T3XvT0ENUUQXLLfL6tVUtezk/edit&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
#Information about the rider and mount (mesh, skeleton and animation)&lt;br /&gt;
#Control how the rider is attached to the mount&lt;br /&gt;
#*Rider root bone (probably never change this)&lt;br /&gt;
#*Leg animation (disabled for now)&lt;br /&gt;
#*The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
#Settings for the animation - Hopefully pretty intuitive&lt;br /&gt;
#Rider and mount animation fragment and active slots &lt;br /&gt;
#*Mount is the animation fragment used by the mount&lt;br /&gt;
#*Rider is the animation fragment used by the rider&lt;br /&gt;
#*Mount animation tag is the animation used by the mount&lt;br /&gt;
#Save and Preview:&lt;br /&gt;
#*Update the preview to reflect changes done in the animation settings view&lt;br /&gt;
#*Active fragment to add items to&lt;br /&gt;
#*Slot in the active fragment to add to&lt;br /&gt;
#*Batch process based on the values in &amp;quot;Mount link shortcut view&amp;quot;&lt;br /&gt;
#Drawing related things&lt;br /&gt;
[[File:Mount tool defaultworkflow.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
====Workflow====&lt;br /&gt;
#Select rider and mount meshes&lt;br /&gt;
#Select attachment point&lt;br /&gt;
#Select rider and mount fragment&lt;br /&gt;
#Play around with the settings until you are happy with how it looks&lt;br /&gt;
#Press Batch prosess to generate animpack, bin and fragment.&lt;br /&gt;
#Look at the report to see if manual tweaks are needed.&lt;br /&gt;
#If manual tweaks are needed:&lt;br /&gt;
##Load the new fragment into &amp;quot;selected fragment&amp;quot;&lt;br /&gt;
##Find a slot that needs to be fixed.&lt;br /&gt;
##Select the correct Mount tag for the selected rider slot&lt;br /&gt;
##Select a rider tag that looks good&lt;br /&gt;
##Press add to fragment&lt;br /&gt;
##Repeat&lt;br /&gt;
[[File:Mount tool defaultworkflow fixstuff.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
====Sliding====&lt;br /&gt;
If the rider is sliding around or popping, make sure that the scale of the mount is correct.&lt;br /&gt;
&lt;br /&gt;
====Matched animations====&lt;br /&gt;
Matched animations does not work well right now, I recommend deleting them. &lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AnimPack Editor ===&lt;br /&gt;
The tool comes with an animation pack editor. The animpack is the file which controls how animations are configured. &lt;br /&gt;
&lt;br /&gt;
Refer to the &amp;quot;animation and you&amp;quot; tutorial for more information about how they are structured &lt;br /&gt;
&lt;br /&gt;
[[File:Images.png|alt=|1226x1226px]]&lt;br /&gt;
&lt;br /&gt;
==== How to create a new fragment (animation set) for a unit ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Go to '''File -&amp;gt; Create -&amp;gt; New AnimPack(game''') and enter a name when prompted. This gives you a very basic example of how the file works. For more information I recommend looking into the existing game animpack&lt;br /&gt;
&lt;br /&gt;
By default the tool creates a placeholder bin entry[[File:CustomAnimPack.png|left|alt=|1373x1373px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Create a new fragment by going to '''File-&amp;gt;New AnimationSet(Game)''' inside the animpack editor. This gives you the fragment where the animation information about the unit is stored&lt;br /&gt;
&lt;br /&gt;
Edit the bin to to be sensible values. Best way to do this is by copying a bin which is the closest to what you want to do. In this case it was the &amp;quot;hu2_orc_2handed_axe&amp;quot; entry and then I replaced the &amp;quot;hu2_orc_2handed_axe&amp;quot; names with the new name of the fragment.&lt;br /&gt;
&lt;br /&gt;
'''Save the bin.'''&lt;br /&gt;
&lt;br /&gt;
[[File:BinValues.png|alt=|1376x1376px]]&lt;br /&gt;
&lt;br /&gt;
Go the the frag, it contains some example data. Replace it with the data you want. Typically this means copy pasting in the fragment the closest to what you want, then updating it. In this case it was the &amp;quot;hu2_orc_2handed_axe&amp;quot; and I updated some of the meta files to use the new files I have created (Note, the files on the left in the tree view has not yet been renamed!)&lt;br /&gt;
&lt;br /&gt;
'''Save the frg, then save the animpack by going to File-&amp;gt;Save'''&lt;br /&gt;
[[File:EditAndSaveFrg.png|thumb|alt=|none|1375x1375px]]Now your animpack is done, but you need to link it to a unit. Dindi has kindly created an example animpack for how to do this!&lt;br /&gt;
[[File:Anim db example.pack|none|thumb]]&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=451</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=451"/>
		<updated>2022-01-15T11:51:01Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
'''Download link''': https://github.com/olekristianhomelien/TheAssetEditor/releases/latest&lt;br /&gt;
&lt;br /&gt;
'''Youtube tutorials:''' https://www.youtube.com/channel/UCXnf2q9fRNYlMn4XULPLKgg&lt;br /&gt;
&lt;br /&gt;
'''Beginner tutorial by FaallenOon:''' [https://docs.google.com/document/d/1QZefJwJLvG_ny2MUMZZvvxV-4o2AAuSCmmiA-twAIXw/edit https://docs.google.com/document/d/1QZefJwJLvG_ny2MUMZZvvxV-4o2AAuSCmmiA-twAIXw] &lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
===Creating a New Packfile===&lt;br /&gt;
To create a new packfile go to the top left corner of the program and click file then select New Packfile and a window will open asking you to enter a name, once you have entered a name press ok and your packfile will be created in the file browser to the left and will be marked as active which is identified by '''bold''' text.&lt;br /&gt;
&lt;br /&gt;
===Opening a Model ===&lt;br /&gt;
To get started working with models navigate to the file browser on the left and open the All CA Packs folder, scroll down to variantmeshes, into wh_variantmodels and browse through the list for a model of your choosing and once you have found the model that you seek you can double click upon the rigid_model_v2 file to open the model within the 3d viewer.&lt;br /&gt;
&lt;br /&gt;
====How to find a Model====&lt;br /&gt;
If you have an idea of what kind of model you are looking for you can use the Search Filter box at the top of the file browser to try and narrow down the amount of folders you need to search through but if you do not then you can take a rough guess at where models are located by the folder names which correspond to the models skeleton for example:&lt;br /&gt;
&lt;br /&gt;
*hu1 = humanoid01 - which are associated with male humans.&lt;br /&gt;
&lt;br /&gt;
*hu1b = humanoid01b - which are associated with female humans and female elves.&lt;br /&gt;
&lt;br /&gt;
*hu1c = humanoid01c - which are associated with norscan and chaos humans.&lt;br /&gt;
&lt;br /&gt;
Etc, you'll quickly become familiar with these while modding.&lt;br /&gt;
&lt;br /&gt;
===Camera Controls===&lt;br /&gt;
While in the visual work space you can navigate the 3d area by placing your mouse cursor within the window and using the following:&lt;br /&gt;
&lt;br /&gt;
*Holding down Alt + Left Mouse Button (LMB) will move the camera around a fixed point.&lt;br /&gt;
&lt;br /&gt;
*Holding down Alt + Scrolling the Mouse Wheel up will zoom in towards the fixed point and scrolling it back will zoom out.&lt;br /&gt;
&lt;br /&gt;
*Holding down Alt + Right Mouse Button (RMB) will allow you to reposition the fixed point.&lt;br /&gt;
&lt;br /&gt;
===Saving a Model===&lt;br /&gt;
To save your freshly acquired model to your packfile navigate to the tool bar at the top of the screen and hit the save icon (Ctrl+S) at which point you will see the model appear under your packfile in the file browser marked in red which means that you have saved the models current state but this does not save your packfile and closing the program before doing so will delete any work you have done up to this point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are working with multiple packfiles at the same time you must switch to the correct packfile before saving your models or they will save in the wrong place, to do this right click an inactive pack in the file browser and select Set as Editable Pack.&lt;br /&gt;
&lt;br /&gt;
===Saving a Packfile===&lt;br /&gt;
To save your packfile navigate to the file browser and right click your packfiles name, select Save or Save As and select a location for your file then hit save again, your packfile is now saved and it is safe to close the program.[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
== Sub Tools==&lt;br /&gt;
&lt;br /&gt;
=== Kitbash Editor===&lt;br /&gt;
Select a .rmv2 file to open the Kitbash Editor&lt;br /&gt;
&lt;br /&gt;
Find your self a model to play with.  Go to:&lt;br /&gt;
&lt;br /&gt;
variantmeshes/ &lt;br /&gt;
&lt;br /&gt;
wh_variantmodels/&lt;br /&gt;
&lt;br /&gt;
There is folders named after skeletons.  hu1 is for humans.&lt;br /&gt;
&lt;br /&gt;
In hu1 you have files for each factions that use it.&lt;br /&gt;
&lt;br /&gt;
Look for a file that ends with .rigid_model_V2&lt;br /&gt;
&lt;br /&gt;
Ignore the .wsmodels for now&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
[[File:Remapping.png|none|thumb|Old and messy tutorial]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
'''Excellent, must read tutorial for how to use the tool''': https://docs.google.com/document/d/123LZH16sY2EGRJWwTH4T3XvT0ENUUQXLLfL6tVUtezk/edit&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
#Information about the rider and mount (mesh, skeleton and animation)&lt;br /&gt;
#Control how the rider is attached to the mount&lt;br /&gt;
#*Rider root bone (probably never change this)&lt;br /&gt;
#*Leg animation (disabled for now)&lt;br /&gt;
#*The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
#Settings for the animation - Hopefully pretty intuitive&lt;br /&gt;
#Rider and mount animation fragment and active slots &lt;br /&gt;
#*Mount is the animation fragment used by the mount&lt;br /&gt;
#*Rider is the animation fragment used by the rider&lt;br /&gt;
#*Mount animation tag is the animation used by the mount&lt;br /&gt;
#Save and Preview:&lt;br /&gt;
#*Update the preview to reflect changes done in the animation settings view&lt;br /&gt;
#*Active fragment to add items to&lt;br /&gt;
#*Slot in the active fragment to add to&lt;br /&gt;
#*Batch process based on the values in &amp;quot;Mount link shortcut view&amp;quot;&lt;br /&gt;
#Drawing related things&lt;br /&gt;
[[File:Mount tool defaultworkflow.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
====Workflow====&lt;br /&gt;
#Select rider and mount meshes&lt;br /&gt;
#Select attachment point&lt;br /&gt;
#Select rider and mount fragment&lt;br /&gt;
#Play around with the settings until you are happy with how it looks&lt;br /&gt;
#Press Batch prosess to generate animpack, bin and fragment.&lt;br /&gt;
#Look at the report to see if manual tweaks are needed.&lt;br /&gt;
#If manual tweaks are needed:&lt;br /&gt;
##Load the new fragment into &amp;quot;selected fragment&amp;quot;&lt;br /&gt;
##Find a slot that needs to be fixed.&lt;br /&gt;
##Select the correct Mount tag for the selected rider slot&lt;br /&gt;
##Select a rider tag that looks good&lt;br /&gt;
##Press add to fragment&lt;br /&gt;
##Repeat&lt;br /&gt;
[[File:Mount tool defaultworkflow fixstuff.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
====Sliding====&lt;br /&gt;
If the rider is sliding around or popping, make sure that the scale of the mount is correct.&lt;br /&gt;
&lt;br /&gt;
====Matched animations====&lt;br /&gt;
Matched animations does not work well right now, I recommend deleting them. &lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AnimPack Editor ===&lt;br /&gt;
The tool comes with an animation pack editor. The animpack is the file which controls how animations are configured. &lt;br /&gt;
&lt;br /&gt;
Refer to the &amp;quot;animation and you&amp;quot; tutorial for more information about how they are structured &lt;br /&gt;
&lt;br /&gt;
[[File:Images.png|alt=|1226x1226px]]&lt;br /&gt;
&lt;br /&gt;
==== How to create a new fragment (animation set) for a unit ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Go to '''File -&amp;gt; Create -&amp;gt; New AnimPack(game''') and enter a name when prompted. This gives you a very basic example of how the file works. For more information I recommend looking into the existing game animpack&lt;br /&gt;
&lt;br /&gt;
By default the tool creates a placeholder bin entry[[File:CustomAnimPack.png|left|alt=|1373x1373px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Create a new fragment by going to '''File-&amp;gt;New AnimationSet(Game)''' inside the animpack editor. This gives you the fragment where the animation information about the unit is stored&lt;br /&gt;
&lt;br /&gt;
Edit the bin to to be sensible values. Best way to do this is by copying a bin which is the closest to what you want to do. In this case it was the &amp;quot;hu2_orc_2handed_axe&amp;quot; entry and then I replaced the &amp;quot;hu2_orc_2handed_axe&amp;quot; names with the new name of the fragment.&lt;br /&gt;
&lt;br /&gt;
'''Save the bin.'''&lt;br /&gt;
&lt;br /&gt;
[[File:BinValues.png|alt=|1376x1376px]]&lt;br /&gt;
&lt;br /&gt;
Go the the frag, it contains some example data. Replace it with the data you want. Typically this means copy pasting in the fragment the closest to what you want, then updating it. In this case it was the &amp;quot;hu2_orc_2handed_axe&amp;quot; and I updated some of the meta files to use the new files I have created (Note, the files on the left in the tree view has not yet been renamed!)&lt;br /&gt;
&lt;br /&gt;
'''Save the frg, then save the animpack by going to File-&amp;gt;Save'''&lt;br /&gt;
[[File:EditAndSaveFrg.png|thumb|alt=|none|1375x1375px]]Now your animpack is done, but you need to link it to a unit. Dindi has kindly created an example animpack for how to do this!&lt;br /&gt;
[[File:Anim db example.pack|none|thumb]]&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=450</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=450"/>
		<updated>2022-01-15T11:50:28Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
'''Download link''': https://github.com/olekristianhomelien/TheAssetEditor/releases/latest&lt;br /&gt;
&lt;br /&gt;
'''Youtube tutorials:''' https://www.youtube.com/channel/UCXnf2q9fRNYlMn4XULPLKgg&lt;br /&gt;
&lt;br /&gt;
'''Beginner tutorial by FaallenOon:''' [https://docs.google.com/document/d/1QZefJwJLvG_ny2MUMZZvvxV-4o2AAuSCmmiA-twAIXw/edit https://docs.google.com/document/d/1QZefJwJLvG_ny2MUMZZvvxV-4o2AAuSCmmiA-twAIXw] &lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
===Creating a New Packfile===&lt;br /&gt;
To create a new packfile go to the top left corner of the program and click file then select New Packfile and a window will open asking you to enter a name, once you have entered a name press ok and your packfile will be created in the file browser to the left and will be marked as active which is identified by '''bold''' text.&lt;br /&gt;
&lt;br /&gt;
===Opening a Model ===&lt;br /&gt;
To get started working with models navigate to the file browser on the left and open the All CA Packs folder, scroll down to variantmeshes, into wh_variantmodels and browse through the list for a model of your choosing and once you have found the model that you seek you can double click upon the rigid_model_v2 file to open the model within the 3d viewer.&lt;br /&gt;
&lt;br /&gt;
====How to find a Model====&lt;br /&gt;
If you have an idea of what kind of model you are looking for you can use the Search Filter box at the top of the file browser to try and narrow down the amount of folders you need to search through but if you do not then you can take a rough guess at where models are located by the folder names which correspond to the models skeleton for example:&lt;br /&gt;
&lt;br /&gt;
*hu1 = humanoid01 - which are associated with male humans.&lt;br /&gt;
&lt;br /&gt;
*hu1b = humanoid01b - which are associated with female humans and female elves.&lt;br /&gt;
&lt;br /&gt;
*hu1c = humanoid01c - which are associated with norscan and chaos humans.&lt;br /&gt;
&lt;br /&gt;
Etc, you'll quickly become familiar with these while modding.&lt;br /&gt;
&lt;br /&gt;
===Camera Controls===&lt;br /&gt;
While in the visual work space you can navigate the 3d area by placing your mouse cursor within the window and using the following:&lt;br /&gt;
&lt;br /&gt;
*Holding down Alt + Left Mouse Button (LMB) will move the camera around a fixed point.&lt;br /&gt;
&lt;br /&gt;
*Holding down Alt + Scrolling the Mouse Wheel up will zoom in towards the fixed point and scrolling it back will zoom out.&lt;br /&gt;
&lt;br /&gt;
*Holding down Alt + Right Mouse Button (RMB) will allow you to reposition the fixed point.&lt;br /&gt;
&lt;br /&gt;
===Saving a Model===&lt;br /&gt;
To save your freshly acquired model to your packfile navigate to the tool bar at the top of the screen and hit the save icon (Ctrl+S) at which point you will see the model appear under your packfile in the file browser marked in red which means that you have saved the models current state but this does not save your packfile and closing the program before doing so will delete any work you have done up to this point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are working with multiple packfiles at the same time you must switch to the correct packfile before saving your models or they will save in the wrong place, to do this right click an inactive pack in the file browser and select Set as Editable Pack.&lt;br /&gt;
&lt;br /&gt;
===Saving a Packfile===&lt;br /&gt;
To save your packfile navigate to the file browser and right click your packfiles name, select Save or Save As and select a location for your file then hit save again, your packfile is now saved and it is safe to close the program.[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
== Sub Tools==&lt;br /&gt;
&lt;br /&gt;
=== Kitbash Editor===&lt;br /&gt;
Select a .rmv2 file to open the Kitbash Editor&lt;br /&gt;
&lt;br /&gt;
Find your self a model to play with.  Go to:&lt;br /&gt;
&lt;br /&gt;
variantmeshes/ &lt;br /&gt;
&lt;br /&gt;
wh_variantmodels/&lt;br /&gt;
&lt;br /&gt;
There is folders named after skeletons.  hu1 is for humans.&lt;br /&gt;
&lt;br /&gt;
In hu1 you have files for each factions that use it.&lt;br /&gt;
&lt;br /&gt;
Look for a file that ends with .rigid_model_V2&lt;br /&gt;
&lt;br /&gt;
Ignore the .wsmodels for now&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
[[File:Remapping.png|none|thumb|Old and messy tutorial]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
'''Excellent, must read tutorial for how to use the tool''': https://docs.google.com/document/d/123LZH16sY2EGRJWwTH4T3XvT0ENUUQXLLfL6tVUtezk/edit&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
#Information about the rider and mount (mesh, skeleton and animation)&lt;br /&gt;
#Control how the rider is attached to the mount&lt;br /&gt;
#*Rider root bone (probably never change this)&lt;br /&gt;
#*Leg animation (disabled for now)&lt;br /&gt;
#*The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
#Settings for the animation - Hopefully pretty intuitive&lt;br /&gt;
#Rider and mount animation fragment and active slots &lt;br /&gt;
#*Mount is the animation fragment used by the mount&lt;br /&gt;
#*Rider is the animation fragment used by the rider&lt;br /&gt;
#*Mount animation tag is the animation used by the mount&lt;br /&gt;
#Save and Preview:&lt;br /&gt;
#*Update the preview to reflect changes done in the animation settings view&lt;br /&gt;
#*Active fragment to add items to&lt;br /&gt;
#*Slot in the active fragment to add to&lt;br /&gt;
#*Batch process based on the values in &amp;quot;Mount link shortcut view&amp;quot;&lt;br /&gt;
#Drawing related things&lt;br /&gt;
[[File:Mount tool defaultworkflow.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
====Workflow====&lt;br /&gt;
#Select rider and mount meshes&lt;br /&gt;
#Select attachment point&lt;br /&gt;
#Select rider and mount fragment&lt;br /&gt;
#Play around with the settings until you are happy with how it looks&lt;br /&gt;
#Press Batch prosess to generate animpack, bin and fragment.&lt;br /&gt;
#Look at the report to see if manual tweaks are needed.&lt;br /&gt;
#If manual tweaks are needed:&lt;br /&gt;
##Load the new fragment into &amp;quot;selected fragment&amp;quot;&lt;br /&gt;
##Find a slot that needs to be fixed.&lt;br /&gt;
##Select the correct Mount tag for the selected rider slot&lt;br /&gt;
##Select a rider tag that looks good&lt;br /&gt;
##Press add to fragment&lt;br /&gt;
##Repeat&lt;br /&gt;
[[File:Mount tool defaultworkflow fixstuff.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
====Sliding====&lt;br /&gt;
If the rider is sliding around or popping, make sure that the scale of the mount is correct.&lt;br /&gt;
&lt;br /&gt;
====Matched animations====&lt;br /&gt;
Matched animations does not work well right now, I recommend deleting them. &lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AnimPack Editor ===&lt;br /&gt;
The tool comes with an animation pack editor. The animpack is the file which controls how animations are configured. &lt;br /&gt;
&lt;br /&gt;
Refer to the &amp;quot;animation and you&amp;quot; tutorial for more information about how they are structured &lt;br /&gt;
&lt;br /&gt;
[[File:Images.png|alt=|1226x1226px]]&lt;br /&gt;
&lt;br /&gt;
==== How to create a new fragment (animation set) for a unit ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Go to '''File -&amp;gt; Create -&amp;gt; New AnimPack(game''') and enter a name when prompted. This gives you a very basic example of how the file works. For more information I recommend looking into the existing game animpack&lt;br /&gt;
&lt;br /&gt;
By default the tool creates a placeholder bin entry[[File:CustomAnimPack.png|left|alt=|1373x1373px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Create a new fragment by going to '''File-&amp;gt;New AnimationSet(Game)''' inside the animpack editor. This gives you the fragment where the animation information about the unit is stored&lt;br /&gt;
&lt;br /&gt;
Edit the bin to to be sensible values. Best way to do this is by copying a bin which is the closest to what you want to do. In this case it was the &amp;quot;hu2_orc_2handed_axe&amp;quot; entry and then I replaced the &amp;quot;hu2_orc_2handed_axe&amp;quot; names with the new name of the fragment.&lt;br /&gt;
&lt;br /&gt;
'''Save the bin.'''&lt;br /&gt;
&lt;br /&gt;
[[File:BinValues.png|alt=|1376x1376px]]&lt;br /&gt;
&lt;br /&gt;
Go the the frag, it contains some example data. Replace it with the data you want. Typically this means copy pasting in the fragment the closest to what you want, then updating it. In this case it was the &amp;quot;hu2_orc_2handed_axe&amp;quot; and I updated some of the meta files to use the new files I have created (Note, the files on the left in the tree view has not yet been renamed!)&lt;br /&gt;
&lt;br /&gt;
'''Save the frg, then save the animpack by going to File-&amp;gt;Save'''&lt;br /&gt;
[[File:EditAndSaveFrg.png|thumb|alt=|none|1375x1375px]]Now your animpack is done, but you need to link it to a unit. Dindi has kindly created an example animpack for how to do this!&lt;br /&gt;
[[File:Anim db example.pack|none|thumb]]&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=442</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=442"/>
		<updated>2022-01-14T20:31:49Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
'''Download link''': https://github.com/olekristianhomelien/TheAssetEditor/releases/latest&lt;br /&gt;
&lt;br /&gt;
'''Youtube tutorials:''' https://www.youtube.com/channel/UCXnf2q9fRNYlMn4XULPLKgg&lt;br /&gt;
&lt;br /&gt;
'''Beginner tutorial by FaallenOon:''' [https://docs.google.com/document/d/1QZefJwJLvG_ny2MUMZZvvxV-4o2AAuSCmmiA-twAIXw/edit https://docs.google.com/document/d/1QZefJwJLvG_ny2MUMZZvvxV-4o2AAuSCmmiA-twAIXw] &lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
===Creating a New Packfile===&lt;br /&gt;
To create a new packfile go to the top left corner of the program and click file then select New Packfile and a window will open asking you to enter a name, once you have entered a name press ok and your packfile will be created in the file browser to the left and will be marked as active which is identified by '''bold''' text.&lt;br /&gt;
&lt;br /&gt;
===Opening a Model ===&lt;br /&gt;
To get started working with models navigate to the file browser on the left and open the All CA Packs folder, scroll down to variantmeshes, into wh_variantmodels and browse through the list for a model of your choosing and once you have found the model that you seek you can double click upon the rigid_model_v2 file to open the model within the 3d viewer.&lt;br /&gt;
&lt;br /&gt;
====How to find a Model====&lt;br /&gt;
If you have an idea of what kind of model you are looking for you can use the Search Filter box at the top of the file browser to try and narrow down the amount of folders you need to search through but if you do not then you can take a rough guess at where models are located by the folder names which correspond to the models skeleton for example:&lt;br /&gt;
&lt;br /&gt;
*hu1 = humanoid01 - which are associated with male humans.&lt;br /&gt;
&lt;br /&gt;
*hu1b = humanoid01b - which are associated with female humans and female elves.&lt;br /&gt;
&lt;br /&gt;
*hu1c = humanoid01c - which are associated with norscan and chaos humans.&lt;br /&gt;
&lt;br /&gt;
Etc, you'll quickly become familiar with these while modding.&lt;br /&gt;
&lt;br /&gt;
===Camera Controls===&lt;br /&gt;
While in the visual work space you can navigate the 3d area by placing your mouse cursor within the window and using the following:&lt;br /&gt;
&lt;br /&gt;
*Holding down Alt + Left Mouse Button (LMB) will move the camera around a fixed point.&lt;br /&gt;
&lt;br /&gt;
*Holding down Alt + Scrolling the Mouse Wheel up will zoom in towards the fixed point and scrolling it back will zoom out.&lt;br /&gt;
&lt;br /&gt;
*Holding down Alt + Right Mouse Button (RMB) will allow you to reposition the fixed point.&lt;br /&gt;
&lt;br /&gt;
===Saving a Model===&lt;br /&gt;
To save your freshly acquired model to your packfile navigate to the tool bar at the top of the screen and hit the save icon (Ctrl+S) at which point you will see the model appear under your packfile in the file browser marked in red which means that you have saved the models current state but this does not save your packfile and closing the program before doing so will delete any work you have done up to this point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are working with multiple packfiles at the same time you must switch to the correct packfile before saving your models or they will save in the wrong place, to do this right click an inactive pack in the file browser and select Set as Editable Pack.&lt;br /&gt;
&lt;br /&gt;
===Saving a Packfile===&lt;br /&gt;
To save your packfile navigate to the file browser and right click your packfiles name, select Save or Save As and select a location for your file then hit save again, your packfile is now saved and it is safe to close the program.[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
== Sub Tools==&lt;br /&gt;
&lt;br /&gt;
=== Kitbash Editor===&lt;br /&gt;
Select a .rmv2 file to open the Kitbash Editor&lt;br /&gt;
&lt;br /&gt;
Find your self a model to play with.  Go to:&lt;br /&gt;
&lt;br /&gt;
variantmeshes/ &lt;br /&gt;
&lt;br /&gt;
wh_variantmodels/&lt;br /&gt;
&lt;br /&gt;
There is folders named after skeletons.  hu1 is for humans.&lt;br /&gt;
&lt;br /&gt;
In hu1 you have files for each factions that use it.&lt;br /&gt;
&lt;br /&gt;
Look for a file that ends with .rigid_model_V2&lt;br /&gt;
&lt;br /&gt;
Ignore the .wsmodels for now&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
[[File:Remapping.png|none|thumb|Old and messy tutorial]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
'''Excellent, must read tutorial for how to use the tool''': https://docs.google.com/document/d/123LZH16sY2EGRJWwTH4T3XvT0ENUUQXLLfL6tVUtezk/edit&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
#Information about the rider and mount (mesh, skeleton and animation)&lt;br /&gt;
#Control how the rider is attached to the mount&lt;br /&gt;
#*Rider root bone (probably never change this)&lt;br /&gt;
#*Leg animation (disabled for now)&lt;br /&gt;
#*The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
#Settings for the animation - Hopefully pretty intuitive&lt;br /&gt;
#Rider and mount animation fragment and active slots &lt;br /&gt;
#*Mount is the animation fragment used by the mount&lt;br /&gt;
#*Rider is the animation fragment used by the rider&lt;br /&gt;
#*Mount animation tag is the animation used by the mount&lt;br /&gt;
#Save and Preview:&lt;br /&gt;
#*Update the preview to reflect changes done in the animation settings view&lt;br /&gt;
#*Active fragment to add items to&lt;br /&gt;
#*Slot in the active fragment to add to&lt;br /&gt;
#*Batch process based on the values in &amp;quot;Mount link shortcut view&amp;quot;&lt;br /&gt;
#Drawing related things&lt;br /&gt;
[[File:Mount tool defaultworkflow.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
====Workflow====&lt;br /&gt;
#Select rider and mount meshes&lt;br /&gt;
#Select attachment point&lt;br /&gt;
#Select rider and mount fragment&lt;br /&gt;
#Play around with the settings until you are happy with how it looks&lt;br /&gt;
#Press Batch prosess to generate animpack, bin and fragment.&lt;br /&gt;
#Look at the report to see if manual tweaks are needed.&lt;br /&gt;
#If manual tweaks are needed:&lt;br /&gt;
##Load the new fragment into &amp;quot;selected fragment&amp;quot;&lt;br /&gt;
##Find a slot that needs to be fixed.&lt;br /&gt;
##Select the correct Mount tag for the selected rider slot&lt;br /&gt;
##Select a rider tag that looks good&lt;br /&gt;
##Press add to fragment&lt;br /&gt;
##Repeat&lt;br /&gt;
[[File:Mount tool defaultworkflow fixstuff.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
====Sliding====&lt;br /&gt;
If the rider is sliding around or popping, make sure that the scale of the mount is correct.&lt;br /&gt;
&lt;br /&gt;
====Matched animations====&lt;br /&gt;
Matched animations does not work well right now, I recommend deleting them. &lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AnimPack Editor ===&lt;br /&gt;
The tool comes with an animation pack editor. The animpack is the file which controls how animations are configured. &lt;br /&gt;
&lt;br /&gt;
Refer to the &amp;quot;animation and you&amp;quot; tutorial for more information about how they are structured &lt;br /&gt;
&lt;br /&gt;
[[File:Images.png|alt=|1226x1226px]]&lt;br /&gt;
&lt;br /&gt;
==== How to create a new fragment (animation set) for a unit ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Go to File -&amp;gt; Create -&amp;gt; New AnimPack(game) and enter a name when prompted. This gives you a very basic example of how the file works. For more information I recommend looking into the existing game animpack&lt;br /&gt;
&lt;br /&gt;
By default the tool creates a placeholder bin entry[[File:CustomAnimPack.png|left|alt=|1373x1373px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Create a new fragment by going to File-&amp;gt;New AnimationSet(Game). This gives you the fragment where the animation information about the unit is stored&lt;br /&gt;
&lt;br /&gt;
Edit the bin to to be sensible values. Best way to do this is by copying a bin which is the closest to what you want to do. In this case it was the &amp;quot;hu2_orc_2handed_axe&amp;quot; entry and then I replaced the &amp;quot;hu2_orc_2handed_axe&amp;quot; names with the new name.&lt;br /&gt;
&lt;br /&gt;
Save the bin.&lt;br /&gt;
&lt;br /&gt;
[[File:BinValues.png|alt=|1376x1376px]]&lt;br /&gt;
&lt;br /&gt;
Go the the frag, it contains some example data. Replace it with the data you want. Typically this means copy pasting in the fragment the closest to what you want, then updating it. In this case it was the &amp;quot;hu2_orc_2handed_axe&amp;quot; and I updated some of the meta files to use the new files I have created (Note, the files on the left in the tree view has not yet been renamed!)&lt;br /&gt;
&lt;br /&gt;
Save the frg, then save the animpack by going to File-&amp;gt;Save&lt;br /&gt;
[[File:EditAndSaveFrg.png|thumb|alt=|none|1375x1375px]]Now your animpack is done, but you need to link it to a unit. Dindi has kindly created an example animpack for how to do this!&lt;br /&gt;
[[File:Anim db example.pack|none|thumb]]&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=File:Anim_db_example.pack&amp;diff=441</id>
		<title>File:Anim db example.pack</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=File:Anim_db_example.pack&amp;diff=441"/>
		<updated>2022-01-14T20:30:58Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;a&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=440</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=440"/>
		<updated>2022-01-14T20:30:16Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
'''Download link''': https://github.com/olekristianhomelien/TheAssetEditor/releases/latest&lt;br /&gt;
&lt;br /&gt;
'''Youtube tutorials:''' https://www.youtube.com/channel/UCXnf2q9fRNYlMn4XULPLKgg&lt;br /&gt;
&lt;br /&gt;
'''Beginner tutorial by FaallenOon:''' [https://docs.google.com/document/d/1QZefJwJLvG_ny2MUMZZvvxV-4o2AAuSCmmiA-twAIXw/edit https://docs.google.com/document/d/1QZefJwJLvG_ny2MUMZZvvxV-4o2AAuSCmmiA-twAIXw] &lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
===Creating a New Packfile===&lt;br /&gt;
To create a new packfile go to the top left corner of the program and click file then select New Packfile and a window will open asking you to enter a name, once you have entered a name press ok and your packfile will be created in the file browser to the left and will be marked as active which is identified by '''bold''' text.&lt;br /&gt;
&lt;br /&gt;
===Opening a Model ===&lt;br /&gt;
To get started working with models navigate to the file browser on the left and open the All CA Packs folder, scroll down to variantmeshes, into wh_variantmodels and browse through the list for a model of your choosing and once you have found the model that you seek you can double click upon the rigid_model_v2 file to open the model within the 3d viewer.&lt;br /&gt;
&lt;br /&gt;
====How to find a Model====&lt;br /&gt;
If you have an idea of what kind of model you are looking for you can use the Search Filter box at the top of the file browser to try and narrow down the amount of folders you need to search through but if you do not then you can take a rough guess at where models are located by the folder names which correspond to the models skeleton for example:&lt;br /&gt;
&lt;br /&gt;
*hu1 = humanoid01 - which are associated with male humans.&lt;br /&gt;
&lt;br /&gt;
*hu1b = humanoid01b - which are associated with female humans and female elves.&lt;br /&gt;
&lt;br /&gt;
*hu1c = humanoid01c - which are associated with norscan and chaos humans.&lt;br /&gt;
&lt;br /&gt;
Etc, you'll quickly become familiar with these while modding.&lt;br /&gt;
&lt;br /&gt;
===Camera Controls===&lt;br /&gt;
While in the visual work space you can navigate the 3d area by placing your mouse cursor within the window and using the following:&lt;br /&gt;
&lt;br /&gt;
*Holding down Alt + Left Mouse Button (LMB) will move the camera around a fixed point.&lt;br /&gt;
&lt;br /&gt;
*Holding down Alt + Scrolling the Mouse Wheel up will zoom in towards the fixed point and scrolling it back will zoom out.&lt;br /&gt;
&lt;br /&gt;
*Holding down Alt + Right Mouse Button (RMB) will allow you to reposition the fixed point.&lt;br /&gt;
&lt;br /&gt;
===Saving a Model===&lt;br /&gt;
To save your freshly acquired model to your packfile navigate to the tool bar at the top of the screen and hit the save icon (Ctrl+S) at which point you will see the model appear under your packfile in the file browser marked in red which means that you have saved the models current state but this does not save your packfile and closing the program before doing so will delete any work you have done up to this point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are working with multiple packfiles at the same time you must switch to the correct packfile before saving your models or they will save in the wrong place, to do this right click an inactive pack in the file browser and select Set as Editable Pack.&lt;br /&gt;
&lt;br /&gt;
===Saving a Packfile===&lt;br /&gt;
To save your packfile navigate to the file browser and right click your packfiles name, select Save or Save As and select a location for your file then hit save again, your packfile is now saved and it is safe to close the program.[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
== Sub Tools==&lt;br /&gt;
&lt;br /&gt;
=== Kitbash Editor===&lt;br /&gt;
Select a .rmv2 file to open the Kitbash Editor&lt;br /&gt;
&lt;br /&gt;
Find your self a model to play with.  Go to:&lt;br /&gt;
&lt;br /&gt;
variantmeshes/ &lt;br /&gt;
&lt;br /&gt;
wh_variantmodels/&lt;br /&gt;
&lt;br /&gt;
There is folders named after skeletons.  hu1 is for humans.&lt;br /&gt;
&lt;br /&gt;
In hu1 you have files for each factions that use it.&lt;br /&gt;
&lt;br /&gt;
Look for a file that ends with .rigid_model_V2&lt;br /&gt;
&lt;br /&gt;
Ignore the .wsmodels for now&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
[[File:Remapping.png|none|thumb|Old and messy tutorial]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
'''Excellent, must read tutorial for how to use the tool''': https://docs.google.com/document/d/123LZH16sY2EGRJWwTH4T3XvT0ENUUQXLLfL6tVUtezk/edit&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
#Information about the rider and mount (mesh, skeleton and animation)&lt;br /&gt;
#Control how the rider is attached to the mount&lt;br /&gt;
#*Rider root bone (probably never change this)&lt;br /&gt;
#*Leg animation (disabled for now)&lt;br /&gt;
#*The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
#Settings for the animation - Hopefully pretty intuitive&lt;br /&gt;
#Rider and mount animation fragment and active slots &lt;br /&gt;
#*Mount is the animation fragment used by the mount&lt;br /&gt;
#*Rider is the animation fragment used by the rider&lt;br /&gt;
#*Mount animation tag is the animation used by the mount&lt;br /&gt;
#Save and Preview:&lt;br /&gt;
#*Update the preview to reflect changes done in the animation settings view&lt;br /&gt;
#*Active fragment to add items to&lt;br /&gt;
#*Slot in the active fragment to add to&lt;br /&gt;
#*Batch process based on the values in &amp;quot;Mount link shortcut view&amp;quot;&lt;br /&gt;
#Drawing related things&lt;br /&gt;
[[File:Mount tool defaultworkflow.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
====Workflow====&lt;br /&gt;
#Select rider and mount meshes&lt;br /&gt;
#Select attachment point&lt;br /&gt;
#Select rider and mount fragment&lt;br /&gt;
#Play around with the settings until you are happy with how it looks&lt;br /&gt;
#Press Batch prosess to generate animpack, bin and fragment.&lt;br /&gt;
#Look at the report to see if manual tweaks are needed.&lt;br /&gt;
#If manual tweaks are needed:&lt;br /&gt;
##Load the new fragment into &amp;quot;selected fragment&amp;quot;&lt;br /&gt;
##Find a slot that needs to be fixed.&lt;br /&gt;
##Select the correct Mount tag for the selected rider slot&lt;br /&gt;
##Select a rider tag that looks good&lt;br /&gt;
##Press add to fragment&lt;br /&gt;
##Repeat&lt;br /&gt;
[[File:Mount tool defaultworkflow fixstuff.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
====Sliding====&lt;br /&gt;
If the rider is sliding around or popping, make sure that the scale of the mount is correct.&lt;br /&gt;
&lt;br /&gt;
====Matched animations====&lt;br /&gt;
Matched animations does not work well right now, I recommend deleting them. &lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AnimPack Editor ===&lt;br /&gt;
The tool comes with an animation pack editor. The animpack is the file which controls how animations are configured. &lt;br /&gt;
&lt;br /&gt;
Refer to the &amp;quot;animation and you&amp;quot; tutorial for more information about how they are structured &lt;br /&gt;
&lt;br /&gt;
[[File:Images.png|alt=|1226x1226px]]&lt;br /&gt;
&lt;br /&gt;
==== How to create a new fragment (animation set) for a unit ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Go to File -&amp;gt; Create -&amp;gt; New AnimPack(game) and enter a name when prompted. This gives you a very basic example of how the file works. For more information I recommend looking into the existing game animpack&lt;br /&gt;
&lt;br /&gt;
By default the tool creates a placeholder bin entry[[File:CustomAnimPack.png|left|alt=|1373x1373px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Create a new fragment by going to File-&amp;gt;New AnimationSet(Game). This gives you the fragment where the animation information about the unit is stored&lt;br /&gt;
&lt;br /&gt;
Edit the bin to to be sensible values. Best way to do this is by copying a bin which is the closest to what you want to do. In this case it was the &amp;quot;hu2_orc_2handed_axe&amp;quot; entry and then I replaced the &amp;quot;hu2_orc_2handed_axe&amp;quot; names with the new name.&lt;br /&gt;
&lt;br /&gt;
Save the bin.&lt;br /&gt;
&lt;br /&gt;
[[File:BinValues.png|alt=|1376x1376px]]&lt;br /&gt;
&lt;br /&gt;
Go the the frag, it contains some example data. Replace it with the data you want. Typically this means copy pasting in the fragment the closest to what you want, then updating it. In this case it was the &amp;quot;hu2_orc_2handed_axe&amp;quot; and I updated some of the meta files to use the new files I have created (Note, the files on the left in the tree view has not yet been renamed!)&lt;br /&gt;
&lt;br /&gt;
Save the frg, then save the animpack by going to File-&amp;gt;Save&lt;br /&gt;
[[File:EditAndSaveFrg.png|thumb|alt=|none|1375x1375px]]Now your animpack is done, but you need to link it to a unit. Dindi has kindly created an example animpack for how to do this!&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=439</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=439"/>
		<updated>2022-01-14T20:16:08Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
'''Download link''': https://github.com/olekristianhomelien/TheAssetEditor/releases/latest&lt;br /&gt;
&lt;br /&gt;
'''Youtube tutorials:''' https://www.youtube.com/channel/UCXnf2q9fRNYlMn4XULPLKgg&lt;br /&gt;
&lt;br /&gt;
'''Beginner tutorial by FaallenOon:''' [https://docs.google.com/document/d/1QZefJwJLvG_ny2MUMZZvvxV-4o2AAuSCmmiA-twAIXw/edit https://docs.google.com/document/d/1QZefJwJLvG_ny2MUMZZvvxV-4o2AAuSCmmiA-twAIXw] &lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
===Creating a New Packfile===&lt;br /&gt;
To create a new packfile go to the top left corner of the program and click file then select New Packfile and a window will open asking you to enter a name, once you have entered a name press ok and your packfile will be created in the file browser to the left and will be marked as active which is identified by '''bold''' text.&lt;br /&gt;
&lt;br /&gt;
===Opening a Model ===&lt;br /&gt;
To get started working with models navigate to the file browser on the left and open the All CA Packs folder, scroll down to variantmeshes, into wh_variantmodels and browse through the list for a model of your choosing and once you have found the model that you seek you can double click upon the rigid_model_v2 file to open the model within the 3d viewer.&lt;br /&gt;
&lt;br /&gt;
====How to find a Model====&lt;br /&gt;
If you have an idea of what kind of model you are looking for you can use the Search Filter box at the top of the file browser to try and narrow down the amount of folders you need to search through but if you do not then you can take a rough guess at where models are located by the folder names which correspond to the models skeleton for example:&lt;br /&gt;
&lt;br /&gt;
*hu1 = humanoid01 - which are associated with male humans.&lt;br /&gt;
&lt;br /&gt;
*hu1b = humanoid01b - which are associated with female humans and female elves.&lt;br /&gt;
&lt;br /&gt;
*hu1c = humanoid01c - which are associated with norscan and chaos humans.&lt;br /&gt;
&lt;br /&gt;
Etc, you'll quickly become familiar with these while modding.&lt;br /&gt;
&lt;br /&gt;
===Camera Controls===&lt;br /&gt;
While in the visual work space you can navigate the 3d area by placing your mouse cursor within the window and using the following:&lt;br /&gt;
&lt;br /&gt;
*Holding down Alt + Left Mouse Button (LMB) will move the camera around a fixed point.&lt;br /&gt;
&lt;br /&gt;
*Holding down Alt + Scrolling the Mouse Wheel up will zoom in towards the fixed point and scrolling it back will zoom out.&lt;br /&gt;
&lt;br /&gt;
*Holding down Alt + Right Mouse Button (RMB) will allow you to reposition the fixed point.&lt;br /&gt;
&lt;br /&gt;
===Saving a Model===&lt;br /&gt;
To save your freshly acquired model to your packfile navigate to the tool bar at the top of the screen and hit the save icon (Ctrl+S) at which point you will see the model appear under your packfile in the file browser marked in red which means that you have saved the models current state but this does not save your packfile and closing the program before doing so will delete any work you have done up to this point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are working with multiple packfiles at the same time you must switch to the correct packfile before saving your models or they will save in the wrong place, to do this right click an inactive pack in the file browser and select Set as Editable Pack.&lt;br /&gt;
&lt;br /&gt;
===Saving a Packfile===&lt;br /&gt;
To save your packfile navigate to the file browser and right click your packfiles name, select Save or Save As and select a location for your file then hit save again, your packfile is now saved and it is safe to close the program.[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
== Sub Tools==&lt;br /&gt;
&lt;br /&gt;
=== Kitbash Editor===&lt;br /&gt;
Select a .rmv2 file to open the Kitbash Editor&lt;br /&gt;
&lt;br /&gt;
Find your self a model to play with.  Go to:&lt;br /&gt;
&lt;br /&gt;
variantmeshes/ &lt;br /&gt;
&lt;br /&gt;
wh_variantmodels/&lt;br /&gt;
&lt;br /&gt;
There is folders named after skeletons.  hu1 is for humans.&lt;br /&gt;
&lt;br /&gt;
In hu1 you have files for each factions that use it.&lt;br /&gt;
&lt;br /&gt;
Look for a file that ends with .rigid_model_V2&lt;br /&gt;
&lt;br /&gt;
Ignore the .wsmodels for now&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
[[File:Remapping.png|none|thumb|Old and messy tutorial]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
'''Excellent, must read tutorial for how to use the tool''': https://docs.google.com/document/d/123LZH16sY2EGRJWwTH4T3XvT0ENUUQXLLfL6tVUtezk/edit&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
#Information about the rider and mount (mesh, skeleton and animation)&lt;br /&gt;
#Control how the rider is attached to the mount&lt;br /&gt;
#*Rider root bone (probably never change this)&lt;br /&gt;
#*Leg animation (disabled for now)&lt;br /&gt;
#*The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
#Settings for the animation - Hopefully pretty intuitive&lt;br /&gt;
#Rider and mount animation fragment and active slots &lt;br /&gt;
#*Mount is the animation fragment used by the mount&lt;br /&gt;
#*Rider is the animation fragment used by the rider&lt;br /&gt;
#*Mount animation tag is the animation used by the mount&lt;br /&gt;
#Save and Preview:&lt;br /&gt;
#*Update the preview to reflect changes done in the animation settings view&lt;br /&gt;
#*Active fragment to add items to&lt;br /&gt;
#*Slot in the active fragment to add to&lt;br /&gt;
#*Batch process based on the values in &amp;quot;Mount link shortcut view&amp;quot;&lt;br /&gt;
#Drawing related things&lt;br /&gt;
[[File:Mount tool defaultworkflow.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
====Workflow====&lt;br /&gt;
#Select rider and mount meshes&lt;br /&gt;
#Select attachment point&lt;br /&gt;
#Select rider and mount fragment&lt;br /&gt;
#Play around with the settings until you are happy with how it looks&lt;br /&gt;
#Press Batch prosess to generate animpack, bin and fragment.&lt;br /&gt;
#Look at the report to see if manual tweaks are needed.&lt;br /&gt;
#If manual tweaks are needed:&lt;br /&gt;
##Load the new fragment into &amp;quot;selected fragment&amp;quot;&lt;br /&gt;
##Find a slot that needs to be fixed.&lt;br /&gt;
##Select the correct Mount tag for the selected rider slot&lt;br /&gt;
##Select a rider tag that looks good&lt;br /&gt;
##Press add to fragment&lt;br /&gt;
##Repeat&lt;br /&gt;
[[File:Mount tool defaultworkflow fixstuff.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
====Sliding====&lt;br /&gt;
If the rider is sliding around or popping, make sure that the scale of the mount is correct.&lt;br /&gt;
&lt;br /&gt;
====Matched animations====&lt;br /&gt;
Matched animations does not work well right now, I recommend deleting them. &lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== AnimPack Editor ===&lt;br /&gt;
asddasd&lt;br /&gt;
[[File:Images.png|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CustomAnimPack.png|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:BinValues.png|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:EditAndSaveFrg.png|left|thumb]]&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=File:EditAndSaveFrg.png&amp;diff=438</id>
		<title>File:EditAndSaveFrg.png</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=File:EditAndSaveFrg.png&amp;diff=438"/>
		<updated>2022-01-14T20:15:29Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;asd&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=File:BinValues.png&amp;diff=437</id>
		<title>File:BinValues.png</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=File:BinValues.png&amp;diff=437"/>
		<updated>2022-01-14T20:12:42Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BinValues&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=File:CustomAnimPack.png&amp;diff=436</id>
		<title>File:CustomAnimPack.png</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=File:CustomAnimPack.png&amp;diff=436"/>
		<updated>2022-01-14T20:08:57Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;s&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=File:Images.png&amp;diff=435</id>
		<title>File:Images.png</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=File:Images.png&amp;diff=435"/>
		<updated>2022-01-14T20:07:22Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;s&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=422</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=422"/>
		<updated>2021-08-27T20:30:24Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
'''Download link''': https://github.com/olekristianhomelien/TheAssetEditor/releases/latest&lt;br /&gt;
&lt;br /&gt;
'''Youtube tutorials:''' https://www.youtube.com/channel/UCXnf2q9fRNYlMn4XULPLKgg &lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
All the visual editors uses ALT+ Mouse to move the camera.&lt;br /&gt;
&lt;br /&gt;
Zoom = Alt+ Mouse Wheel &lt;br /&gt;
&lt;br /&gt;
Move = Alt + Right button&lt;br /&gt;
&lt;br /&gt;
Rotate = Alt + Left button&lt;br /&gt;
&lt;br /&gt;
'''Beginner tutorial by FaallenOon:''' [https://docs.google.com/document/d/1QZefJwJLvG_ny2MUMZZvvxV-4o2AAuSCmmiA-twAIXw/edit https://docs.google.com/document/d/1QZefJwJLvG_ny2MUMZZvvxV-4o2AAuSCmmiA-twAIXw]&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
The tool works both with individual files and the pack files themselves. As a result of this each of them has to be saved separately. Saving a file in an editor adds it to the in memory packfile (which then goes red), which have to be right clicked then saved.&lt;br /&gt;
[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sub Tools==&lt;br /&gt;
&lt;br /&gt;
===Kitbash Editor===&lt;br /&gt;
Select a .rmv2 file to open the Kitbash Editor&lt;br /&gt;
&lt;br /&gt;
Find your self a model to play with.  Go to:&lt;br /&gt;
&lt;br /&gt;
variantmeshes/ &lt;br /&gt;
&lt;br /&gt;
wh_variantmodels/&lt;br /&gt;
&lt;br /&gt;
There is folders named after skeletons.  hu1 is for humans.&lt;br /&gt;
&lt;br /&gt;
In hu1 you have files for each factions that use it.&lt;br /&gt;
&lt;br /&gt;
Look for a file that ends with .rigid_model_V2&lt;br /&gt;
&lt;br /&gt;
Ignore the .wsmodels for now&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
[[File:Remapping.png|none|thumb|Old and messy tutorial]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator ===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
'''Excellent, must read tutorial for how to use the tool''': https://docs.google.com/document/d/123LZH16sY2EGRJWwTH4T3XvT0ENUUQXLLfL6tVUtezk/edit&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
#Information about the rider and mount (mesh, skeleton and animation)&lt;br /&gt;
#Control how the rider is attached to the mount&lt;br /&gt;
#* Rider root bone (probably never change this)&lt;br /&gt;
#*Leg animation (disabled for now)&lt;br /&gt;
#*The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
#Settings for the animation - Hopefully pretty intuitive&lt;br /&gt;
#Rider and mount animation fragment and active slots &lt;br /&gt;
#*Mount is the animation fragment used by the mount&lt;br /&gt;
#*Rider is the animation fragment used by the rider&lt;br /&gt;
#* Mount animation tag is the animation used by the mount&lt;br /&gt;
#Save and Preview:&lt;br /&gt;
#*Update the preview to reflect changes done in the animation settings view&lt;br /&gt;
#*Active fragment to add items to&lt;br /&gt;
#*Slot in the active fragment to add to&lt;br /&gt;
#*Batch process based on the values in &amp;quot;Mount link shortcut view&amp;quot;&lt;br /&gt;
#Drawing related things&lt;br /&gt;
[[File:Mount tool defaultworkflow.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
====Workflow====&lt;br /&gt;
#Select rider and mount meshes&lt;br /&gt;
#Select attachment point&lt;br /&gt;
#Select rider and mount fragment&lt;br /&gt;
#Play around with the settings until you are happy with how it looks&lt;br /&gt;
#Press Batch prosess to generate animpack, bin and fragment.&lt;br /&gt;
#Look at the report to see if manual tweaks are needed.&lt;br /&gt;
# If manual tweaks are needed:&lt;br /&gt;
##Load the new fragment into &amp;quot;selected fragment&amp;quot;&lt;br /&gt;
##Find a slot that needs to be fixed.&lt;br /&gt;
## Select the correct Mount tag for the selected rider slot&lt;br /&gt;
##Select a rider tag that looks good&lt;br /&gt;
##Press add to fragment&lt;br /&gt;
##Repeat&lt;br /&gt;
[[File:Mount tool defaultworkflow fixstuff.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
====Sliding====&lt;br /&gt;
If the rider is sliding around or popping, make sure that the scale of the mount is correct.&lt;br /&gt;
&lt;br /&gt;
====Matched animations====&lt;br /&gt;
Matched animations does not work well right now, I recommend deleting them. &lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
==Tips and tricks==&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=421</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=421"/>
		<updated>2021-08-27T20:29:52Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
'''Download link''': https://github.com/olekristianhomelien/TheAssetEditor/releases/latest&lt;br /&gt;
&lt;br /&gt;
'''Youtube tutorials:''' https://www.youtube.com/channel/UCXnf2q9fRNYlMn4XULPLKgg &lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
All the visual editors uses ALT+ Mouse to move the camera.&lt;br /&gt;
&lt;br /&gt;
Zoom = Alt+ Mouse Wheel &lt;br /&gt;
&lt;br /&gt;
Move = Alt + Right button&lt;br /&gt;
&lt;br /&gt;
Rotate = Alt + Left button&lt;br /&gt;
&lt;br /&gt;
'''Beginner tutorial by FaallenOon:''' https://docs.google.com/document/d/1QZefJwJLvG_ny2MUMZZvvxV-4o2AAuSCmmiA-twAIXw/edit&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
The tool works both with individual files and the pack files themselves. As a result of this each of them has to be saved separately. Saving a file in an editor adds it to the in memory packfile (which then goes red), which have to be right clicked then saved.&lt;br /&gt;
[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sub Tools==&lt;br /&gt;
&lt;br /&gt;
===Kitbash Editor===&lt;br /&gt;
Select a .rmv2 file to open the Kitbash Editor&lt;br /&gt;
&lt;br /&gt;
Find your self a model to play with.  Go to:&lt;br /&gt;
&lt;br /&gt;
variantmeshes/ &lt;br /&gt;
&lt;br /&gt;
wh_variantmodels/&lt;br /&gt;
&lt;br /&gt;
There is folders named after skeletons.  hu1 is for humans.&lt;br /&gt;
&lt;br /&gt;
In hu1 you have files for each factions that use it.&lt;br /&gt;
&lt;br /&gt;
Look for a file that ends with .rigid_model_V2&lt;br /&gt;
&lt;br /&gt;
Ignore the .wsmodels for now&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
[[File:Remapping.png|none|thumb|Old and messy tutorial]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator ===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
'''Excellent, must read tutorial for how to use the tool''': https://docs.google.com/document/d/123LZH16sY2EGRJWwTH4T3XvT0ENUUQXLLfL6tVUtezk/edit&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
#Information about the rider and mount (mesh, skeleton and animation)&lt;br /&gt;
#Control how the rider is attached to the mount&lt;br /&gt;
#* Rider root bone (probably never change this)&lt;br /&gt;
#*Leg animation (disabled for now)&lt;br /&gt;
#*The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
#Settings for the animation - Hopefully pretty intuitive&lt;br /&gt;
#Rider and mount animation fragment and active slots &lt;br /&gt;
#*Mount is the animation fragment used by the mount&lt;br /&gt;
#*Rider is the animation fragment used by the rider&lt;br /&gt;
#* Mount animation tag is the animation used by the mount&lt;br /&gt;
#Save and Preview:&lt;br /&gt;
#*Update the preview to reflect changes done in the animation settings view&lt;br /&gt;
#*Active fragment to add items to&lt;br /&gt;
#*Slot in the active fragment to add to&lt;br /&gt;
#*Batch process based on the values in &amp;quot;Mount link shortcut view&amp;quot;&lt;br /&gt;
#Drawing related things&lt;br /&gt;
[[File:Mount tool defaultworkflow.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
====Workflow====&lt;br /&gt;
#Select rider and mount meshes&lt;br /&gt;
#Select attachment point&lt;br /&gt;
#Select rider and mount fragment&lt;br /&gt;
#Play around with the settings until you are happy with how it looks&lt;br /&gt;
#Press Batch prosess to generate animpack, bin and fragment.&lt;br /&gt;
#Look at the report to see if manual tweaks are needed.&lt;br /&gt;
# If manual tweaks are needed:&lt;br /&gt;
##Load the new fragment into &amp;quot;selected fragment&amp;quot;&lt;br /&gt;
##Find a slot that needs to be fixed.&lt;br /&gt;
## Select the correct Mount tag for the selected rider slot&lt;br /&gt;
##Select a rider tag that looks good&lt;br /&gt;
##Press add to fragment&lt;br /&gt;
##Repeat&lt;br /&gt;
[[File:Mount tool defaultworkflow fixstuff.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
====Sliding====&lt;br /&gt;
If the rider is sliding around or popping, make sure that the scale of the mount is correct.&lt;br /&gt;
&lt;br /&gt;
====Matched animations====&lt;br /&gt;
Matched animations does not work well right now, I recommend deleting them. &lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
==Tips and tricks==&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=420</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=420"/>
		<updated>2021-08-23T11:23:31Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
'''Download link''': https://github.com/olekristianhomelien/TheAssetEditor/releases/latest&lt;br /&gt;
&lt;br /&gt;
'''Youtube tutorials:''' https://www.youtube.com/channel/UCXnf2q9fRNYlMn4XULPLKgg &lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
All the visual editors uses ALT+ Mouse to move the camera.&lt;br /&gt;
&lt;br /&gt;
Zoom = Alt+ Mouse Wheel &lt;br /&gt;
&lt;br /&gt;
Move = Alt + Right button&lt;br /&gt;
&lt;br /&gt;
Rotate = Alt + Left button&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
The tool works both with individual files and the pack files themselves. As a result of this each of them has to be saved separately. Saving a file in an editor adds it to the in memory packfile (which then goes red), which have to be right clicked then saved.&lt;br /&gt;
[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sub Tools==&lt;br /&gt;
&lt;br /&gt;
===Kitbash Editor===&lt;br /&gt;
Select a .rmv2 file to open the Kitbash Editor&lt;br /&gt;
&lt;br /&gt;
Find your self a model to play with.  Go to:&lt;br /&gt;
&lt;br /&gt;
variantmeshes/ &lt;br /&gt;
&lt;br /&gt;
wh_variantmodels/&lt;br /&gt;
&lt;br /&gt;
There is folders named after skeletons.  hu1 is for humans.&lt;br /&gt;
&lt;br /&gt;
In hu1 you have files for each factions that use it.&lt;br /&gt;
&lt;br /&gt;
Look for a file that ends with .rigid_model_V2&lt;br /&gt;
&lt;br /&gt;
Ignore the .wsmodels for now&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
[[File:Remapping.png|none|thumb|Old and messy tutorial]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator ===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
'''Excellent, must read tutorial for how to use the tool''': https://docs.google.com/document/d/123LZH16sY2EGRJWwTH4T3XvT0ENUUQXLLfL6tVUtezk/edit&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
#Information about the rider and mount (mesh, skeleton and animation)&lt;br /&gt;
#Control how the rider is attached to the mount&lt;br /&gt;
#* Rider root bone (probably never change this)&lt;br /&gt;
#*Leg animation (disabled for now)&lt;br /&gt;
#*The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
#Settings for the animation - Hopefully pretty intuitive&lt;br /&gt;
#Rider and mount animation fragment and active slots &lt;br /&gt;
#*Mount is the animation fragment used by the mount&lt;br /&gt;
#*Rider is the animation fragment used by the rider&lt;br /&gt;
#* Mount animation tag is the animation used by the mount&lt;br /&gt;
#Save and Preview:&lt;br /&gt;
#*Update the preview to reflect changes done in the animation settings view&lt;br /&gt;
#*Active fragment to add items to&lt;br /&gt;
#*Slot in the active fragment to add to&lt;br /&gt;
#*Batch process based on the values in &amp;quot;Mount link shortcut view&amp;quot;&lt;br /&gt;
#Drawing related things&lt;br /&gt;
[[File:Mount tool defaultworkflow.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
====Workflow====&lt;br /&gt;
#Select rider and mount meshes&lt;br /&gt;
#Select attachment point&lt;br /&gt;
#Select rider and mount fragment&lt;br /&gt;
#Play around with the settings until you are happy with how it looks&lt;br /&gt;
#Press Batch prosess to generate animpack, bin and fragment.&lt;br /&gt;
#Look at the report to see if manual tweaks are needed.&lt;br /&gt;
# If manual tweaks are needed:&lt;br /&gt;
##Load the new fragment into &amp;quot;selected fragment&amp;quot;&lt;br /&gt;
##Find a slot that needs to be fixed.&lt;br /&gt;
## Select the correct Mount tag for the selected rider slot&lt;br /&gt;
##Select a rider tag that looks good&lt;br /&gt;
##Press add to fragment&lt;br /&gt;
##Repeat&lt;br /&gt;
[[File:Mount tool defaultworkflow fixstuff.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
====Sliding====&lt;br /&gt;
If the rider is sliding around or popping, make sure that the scale of the mount is correct.&lt;br /&gt;
&lt;br /&gt;
====Matched animations====&lt;br /&gt;
Matched animations does not work well right now, I recommend deleting them. &lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
==Tips and tricks==&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=419</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=419"/>
		<updated>2021-08-23T11:22:42Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
'''Download link''': https://github.com/olekristianhomelien/TheAssetEditor/releases/latest&lt;br /&gt;
&lt;br /&gt;
'''Youtube tutorials:''' https://www.youtube.com/channel/UCXnf2q9fRNYlMn4XULPLKgg &lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
All the visual editors uses ALT+ Mouse to move the camera.&lt;br /&gt;
&lt;br /&gt;
Zoom = Alt+ Mouse Wheel &lt;br /&gt;
&lt;br /&gt;
Move = Alt + Right button&lt;br /&gt;
&lt;br /&gt;
Rotate = Alt + Left button&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
The tool works both with individual files and the pack files themselves. As a result of this each of them has to be saved separately. Saving a file in an editor adds it to the in memory packfile (which then goes red), which have to be right clicked then saved.&lt;br /&gt;
[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sub Tools==&lt;br /&gt;
&lt;br /&gt;
===Kitbash Editor===&lt;br /&gt;
Select a .rmv2 file to open the Kitbash Editor&lt;br /&gt;
&lt;br /&gt;
Find your self a model to play with.  Go to:&lt;br /&gt;
&lt;br /&gt;
variantmeshes/ &lt;br /&gt;
&lt;br /&gt;
wh_variantmodels/&lt;br /&gt;
&lt;br /&gt;
There is folders named after skeletons.  hu1 is for humans.&lt;br /&gt;
&lt;br /&gt;
In hu1 you have files for each factions that use it.&lt;br /&gt;
&lt;br /&gt;
Look for a file that ends with .rigid_model_V2&lt;br /&gt;
&lt;br /&gt;
Ignore the .wsmodels for now&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
[[File:Remapping.png|none|thumb|Old and messy tutorial]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator ===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
Excelent, must read tutorial for how to use the tool: https://docs.google.com/document/d/123LZH16sY2EGRJWwTH4T3XvT0ENUUQXLLfL6tVUtezk/edit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
#Information about the rider and mount (mesh, skeleton and animation)&lt;br /&gt;
#Control how the rider is attached to the mount&lt;br /&gt;
#* Rider root bone (probably never change this)&lt;br /&gt;
#*Leg animation (disabled for now)&lt;br /&gt;
#*The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
#Settings for the animation - Hopefully pretty intuitive&lt;br /&gt;
#Rider and mount animation fragment and active slots &lt;br /&gt;
#*Mount is the animation fragment used by the mount&lt;br /&gt;
#*Rider is the animation fragment used by the rider&lt;br /&gt;
#* Mount animation tag is the animation used by the mount&lt;br /&gt;
#Save and Preview:&lt;br /&gt;
#*Update the preview to reflect changes done in the animation settings view&lt;br /&gt;
#*Active fragment to add items to&lt;br /&gt;
#*Slot in the active fragment to add to&lt;br /&gt;
#*Batch process based on the values in &amp;quot;Mount link shortcut view&amp;quot;&lt;br /&gt;
#Drawing related things&lt;br /&gt;
[[File:Mount tool defaultworkflow.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
====Workflow====&lt;br /&gt;
#Select rider and mount meshes&lt;br /&gt;
#Select attachment point&lt;br /&gt;
#Select rider and mount fragment&lt;br /&gt;
#Play around with the settings until you are happy with how it looks&lt;br /&gt;
#Press Batch prosess to generate animpack, bin and fragment.&lt;br /&gt;
#Look at the report to see if manual tweaks are needed.&lt;br /&gt;
# If manual tweaks are needed:&lt;br /&gt;
##Load the new fragment into &amp;quot;selected fragment&amp;quot;&lt;br /&gt;
##Find a slot that needs to be fixed.&lt;br /&gt;
## Select the correct Mount tag for the selected rider slot&lt;br /&gt;
##Select a rider tag that looks good&lt;br /&gt;
##Press add to fragment&lt;br /&gt;
##Repeat&lt;br /&gt;
[[File:Mount tool defaultworkflow fixstuff.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
====Sliding====&lt;br /&gt;
If the rider is sliding around or popping, make sure that the scale of the mount is correct.&lt;br /&gt;
&lt;br /&gt;
====Matched animations====&lt;br /&gt;
Matched animations does not work well right now, I recommend deleting them. &lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
==Tips and tricks==&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:Animation_and_You&amp;diff=359</id>
		<title>Tutorial:Animation and You</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:Animation_and_You&amp;diff=359"/>
		<updated>2021-07-08T19:25:33Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Animations in Total war controls a great deal, but its important to know that the game has no idea what an animation is. It depends on configuration and meta data to actually use it for anything apart from a visual display. &lt;br /&gt;
&lt;br /&gt;
The game often works by stacking animations on top of each other. Such as walk + attack + close hands = moving attack. &lt;br /&gt;
&lt;br /&gt;
Most animations can be view in AssetEditor or RME. The animation files can be edited in RPFM, and viewed (soon-ish edited) using AssetEditor &lt;br /&gt;
=== File types ===&lt;br /&gt;
&lt;br /&gt;
==== Animpacks (.animpack) ====&lt;br /&gt;
The animation pack is the main file which acts like the container of the bin file and the fragments. This file can be edited using RPFM. To do so you must unpack the files inside of it and make sure that you repack them when done. &lt;br /&gt;
&lt;br /&gt;
==== Bin (.bin) ====&lt;br /&gt;
The bin file contains the key that is used by the database and links that with a skeleton, and optional mount bin entry and a set of fragments. Most entries contains multiple fragments, where the fragments later in the list overrides Slots in earlier fragments. &lt;br /&gt;
&lt;br /&gt;
==== Fragments  (.frg) ====&lt;br /&gt;
The fragment files contains the actual capabilities of the animation set. This is where you link action with the visual animation. &lt;br /&gt;
[[File:RPFM frg view.png|none|thumb]]&lt;br /&gt;
The &amp;quot;Slot and Id&amp;quot; tells the game what action the animation should trigger for. If you try to use any capabilities without having the slot, it will often not work. For example adding a ranged attack without adding the correct Slots will result in the unit not being able to fire its weapon. &lt;br /&gt;
&lt;br /&gt;
For each row there is also a meta file which can override how the animation looks, as well as add effects such as particles, camera shake, hit position, AOE, etc.&lt;br /&gt;
&lt;br /&gt;
The row also contains a checkbox for which prop slots in the VMD should be visible. &lt;br /&gt;
&lt;br /&gt;
==== Skeletons (.anim) ====&lt;br /&gt;
&lt;br /&gt;
==== Animations (.anim) ====&lt;br /&gt;
&lt;br /&gt;
==== Animation meta (.meta.anim) ====&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
The game uses two different mount systems:&lt;br /&gt;
&lt;br /&gt;
==== Attachment point mounts ====&lt;br /&gt;
The attachment system is used for two different things; Rider animations for units not really doing much (unit on top of a war mammoth which is just sitting there, no matter what is happening) and units with multiple riders which are attacking but not moving (Necrofex, war-wagon) &lt;br /&gt;
&lt;br /&gt;
Attachment point mounts riders are officers &lt;br /&gt;
&lt;br /&gt;
==== Synced animation mounts ====&lt;br /&gt;
The most common mount system is the one for synced animations. Both the rider and the mount must have the same slots. (Typically Attack_1 and Rider_attack_1) where both animations are synced to each other.&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:Animation_and_You&amp;diff=358</id>
		<title>Tutorial:Animation and You</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:Animation_and_You&amp;diff=358"/>
		<updated>2021-07-08T18:55:33Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Animations in Total war controls a great deal, but its important to know that the game has no idea what an animation is. It depends on configuration and meta data to actually use it for anything apart from a visual display. &lt;br /&gt;
&lt;br /&gt;
The game often works by stacking animations on top of each other. Such as walk + attack + close hands = moving attack. &lt;br /&gt;
&lt;br /&gt;
Most animations can be view in AssetEditor or RME. The animation files can be edited in RPFM, and viewed (soon-ish edited) using AssetEditor &lt;br /&gt;
=== File types ===&lt;br /&gt;
&lt;br /&gt;
==== Animpacks (.animpack) ====&lt;br /&gt;
The animation pack is the main file which acts like the container of the bin file and the fragments. This file can be edited using RPFM. To do so you must unpack the files inside of it and make sure that you repack them when done. &lt;br /&gt;
&lt;br /&gt;
==== Bin (.bin) ====&lt;br /&gt;
The bin file contains the key that is used by the database and links that with a skeleton, and optional mount bin entry and a set of fragments. Most entries contains multiple fragments, where the fragments later in the list overrides Slots in earlier fragments. &lt;br /&gt;
&lt;br /&gt;
==== Fragments  (.frg) ====&lt;br /&gt;
The fragment files contains the actual capabilities of the animation set. This is where you link action with the visual animation. &lt;br /&gt;
[[File:RPFM frg view.png|none|thumb]]&lt;br /&gt;
The &amp;quot;Slot and Id&amp;quot; tells the game what action the animation should trigger for. If you try to use any capabilities without having the slot, it will often not work. For example adding a ranged attack without adding the correct Slots will result in the unit not being able to fire its weapon. &lt;br /&gt;
&lt;br /&gt;
For each row there is also a meta file which can override how the animation looks, as well as add effects such as particles, camera shake, hit position, AOE, etc.&lt;br /&gt;
&lt;br /&gt;
The row also contains a checkbox for which prop slots in the VMD should be visible. &lt;br /&gt;
&lt;br /&gt;
==== Skeletons (.anim) ====&lt;br /&gt;
&lt;br /&gt;
==== Animations (.anim) ====&lt;br /&gt;
&lt;br /&gt;
==== Animation meta (.meta.anim) ====&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
The game uses two different mount systems:&lt;br /&gt;
&lt;br /&gt;
==== Attachment point mounts ====&lt;br /&gt;
The attachment system is used for two different things; Rider animations for units not really doing much (unit on top of a war mammoth which is just sitting there, no matter what is happening) and units with multiple riders (Necrofex, war-wagon) &lt;br /&gt;
&lt;br /&gt;
==== Synced animation mounts ====&lt;br /&gt;
The most common mount system is the one for synced animations. Both the rider and the mount must have the same slots. (Typically Attack_1 and Rider_attack_1) where both animations are synced to each other.&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:Animation_and_You&amp;diff=357</id>
		<title>Tutorial:Animation and You</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:Animation_and_You&amp;diff=357"/>
		<updated>2021-07-08T17:29:50Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Animations in Total war controls a great deal, but its important to know that the game has no idea what an animation is. It depends on configuration and meta data to actually use it for anything apart from a visual display. &lt;br /&gt;
&lt;br /&gt;
The game often works by stacking animations on top of each other. Such as walk + attack + close hands. &lt;br /&gt;
&lt;br /&gt;
Most animations can be view in AssetEditor or RME. The animation files can be edited in RPFM, and viewed (soon-ish edited) using AssetEditor &lt;br /&gt;
=== File types ===&lt;br /&gt;
&lt;br /&gt;
==== Animpacks (.animpack) ====&lt;br /&gt;
The animation pack is the main file which acts like the container of the bin file and the fragments. This file can be edited using RPFM. To do so you must unpack the files inside of it and make sure that you repack them when done. &lt;br /&gt;
&lt;br /&gt;
==== Bin (.bin) ====&lt;br /&gt;
The bin file contains the key that is used by the database and links that with a skeleton, and optional mount bin entry and a set of fragments. Most entries contains multiple fragments, where the fragments later in the list overrides Slots in earlier fragments. &lt;br /&gt;
&lt;br /&gt;
==== Fragments  (.frg) ====&lt;br /&gt;
The fragment files contains the actual capabilities of the animation set. This is where you link action with the visual animation. &lt;br /&gt;
[[File:RPFM frg view.png|none|thumb]]&lt;br /&gt;
The &amp;quot;Slot and Id&amp;quot; tells the game what action the animation should trigger for. If you try to use any capabilities without having the slot, it will often not work. For example adding a ranged attack without adding the correct Slots will result in the unit not being able to fire its weapon. &lt;br /&gt;
&lt;br /&gt;
For each row there is also a meta file which can override how the animation looks, as well as add effects such as particles, camera shake, hit position, AOE, etc.&lt;br /&gt;
&lt;br /&gt;
The row also contains a checkbox for which prop slots in the VMD should be visible. &lt;br /&gt;
&lt;br /&gt;
==== Skeletons (.anim) ====&lt;br /&gt;
&lt;br /&gt;
==== Animations (.anim) ====&lt;br /&gt;
&lt;br /&gt;
==== Animation meta (.meta.anim) ====&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
The game uses two different mount systems:&lt;br /&gt;
&lt;br /&gt;
==== Attachment point mounts ====&lt;br /&gt;
The attachment system is used for two different things; Rider animations for units not really doing much (unit on top of a war mammoth which is just sitting there, no matter what is happening) and units with multiple riders (Necrofex, war-wagon) &lt;br /&gt;
&lt;br /&gt;
==== Synced animation mounts ====&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=File:RPFM_frg_view.png&amp;diff=356</id>
		<title>File:RPFM frg view.png</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=File:RPFM_frg_view.png&amp;diff=356"/>
		<updated>2021-07-08T17:16:37Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RPFM_frg_view&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:Animation_and_You&amp;diff=355</id>
		<title>Tutorial:Animation and You</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:Animation_and_You&amp;diff=355"/>
		<updated>2021-07-08T17:08:46Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Animations in Total war controls a great deal, but its important to know that the game has no idea what an animation is. It depends on configuration and meta data to actually use it for anything apart from a visual display. &lt;br /&gt;
=== File types ===&lt;br /&gt;
&lt;br /&gt;
==== Animpacks (.animpack) ====&lt;br /&gt;
&lt;br /&gt;
==== Bin (.bin) ====&lt;br /&gt;
&lt;br /&gt;
==== Fragments  (.frg) ====&lt;br /&gt;
&lt;br /&gt;
==== Skeletons (.anim) ====&lt;br /&gt;
&lt;br /&gt;
==== Animations (.anim) ====&lt;br /&gt;
&lt;br /&gt;
==== Animation meta (.meta.anim) ====&lt;br /&gt;
&lt;br /&gt;
=== Mounts ===&lt;br /&gt;
&lt;br /&gt;
==== Attachment point mounts ====&lt;br /&gt;
&lt;br /&gt;
==== Synced animation mounts ====&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:Animation_and_You&amp;diff=354</id>
		<title>Tutorial:Animation and You</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:Animation_and_You&amp;diff=354"/>
		<updated>2021-07-08T17:07:09Z</updated>

		<summary type="html">&lt;p&gt;H3ro: Created page with &amp;quot;Animations in Total war controls a great deal, but its important to know that the game has no idea what an animation is. It depends on configuration and meta data to actually...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Animations in Total war controls a great deal, but its important to know that the game has no idea what an animation is. It depends on configuration and meta data to actually use it for anything apart from a visual display. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The key filetypes for animations are:&lt;br /&gt;
&lt;br /&gt;
* Animpacks (.animpack)&lt;br /&gt;
* Bin (.bin)&lt;br /&gt;
* Fragments (.frg)&lt;br /&gt;
* Skeletons (.anim)&lt;br /&gt;
* Animations (.anim)&lt;br /&gt;
* Animation meta (.meta.anim)&lt;br /&gt;
&lt;br /&gt;
=== File types ===&lt;br /&gt;
&lt;br /&gt;
==== Animpacks ====&lt;br /&gt;
&lt;br /&gt;
==== Bin ====&lt;br /&gt;
&lt;br /&gt;
==== Fragments ====&lt;br /&gt;
&lt;br /&gt;
==== Skeletons ====&lt;br /&gt;
&lt;br /&gt;
==== Animations ====&lt;br /&gt;
&lt;br /&gt;
==== Animation meta ====&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=353</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=353"/>
		<updated>2021-06-23T13:48:35Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
'''Download link''': https://github.com/olekristianhomelien/TheAssetEditor/releases/latest&lt;br /&gt;
&lt;br /&gt;
'''Youtube tutorials:''' https://www.youtube.com/channel/UCXnf2q9fRNYlMn4XULPLKgg &lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
All the visual editors uses ALT+ Mouse to move the camera.&lt;br /&gt;
&lt;br /&gt;
Zoom = Alt+ Mouse Wheel &lt;br /&gt;
&lt;br /&gt;
Move = Alt + Right button&lt;br /&gt;
&lt;br /&gt;
Rotate = Alt + Left button&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
The tool works both with individual files and the pack files themselves. As a result of this each of them has to be saved separately. Saving a file in an editor adds it to the in memory packfile (which then goes red), which have to be right clicked then saved.&lt;br /&gt;
[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sub Tools==&lt;br /&gt;
&lt;br /&gt;
===Kitbash Editor===&lt;br /&gt;
Select a .rmv2 file to open the Kitbash Editor&lt;br /&gt;
&lt;br /&gt;
Some text to come here, maybe someone want to write it?&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
[[File:Remapping.png|none|thumb|Old and messy tutorial]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
# Information about the rider and mount (mesh, skeleton and animation)&lt;br /&gt;
# Control how the rider is attached to the mount&lt;br /&gt;
#* Rider root bone (probably never change this)&lt;br /&gt;
#* Leg animation (disabled for now)&lt;br /&gt;
#* The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
# Settings for the animation - Hopefully pretty intuitive&lt;br /&gt;
# Rider and mount animation fragment and active slots &lt;br /&gt;
#* Mount is the animation fragment used by the mount&lt;br /&gt;
#* Rider is the animation fragment used by the rider&lt;br /&gt;
#* Mount animation tag is the animation used by the mount&lt;br /&gt;
# Save and Preview:&lt;br /&gt;
#* Update the preview to reflect changes done in the animation settings view&lt;br /&gt;
#* Active fragment to add items to&lt;br /&gt;
#* Slot in the active fragment to add to&lt;br /&gt;
#* Batch process based on the values in &amp;quot;Mount link shortcut view&amp;quot;&lt;br /&gt;
# Drawing related things&lt;br /&gt;
[[File:Mount tool defaultworkflow.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
==== Workflow ====&lt;br /&gt;
# Select rider and mount meshes&lt;br /&gt;
# Select attachment point&lt;br /&gt;
# Select rider and mount fragment&lt;br /&gt;
# Play around with the settings until you are happy with how it looks&lt;br /&gt;
# Press Batch prosess to generate animpack, bin and fragment.&lt;br /&gt;
# Look at the report to see if manual tweaks are needed.&lt;br /&gt;
# If manual tweaks are needed:&lt;br /&gt;
## Load the new fragment into &amp;quot;selected fragment&amp;quot;&lt;br /&gt;
## Find a slot that needs to be fixed.&lt;br /&gt;
## Select the correct Mount tag for the selected rider slot&lt;br /&gt;
## Select a rider tag that looks good&lt;br /&gt;
## Press add to fragment&lt;br /&gt;
## Repeat&lt;br /&gt;
[[File:Mount tool defaultworkflow fixstuff.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
==== Sliding ====&lt;br /&gt;
If the rider is sliding around or popping, make sure that the scale of the mount is correct.&lt;br /&gt;
&lt;br /&gt;
==== Matched animations ====&lt;br /&gt;
Matched animations does not work well right now, I recommend deleting them. &lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Tips and tricks ==&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=352</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=352"/>
		<updated>2021-06-22T07:29:21Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
'''Download link''': https://github.com/olekristianhomelien/TheAssetEditor/releases/latest &lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
All the visual editors uses ALT+ Mouse to move the camera.&lt;br /&gt;
&lt;br /&gt;
Zoom = Alt+ Mouse Wheel &lt;br /&gt;
&lt;br /&gt;
Move = Alt + Right button&lt;br /&gt;
&lt;br /&gt;
Rotate = Alt + Left button&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
The tool works both with individual files and the pack files themselves. As a result of this each of them has to be saved separately. Saving a file in an editor adds it to the in memory packfile (which then goes red), which have to be right clicked then saved.&lt;br /&gt;
[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sub Tools==&lt;br /&gt;
&lt;br /&gt;
===Kitbash Editor===&lt;br /&gt;
Select a .rmv2 file to open the Kitbash Editor&lt;br /&gt;
&lt;br /&gt;
Some text to come here, maybe someone want to write it?&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
[[File:Remapping.png|none|thumb|Old and messy tutorial]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
# Information about the rider and mount (mesh, skeleton and animation)&lt;br /&gt;
# Control how the rider is attached to the mount&lt;br /&gt;
#* Rider root bone (probably never change this)&lt;br /&gt;
#* Leg animation (disabled for now)&lt;br /&gt;
#* The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
# Settings for the animation - Hopefully pretty intuitive&lt;br /&gt;
# Rider and mount animation fragment and active slots &lt;br /&gt;
#* Mount is the animation fragment used by the mount&lt;br /&gt;
#* Rider is the animation fragment used by the rider&lt;br /&gt;
#* Mount animation tag is the animation used by the mount&lt;br /&gt;
# Save and Preview:&lt;br /&gt;
#* Update the preview to reflect changes done in the animation settings view&lt;br /&gt;
#* Active fragment to add items to&lt;br /&gt;
#* Slot in the active fragment to add to&lt;br /&gt;
#* Batch process based on the values in &amp;quot;Mount link shortcut view&amp;quot;&lt;br /&gt;
# Drawing related things&lt;br /&gt;
[[File:Mount tool defaultworkflow.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
==== Workflow ====&lt;br /&gt;
# Select rider and mount meshes&lt;br /&gt;
# Select attachment point&lt;br /&gt;
# Select rider and mount fragment&lt;br /&gt;
# Play around with the settings until you are happy with how it looks&lt;br /&gt;
# Press Batch prosess to generate animpack, bin and fragment.&lt;br /&gt;
# Look at the report to see if manual tweaks are needed.&lt;br /&gt;
# If manual tweaks are needed:&lt;br /&gt;
## Load the new fragment into &amp;quot;selected fragment&amp;quot;&lt;br /&gt;
## Find a slot that needs to be fixed.&lt;br /&gt;
## Select the correct Mount tag for the selected rider slot&lt;br /&gt;
## Select a rider tag that looks good&lt;br /&gt;
## Press add to fragment&lt;br /&gt;
## Repeat&lt;br /&gt;
[[File:Mount tool defaultworkflow fixstuff.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
==== Sliding ====&lt;br /&gt;
If the rider is sliding around or popping, make sure that the scale of the mount is correct.&lt;br /&gt;
&lt;br /&gt;
==== Matched animations ====&lt;br /&gt;
Matched animations does not work well right now, I recommend deleting them. &lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Tips and tricks ==&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=File:Mount_tool_defaultworkflow_fixstuff.png&amp;diff=351</id>
		<title>File:Mount tool defaultworkflow fixstuff.png</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=File:Mount_tool_defaultworkflow_fixstuff.png&amp;diff=351"/>
		<updated>2021-06-22T07:29:08Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mount tool defaultworkflow fixstuff&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=350</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=350"/>
		<updated>2021-06-21T21:00:57Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
'''Download link''': https://github.com/olekristianhomelien/TheAssetEditor/releases/latest &lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
All the visual editors uses ALT+ Mouse to move the camera.&lt;br /&gt;
&lt;br /&gt;
Zoom = Alt+ Mouse Wheel &lt;br /&gt;
&lt;br /&gt;
Move = Alt + Right button&lt;br /&gt;
&lt;br /&gt;
Rotate = Alt + Left button&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
The tool works both with individual files and the pack files themselves. As a result of this each of them has to be saved separately. Saving a file in an editor adds it to the in memory packfile (which then goes red), which have to be right clicked then saved.&lt;br /&gt;
[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sub Tools==&lt;br /&gt;
&lt;br /&gt;
===Kitbash Editor===&lt;br /&gt;
Select a .rmv2 file to open the Kitbash Editor&lt;br /&gt;
&lt;br /&gt;
Some text to come here, maybe someone want to write it?&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
[[File:Remapping.png|none|thumb|Old and messy tutorial]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
# Information about the rider and mount (mesh, skeleton and animation)&lt;br /&gt;
# Control how the rider is attached to the mount&lt;br /&gt;
#* Rider root bone (probably never change this)&lt;br /&gt;
#* Leg animation (disabled for now)&lt;br /&gt;
#* The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
# Settings for the animation - Hopefully pretty intuitive&lt;br /&gt;
# Rider and mount animation fragment and active slots &lt;br /&gt;
#* Mount is the animation fragment used by the mount&lt;br /&gt;
#* Rider is the animation fragment used by the rider&lt;br /&gt;
#* Mount animation tag is the animation used by the mount&lt;br /&gt;
# Save and Preview:&lt;br /&gt;
#* Update the preview to reflect changes done in the animation settings view&lt;br /&gt;
#* Active fragment to add items to&lt;br /&gt;
#* Slot in the active fragment to add to&lt;br /&gt;
#* Batch process based on the values in &amp;quot;Mount link shortcut view&amp;quot;&lt;br /&gt;
# Drawing related things&lt;br /&gt;
[[File:Mount tool defaultworkflow.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
==== Sliding ====&lt;br /&gt;
If the rider is sliding around or popping, make sure that the scale of the mount is correct.&lt;br /&gt;
&lt;br /&gt;
==== Matched animations ====&lt;br /&gt;
Matched animations does not work well right now, I recommend deleting them. &lt;br /&gt;
&lt;br /&gt;
==== Workflow ====&lt;br /&gt;
&lt;br /&gt;
# Select rider and mount meshes&lt;br /&gt;
# Select attachment point&lt;br /&gt;
# Select rider and mount fragment&lt;br /&gt;
# Play around with the settings until you are happy with how it looks&lt;br /&gt;
# PressBatch prosess to generate animpack, bin and fragment.&lt;br /&gt;
# Look at the report to see if manual tweaks are needed.&lt;br /&gt;
# If manual tweaks are needed:&lt;br /&gt;
## Load the new fragment into &amp;quot;selected fragment&amp;quot;&lt;br /&gt;
## Find a slot that needs to be fixed.&lt;br /&gt;
## Select the correct Mount tag for the selected rider slot&lt;br /&gt;
## Select a rider tag that looks good&lt;br /&gt;
## Press add to fragment&lt;br /&gt;
## Repeat&lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Tips and tricks ==&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=File:Mount_tool_defaultworkflow.png&amp;diff=349</id>
		<title>File:Mount tool defaultworkflow.png</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=File:Mount_tool_defaultworkflow.png&amp;diff=349"/>
		<updated>2021-06-21T20:25:17Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mount tool defaultworkflow&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=342</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=342"/>
		<updated>2021-05-26T10:21:25Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
'''Download link''': https://github.com/olekristianhomelien/TheAssetEditor/releases/latest &lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
All the visual editors uses ALT+ Mouse to move the camera.&lt;br /&gt;
&lt;br /&gt;
Zoom = Alt+ Mouse Wheel &lt;br /&gt;
&lt;br /&gt;
Move = Alt + Right button&lt;br /&gt;
&lt;br /&gt;
Rotate = Alt + Left button&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
The tool works both with individual files and the pack files themselves. As a result of this each of them has to be saved separately. Saving a file in an editor adds it to the in memory packfile (which then goes red), which have to be right clicked then saved.&lt;br /&gt;
[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sub Tools==&lt;br /&gt;
&lt;br /&gt;
===Kitbash Editor===&lt;br /&gt;
Select a .rmv2 file to open the Kitbash Editor&lt;br /&gt;
&lt;br /&gt;
Some text to come here, maybe someone want to write it?&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
[[File:Remapping.png|none|thumb|Old and messy tutorial]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
# Information about the rider (mesh, skeleton and animation)&lt;br /&gt;
# Information about the mount (mesh, skeleton and animation)&lt;br /&gt;
# A shortcut menu to make it easier to work with animation sets. &lt;br /&gt;
#* Mount is the animation fragment used by the mount&lt;br /&gt;
#* Rider is the animation fragment used by the rider&lt;br /&gt;
#* Mount animation tag is the animation used by the mount&lt;br /&gt;
#* Rider animation tag is the animation used by rider. The tool tries to auto select the matching animation when a mount animation is selected&lt;br /&gt;
#* &amp;quot;Generate and save all&amp;quot; Runs through all the animations in the mounts animation set and generates animations for the rider.&lt;br /&gt;
# Control how the rider is attached to the mount&lt;br /&gt;
#* Rider root bone (probably never change this)&lt;br /&gt;
#* The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
# Settings for the animation - Hopefully pretty intuitive apart from the Max Rider rot, which you probably should always leave at default&lt;br /&gt;
# Press &amp;quot;Preview&amp;quot; to generate an animation with the current settings&lt;br /&gt;
# The animation preview controller to see how the animation looks &lt;br /&gt;
&lt;br /&gt;
[[File:Image.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
==== Sliding ====&lt;br /&gt;
If the rider is sliding around or popping, make sure that the scale of the mount is correct.&lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Tips and tricks ==&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=341</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=341"/>
		<updated>2021-05-23T19:49:57Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
'''Download link''': https://github.com/olekristianhomelien/TheAssetEditor/releases/latest &lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
All the visual editors uses ALT+ Mouse to move the camera.&lt;br /&gt;
&lt;br /&gt;
Zoom = Alt+ Mouse Wheel &lt;br /&gt;
&lt;br /&gt;
Move = Alt + Right button&lt;br /&gt;
&lt;br /&gt;
Rotate = Alt + Left button&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
The tool works both with individual files and the pack files themselves. As a result of this each of them has to be saved separately. Saving a file in an editor adds it to the in memory packfile (which then goes red), which have to be right clicked then saved.&lt;br /&gt;
[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sub Tools==&lt;br /&gt;
&lt;br /&gt;
===Kitbash Editor===&lt;br /&gt;
Select a .rmv2 file to open the Kitbash Editor&lt;br /&gt;
&lt;br /&gt;
Some text to come here, maybe someone want to write it?&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
[[File:Remapping.png|none|thumb|Old and messy tutorial]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
# Information about the rider (mesh, skeleton and animation)&lt;br /&gt;
# Information about the mount (mesh, skeleton and animation)&lt;br /&gt;
# A shortcut menu to make it easier to work with animation sets. &lt;br /&gt;
#* Mount is the animation fragment used by the mount&lt;br /&gt;
#* Rider is the animation fragment used by the rider&lt;br /&gt;
#* Mount animation tag is the animation used by the mount&lt;br /&gt;
#* Rider animation tag is the animation used by rider. The tool tries to auto select the matching animation when a mount animation is selected&lt;br /&gt;
#* &amp;quot;Generate and save all&amp;quot; Runs through all the animations in the mounts animation set and generates animations for the rider.&lt;br /&gt;
# Control how the rider is attached to the mount&lt;br /&gt;
#* Rider root bone (probably never change this)&lt;br /&gt;
#* The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
# Settings for the animation - Hopefully pretty intuitive apart from the Max Rider rot, which you probably should always leave at default&lt;br /&gt;
# Press &amp;quot;Preview&amp;quot; to generate an animation with the current settings&lt;br /&gt;
# The animation preview controller to see how the animation looks &lt;br /&gt;
&lt;br /&gt;
[[File:Image.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Tips and tricks ==&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=340</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=340"/>
		<updated>2021-05-23T19:46:32Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
'''Download link''': https://github.com/olekristianhomelien/TheAssetEditor/releases/latest &lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
All the visual editors uses ALT+ Mouse to move the camera.&lt;br /&gt;
&lt;br /&gt;
Zoom = Alt+ Mouse Wheel &lt;br /&gt;
&lt;br /&gt;
Move = Alt + Right button&lt;br /&gt;
&lt;br /&gt;
Rotate = Alt + Left button&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
The tool works both with individual files and the pack files themselves. As a result of this each of them has to be saved separately. Saving a file in an editor adds it to the in memory packfile (which then goes red), which have to be right clicked then saved.&lt;br /&gt;
[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sub Tools==&lt;br /&gt;
&lt;br /&gt;
===Kitbash Editor===&lt;br /&gt;
Some text to come here, maybe someone want to write it?&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
[[File:Remapping.png|none|thumb|Old and messy tutorial]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
# Information about the rider (mesh, skeleton and animation)&lt;br /&gt;
# Information about the mount (mesh, skeleton and animation)&lt;br /&gt;
# A shortcut menu to make it easier to work with animation sets. &lt;br /&gt;
#* Mount is the animation fragment used by the mount&lt;br /&gt;
#* Rider is the animation fragment used by the rider&lt;br /&gt;
#* Mount animation tag is the animation used by the mount&lt;br /&gt;
#* Rider animation tag is the animation used by rider. The tool tries to auto select the matching animation when a mount animation is selected&lt;br /&gt;
#* &amp;quot;Generate and save all&amp;quot; Runs through all the animations in the mounts animation set and generates animations for the rider.&lt;br /&gt;
# Control how the rider is attached to the mount&lt;br /&gt;
#* Rider root bone (probably never change this)&lt;br /&gt;
#* The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
# Settings for the animation - Hopefully pretty intuitive apart from the Max Rider rot, which you probably should always leave at default&lt;br /&gt;
# Press &amp;quot;Preview&amp;quot; to generate an animation with the current settings&lt;br /&gt;
# The animation preview controller to see how the animation looks &lt;br /&gt;
&lt;br /&gt;
[[File:Image.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Tips and tricks ==&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=339</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=339"/>
		<updated>2021-05-23T19:46:07Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
'''Download link''': https://github.com/olekristianhomelien/TheAssetEditor/releases/latest &lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
All the visual editors uses ALT+ Mouse to move the camera.&lt;br /&gt;
&lt;br /&gt;
Zoom = Alt+ Mouse Wheel &lt;br /&gt;
&lt;br /&gt;
Move = Alt + Right button&lt;br /&gt;
&lt;br /&gt;
Rotate = Alt + Left button&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
The tool works both with individual files and the pack files themselves. As a result of this each of them has to be saved separately. Saving a file in an editor adds it to the in memory packfile (which then goes red), which have to be right clicked then saved.&lt;br /&gt;
[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sub Tools==&lt;br /&gt;
&lt;br /&gt;
===Kitbash Editor===&lt;br /&gt;
Some text to come here, maybe someone want to write it?&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
[[File:Remapping.png|none|thumb|Old and messy tutorial]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
# Information about the rider (mesh, skeleton and animation)&lt;br /&gt;
# Information about the mount (mesh, skeleton and animation)&lt;br /&gt;
# A shortcut menu to make it easier to work with animation sets. &lt;br /&gt;
#* Mount is the animation fragment used by the mount&lt;br /&gt;
#* Rider is the animation fragment used by the rider&lt;br /&gt;
#* Mount animation tag is the animation used by the mount&lt;br /&gt;
#* Rider animation tag is the animation used by rider. The tool tries to auto select the matching animation when a mount animation is selected&lt;br /&gt;
#* &amp;quot;Generate and save all&amp;quot; Runs through all the animations in the mounts animation set and generates animations for the rider.&lt;br /&gt;
# Control how the rider is attached to the mount&lt;br /&gt;
#* Rider root bone (probably never change this)&lt;br /&gt;
#* The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
# Settings for the animation - Hopefully pretty intuitive apart from the Max Rider rot, which you probably should always leave at default&lt;br /&gt;
# Press &amp;quot;Preview&amp;quot; to generate an animation with the current settings&lt;br /&gt;
# The animation preview controller to see how the animation looks &lt;br /&gt;
&lt;br /&gt;
[[File:Image.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=338</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=338"/>
		<updated>2021-05-23T19:45:49Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
'''Download link''': https://github.com/olekristianhomelien/TheAssetEditor/releases/latest&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
All the visual editors uses ALT+ Mouse to move the camera.&lt;br /&gt;
&lt;br /&gt;
Zoom = Alt+ Mouse Wheel &lt;br /&gt;
&lt;br /&gt;
Move = Alt + Right button&lt;br /&gt;
&lt;br /&gt;
Rotate = Alt + Left button&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
The tool works both with individual files and the pack files themselves. As a result of this each of them has to be saved separately. Saving a file in an editor adds it to the in memory packfile (which then goes red), which have to be right clicked then saved.&lt;br /&gt;
[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sub Tools==&lt;br /&gt;
&lt;br /&gt;
===Kitbash Editor===&lt;br /&gt;
Some text to come here, maybe someone want to write it?&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
[[File:Remapping.png|none|thumb|Old and messy tutorial]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
# Information about the rider (mesh, skeleton and animation)&lt;br /&gt;
# Information about the mount (mesh, skeleton and animation)&lt;br /&gt;
# A shortcut menu to make it easier to work with animation sets. &lt;br /&gt;
#* Mount is the animation fragment used by the mount&lt;br /&gt;
#* Rider is the animation fragment used by the rider&lt;br /&gt;
#* Mount animation tag is the animation used by the mount&lt;br /&gt;
#* Rider animation tag is the animation used by rider. The tool tries to auto select the matching animation when a mount animation is selected&lt;br /&gt;
#* &amp;quot;Generate and save all&amp;quot; Runs through all the animations in the mounts animation set and generates animations for the rider.&lt;br /&gt;
# Control how the rider is attached to the mount&lt;br /&gt;
#* Rider root bone (probably never change this)&lt;br /&gt;
#* The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
# Settings for the animation - Hopefully pretty intuitive apart from the Max Rider rot, which you probably should always leave at default&lt;br /&gt;
# Press &amp;quot;Preview&amp;quot; to generate an animation with the current settings&lt;br /&gt;
# The animation preview controller to see how the animation looks &lt;br /&gt;
&lt;br /&gt;
[[File:Image.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=File:Remapping.png&amp;diff=337</id>
		<title>File:Remapping.png</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=File:Remapping.png&amp;diff=337"/>
		<updated>2021-05-23T19:45:25Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Remapping&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=336</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=336"/>
		<updated>2021-05-23T19:37:05Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
'''Download link''': https://github.com/olekristianhomelien/TheAssetEditor/releases/latest&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
All the visual editors uses ALT+ Mouse to move the camera.&lt;br /&gt;
&lt;br /&gt;
Zoom = Alt+ Mouse Wheel &lt;br /&gt;
&lt;br /&gt;
Move = Alt + Right button&lt;br /&gt;
&lt;br /&gt;
Rotate = Alt + Left button&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
The tool works both with individual files and the pack files themselves. As a result of this each of them has to be saved separately. Saving a file in an editor adds it to the in memory packfile (which then goes red), which have to be right clicked then saved.&lt;br /&gt;
[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sub Tools==&lt;br /&gt;
&lt;br /&gt;
===Kitbash Editor===&lt;br /&gt;
Some text to come here, maybe someone want to write it?&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
# Information about the rider (mesh, skeleton and animation)&lt;br /&gt;
# Information about the mount (mesh, skeleton and animation)&lt;br /&gt;
# A shortcut menu to make it easier to work with animation sets. &lt;br /&gt;
#* Mount is the animation fragment used by the mount&lt;br /&gt;
#* Rider is the animation fragment used by the rider&lt;br /&gt;
#* Mount animation tag is the animation used by the mount&lt;br /&gt;
#* Rider animation tag is the animation used by rider. The tool tries to auto select the matching animation when a mount animation is selected&lt;br /&gt;
#* &amp;quot;Generate and save all&amp;quot; Runs through all the animations in the mounts animation set and generates animations for the rider.&lt;br /&gt;
# Control how the rider is attached to the mount&lt;br /&gt;
#* Rider root bone (probably never change this)&lt;br /&gt;
#* The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
# Settings for the animation - Hopefully pretty intuitive apart from the Max Rider rot, which you probably should always leave at default&lt;br /&gt;
# Press &amp;quot;Preview&amp;quot; to generate an animation with the current settings&lt;br /&gt;
# The animation preview controller to see how the animation looks &lt;br /&gt;
&lt;br /&gt;
[[File:Image.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=335</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=335"/>
		<updated>2021-05-23T19:35:53Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
All the visual editors uses ALT+ Mouse to move the camera.&lt;br /&gt;
&lt;br /&gt;
Zoom = Alt+ Mouse Wheel &lt;br /&gt;
&lt;br /&gt;
Move = Alt + Right button&lt;br /&gt;
&lt;br /&gt;
Rotate = Alt + Left button&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
The tool works both with individual files and the pack files themselves. As a result of this each of them has to be saved separately. Saving a file in an editor adds it to the in memory packfile (which then goes red), which have to be right clicked then saved.&lt;br /&gt;
[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sub Tools==&lt;br /&gt;
&lt;br /&gt;
===Kitbash Editor===&lt;br /&gt;
Some text to come here, maybe someone want to write it?&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A run-through of the UI components:&lt;br /&gt;
&lt;br /&gt;
# Information about the rider (mesh, skeleton and animation)&lt;br /&gt;
# Information about the mount (mesh, skeleton and animation)&lt;br /&gt;
# A shortcut menu to make it easier to work with animation sets. &lt;br /&gt;
#* Mount is the animation fragment used by the mount&lt;br /&gt;
#* Rider is the animation fragment used by the rider&lt;br /&gt;
#* Mount animation tag is the animation used by the mount&lt;br /&gt;
#* Rider animation tag is the animation used by rider. The tool tries to auto select the matching animation when a mount animation is selected&lt;br /&gt;
#* &amp;quot;Generate and save all&amp;quot; Runs through all the animations in the mounts animation set and generates animations for the rider.&lt;br /&gt;
# Control how the rider is attached to the mount&lt;br /&gt;
#* Rider root bone (probably never change this)&lt;br /&gt;
#* The vertex the rider is attached to. Select the mount, press F3 then select the vertex that the rider should be select to and press Set. The first selected vertex is used if multiple vertexes are selected&lt;br /&gt;
# Settings for the animation - Hopefully pretty intuitive apart from the Max Rider rot, which you probably should always leave at default&lt;br /&gt;
# Press &amp;quot;Preview&amp;quot; to generate an animation with the current settings&lt;br /&gt;
# The animation preview controller to see how the animation looks &lt;br /&gt;
&lt;br /&gt;
[[File:Image.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
The tool can display and edit most meta file, more information will be added later[[File:ImageMeta.png|none|thumb]]&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=334</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=334"/>
		<updated>2021-05-23T19:28:37Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Disclaimer''': I am not good at technical writing or enjoy it, so if someone feels the desire to improve this, then please! &lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
All the visual editors uses ALT+ Mouse to move the camera.&lt;br /&gt;
&lt;br /&gt;
Zoom = Alt+ Mouse Wheel &lt;br /&gt;
&lt;br /&gt;
Move = Alt + Right button&lt;br /&gt;
&lt;br /&gt;
Rotate = Alt + Left button&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
The tool works both with individual files and the pack files themselves. As a result of this each of them has to be saved separately. Saving a file in an editor adds it to the in memory packfile (which then goes red), which have to be right clicked then saved.&lt;br /&gt;
[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sub Tools==&lt;br /&gt;
&lt;br /&gt;
===Kitbash Editor===&lt;br /&gt;
Some text to come here, maybe someone want to write it?&lt;br /&gt;
&lt;br /&gt;
Youtube tutorial: https://www.youtube.com/watch?v=LeObDGqV2PM&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
One of the key parts of the Kitbash editor is the ability to re-rig a mesh from one skeleton to an other. If this is not done, the mesh will turn into spaghetti when an animation is applied.&lt;br /&gt;
&lt;br /&gt;
It works by doing a 1:1 mapping between bones in the original skeleton (left side) and the target skeleton (right side)&lt;br /&gt;
&lt;br /&gt;
It works by selecting bones one by one on the left side and then selecting a bone on the right side. When this is done the column on the left side that says -1 should turn into the same the bone selected on the right side.&lt;br /&gt;
&lt;br /&gt;
The tool can also attempt to auto fit the mesh onto the skeleton by selecting the &amp;quot;Fit mesh to skeleton&amp;quot; checkbox.&lt;br /&gt;
&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb|Bone selected and mapped correctly]]&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
The BMI editor allows the scaling of a mesh along its normals. This gives the impression of adding or removing thickness to and object.&lt;br /&gt;
&lt;br /&gt;
All the bones that are selected in the tree view is applied to the scale when the apply button is pressed.[[File:BmiTool before.png|none|thumb|Before]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb|After]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator===&lt;br /&gt;
The tool also allows for attaching an animation to a vertex on an other skeleton. This is useful for creating mount animations for mount that does not exist in the game. &lt;br /&gt;
&lt;br /&gt;
An example of this would be adding a Squig mound to Karl Franze or a Lion animation to the High Elf Princess. https://www.youtube.com/watch?v=4dKFXAu4R1Y&lt;br /&gt;
&lt;br /&gt;
[[File:Image.png|none|thumb|Screenshot]]&lt;br /&gt;
[[File:Image2.png|none|thumb|Selecting vertex]]&lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files Editor===&lt;br /&gt;
[[File:ImageMeta.png|none|thumb]]&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=333</id>
		<title>Tutorial:AssetEditor</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Tutorial:AssetEditor&amp;diff=333"/>
		<updated>2021-05-23T19:03:36Z</updated>

		<summary type="html">&lt;p&gt;H3ro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AssetEditor is a poor man's 3d program for Total war games (currently only supports WH2). &lt;br /&gt;
&lt;br /&gt;
It aims at trying to recreate the Kit bashing feeling you get when working with plastic models.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
All the visual editors uses ALT+ Mouse to move the camera.&lt;br /&gt;
&lt;br /&gt;
Zoom = Alt+ Mouse Wheel &lt;br /&gt;
&lt;br /&gt;
Move = Alt + Right button&lt;br /&gt;
&lt;br /&gt;
Rotate = Alt + Left button&lt;br /&gt;
&lt;br /&gt;
=== Saving ===&lt;br /&gt;
The tool works both with individual files and the pack files themselves. As a result of this each of them has to be saved separately. Saving a file in an editor adds it to the in memory packfile (which then goes red), which have to be right clicked then saved.&lt;br /&gt;
[[File:SavePackfile.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sub Tools==&lt;br /&gt;
&lt;br /&gt;
===Model editor===&lt;br /&gt;
&lt;br /&gt;
====Re-Regging====&lt;br /&gt;
[[File:ReriggingImage.png|none|thumb]]&lt;br /&gt;
[[File:RemappingBoneSelected.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====BMI tool====&lt;br /&gt;
[[File:BmiTool before.png|none|thumb]]&lt;br /&gt;
[[File:BmiTool After.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
===Mount Animation Creator===&lt;br /&gt;
[[File:Image.png|none|thumb]]&lt;br /&gt;
[[File:Image2.png|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
===Anm.Meta files decoder===&lt;br /&gt;
[[File:ImageMeta.png|none|thumb]]&lt;/div&gt;</summary>
		<author><name>H3ro</name></author>
	</entry>
</feed>