Devil Daggers Asset Editor is a tool that can be used to extract assets from the Devil Daggers resource files, as well as compressing them back to create mods.
Current version: 0.13.18.0
Oldest supported version: 0.7.5.0
File size: 2893 KB
- Microsoft Windows (64-bit)
- .NET Framework 4.6.1
- Download the zip file.
- Unzip its contents.
- Run DevilDaggersAssetEditor.exe inside the folder.
The source code can be found on GitHub.
0.13.18.0 - June 03, 2020
- Fixed crash that occurred when attempting to open a non-existing initial directory in an explorer dialog.
- Fixed auto-detect button in settings windows setting the path to an incorrect value.
- Fixed opening mods root folder instead of assets root folder when importing or exporting loudness files.
- Fixed texture dimension limit setting affecting non-model textures. Post lut filters, icons, fonts, and title screens will no longer be downscaled.
0.13.14.0 - June 01, 2020
- Removed the term 'compression' from the UI since it is misleading. What used to be called compressing is now called making a binary.
- Added missing audio assets to the editor.
- Fixed bugs related to the audio loudness file.
0.13.11.0 - May 29, 2020
- The application is now fully compatible with 3D modeling software (e.g. Blender) -- the implementation of turning models into binary data is hereby complete.
- Making a 'dd' binary now supports UV mapping which means textures are properly rendered onto models.
- Making a 'dd' binary now supports models consisting of quads.
- You can now sort assets.
- Implemented tags for assets.
- You can now filter assets by tags using the new buttons in the column headers.
- Added more settings.
- You can now choose whether or not to make use of the 3 standard folders.
- You can now choose to automatically create a mod file when extracting assets from a binary file.
- You can now choose to automatically open the folder after extracting assets.
- There is a new setting that enables automatic downscaling for large textures. This setting is set to 512 by default, since the largest original textures in Devil Daggers are 512x512 pixels. This currently applies to all textures, including post lut filters, icons, fonts, and title screens. This means the entire game will look different when you set this setting to 64 for example. All textures will shrink until they fit in a 64x64 pixel space (so a 256x16 texture will be downscaled to 64x4).
- Added binary file analyzer tool that can be used to visualize the contents of a Devil Daggers binary file. This can be helpful in case your file happens to be unnecessarily large and you want to know what causes it.
- Implemented user caching. This means the application will remember certain values when it shuts down.
- It will remember which mod files were last opened in the previous session.
- It will remember which tab was active in the previous session.
- It will remember the window size from the previous session including whether the application was run in full screen or not.
- It will remember whether or not 'Auto-play' was enabled in the audio previewer.
- Added vertex and index counts to model previewer.
- Added more descriptions and asset information.
- Fixed inner window not sizing correctly in full screen.
- Fixed text overflowing (still WIP, hoping to improve this in a future update).
- Fixed misleading editor paths for shaders by displaying editor paths for both files.
- Fixed marking negative loudness values as valid.
- Fixed showing paths for non-existing files.
- Fixed texture previewer locking image files even when they're no longer being displayed.
- Fixed texture previewer locking the currently displayed image file.
- Fixed not clearing previewers when selecting an empty asset.
- Fixed crash that occurred when attempting to preview a non-existing file.
- Many layout improvements
0.7.14.0 - March 13, 2020
- Fixed crash that occurred when turning textures into binary data.
- Fixed textures not being correctly imported from mod files.
0.7.13.0 - February 15, 2020
- Added almost all texture descriptions.
0.7.12.0 - November 30, 2019
- Improved model extraction to be more compatible with 3D modeling software.
- Fixed crash that occurred when attempting to turn a model with more texture coordinates or more vertex normals than geometric vertices into binary data.
- Saving mod files now produces indented JSON.
0.7.8.0 - November 26, 2019
- Improved model parsing so turning .obj files exported from 3D modeling software into binary data is supported.
- Fixed audio description for daggerseek.
- Added tooltips for audio preview buttons.
0.7.5.1 - November 18, 2019
- Updated source code URL.
0.7.5.0 - November 03, 2019
- Implemented making shader, model (limited), and texture binaries. Features such as making binaries and using mod files for "dd" and "core" are now available and functional. Note that the editor path for shaders can be misleading. For instance when it says the path is "..boid.glsl", it actually points to the files "..boid_fragment.glsl" and "..boid_vertex.glsl". Also note that .obj parsing (model format) is still limited and might not work depending on what kind of .obj file you're trying to turn into binary data. It does work for the original models, or files in an identical .obj format, so you can successfully swap the original models.
- Implemented audio player with the ability to pitch shift audio real-time.
- Implemented texture, shader, model binding, and particle previewers. A model previewer has not yet been implemented.
- Added Changelog window.
- Fixed the Update Recommended window not closing after clicking the download button.
- Small changes related to maintenance of the website, as well as code refactoring and improvements.
- Removed functionality for compatibility with version 0.2.0.0.
- Many bug fixes, layout improvements, and stability improvements.
0.3.3.0 - September 23, 2019
- Created progress bar for lengthy tasks such as making and extracting binaries.
- Many bug fixes.
- Improved audio descriptions.
0.3.0.0 - September 21, 2019
- Implemented extracting and making particle binaries, as well as mod files for particle mods. The extracted particle files are in binary (.bin), so there is not much to mod until I figure out what the bytes mean, but you can switch particles and replace them with others.
- Implemented functionality to specify whether or not to use relative paths in mod files.
- Added user settings to specify Devil Daggers root folder, mods root folder, and assets root folder.
- Improve initial directories for file and folder dialogs.
- Small bug and crash fixes.
- The mod file format has been changed, and mod files created using version 0.2.0.0 will no longer open. You'll need to convert these by navigating to Compatibility > Convert 0.2.0.0 mod file format and select your mod file.
0.2.0.0 - September 19, 2019
- Loudness is now exported as a .ini file rather than a .wav file.
- Added functionality to export the current loudness values.
- Added ability to save and open "mod" files (".audio" extension for audio mods) which are files containing the asset paths and loudness values. This removes the need to import/export loudness values when closing the application and is way more convenient than having to extract and make huge binary files every time as well. Note that the "mod" files only contain local paths, so sharing them will not work.
- Fixed not being able to type decimal values in the loudness fields.
- Added support to automatically check for new versions of the program.
- Added icon.
- Added About window and other menu items.
- Added logging.
- Added description for audio assets (WIP).
- Many GUI and code improvements.
0.1.0.0 - September 11, 2019
- Initial release.