SUNRISE STUDIO

Edit properties and bytes

The generic editors work on any asset. Use them when no dedicated editor covers the field you want. Each change is saved as a byte delta. You need a project open.

Change a decoded field

  1. Open the asset.
  2. Open the Properties page. Type in Find property to filter.
  3. Click the field’s row.
  4. In the Inspector’s PROPERTY section, type the new value.
  5. Press Apply, or press Enter.

Only fields whose offset and encoding Studio knows are editable. Other fields show Read only. A field bound to a mod setting shows its setting instead. See Bind CUI values to mod settings.

Replace bytes

  1. Open the asset.
  2. Open the Bytes page.
  3. Type an offset in Hex offset and press Go, or click a row to take its offset.
  4. Type the new bytes in Replacement bytes, as hex, for example 00 00 80 3F.
  5. Press Apply.

The bytes at the offset are replaced. The asset keeps its length.

Export an asset

  1. Open the asset.
  2. Choose Assets > Export…, or press the Export icon in the Inspector and choose Asset file….
  3. Pick a file name and type, outside the project and the installation.
assetfile types
textureDDS, PNG, raw .bin, property .json
model or sceneGLB, glTF, OBJ, raw .bin, property .json
anything elseraw .bin, property .json

With a mesh part selected, a model export writes that part alone, in model space, ready for reimport.

Import an edited file

  1. Open the same asset.
  2. Choose Assets > Import as delta…, or press the Import as delta icon in the Inspector.
  3. Pick the edited file.
fileeffect
property .jsonapplies the changed field values; asset and field identities must match
raw .binreplaces the whole entry; it may grow or shrink
PNG or DDSreplaces texture pixels; see Import and edit textures
OBJ, glTF or GLBmoves the vertices of one mesh part; see Edit an asset in Blender
.sunrise-material.jsonapplies a material edit from Blender; see Edit materials

For an asset your project added, the Inspector icon reads Replace asset. On a source asset, any file replaces the stored file.

Duplicate an asset

A duplicate is a new entry that keeps the original as its delta base. It keeps the original’s references. It does not copy the assets it depends on.

  1. Open the asset.
  2. Press the Clone icon above the asset’s pages, or right-click its row and choose Clone….
  3. In the Add asset dialog, check the Source and type a Name. It starts as the source name plus copy.
  4. Type an unused Package ID. See Package IDs.
  5. Press Create copy.

This is Clone for assets in All other assets. It may not work in game. An asset in a category, such as an item, clones through its category’s workflow instead. A texture cannot be duplicated, because the copy would share its pixels.

Add a file as an asset

  1. Choose Assets > Add asset…, or press Add asset in the toolbar.
  2. Pick the File with Browse.
  3. Type a Name.
  4. Choose the kind.
  5. Fill the fields for that kind.
  6. Press Add asset.
kindstoresfields
Source assetthe file, kept for external work and left out of buildsnone
Native package entrythe file as a new package entryPackage ID, Class / reference, Type, Subtype

A native entry needs an encoded game payload. An arbitrary model or animation file cannot be used as one. For a PNG texture or a static mesh, use New in the All other assets header. See Create from a category.

Revert an asset

  1. Open the asset.
  2. In the Inspector, press Revert to original.

Or right-click its row in the Changes tab and choose Revert. To remove an added asset, right-click its row and choose Remove.

Read structure graphs

The Graph page draws the structure of a behavior or CUI asset: nodes and links. It does not run the behavior. With the default preset, middle or right drag pans and the wheel zooms. Reset view starts over.