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
- Open the asset.
- Open the Properties page. Type in Find property to filter.
- Click the field’s row.
- In the Inspector’s PROPERTY section, type the new value.
- 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
- Open the asset.
- Open the Bytes page.
- Type an offset in Hex offset and press Go, or click a row to take its offset.
- Type the new bytes in Replacement bytes, as hex, for example
00 00 80 3F. - Press Apply.
The bytes at the offset are replaced. The asset keeps its length.
Export an asset
- Open the asset.
- Choose Assets > Export…, or press the Export icon in the Inspector and choose Asset file….
- Pick a file name and type, outside the project and the installation.
| asset | file types |
|---|---|
| texture | DDS, PNG, raw .bin, property .json |
| model or scene | GLB, glTF, OBJ, raw .bin, property .json |
| anything else | raw .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
- Open the same asset.
- Choose Assets > Import as delta…, or press the Import as delta icon in the Inspector.
- Pick the edited file.
| file | effect |
|---|---|
property .json | applies the changed field values; asset and field identities must match |
raw .bin | replaces the whole entry; it may grow or shrink |
| PNG or DDS | replaces texture pixels; see Import and edit textures |
| OBJ, glTF or GLB | moves the vertices of one mesh part; see Edit an asset in Blender |
.sunrise-material.json | applies 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.
- Open the asset.
- Press the Clone icon above the asset’s pages, or right-click its row and choose Clone….
- In the Add asset dialog, check the Source and type a Name. It starts as the source
name plus
copy. - Type an unused Package ID. See Package IDs.
- 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
- Choose Assets > Add asset…, or press Add asset in the toolbar.
- Pick the File with Browse.
- Type a Name.
- Choose the kind.
- Fill the fields for that kind.
- Press Add asset.
| kind | stores | fields |
|---|---|---|
| Source asset | the file, kept for external work and left out of builds | none |
| Native package entry | the file as a new package entry | Package 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
- Open the asset.
- 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.