Overview
Frosty Editor provides specialized editors for different asset types. This guide covers the most common modification workflows.Texture Assets
Textures are stored as RES assets (type0x6BDE20BA) with linked chunk data for mipmap levels.
Opening the Texture Editor
Find Your Texture
- Use the Asset Browser search: enter texture name
- Filter by type: RES > Texture
- Double-click the texture asset to open it
Importing Textures
- 2D Textures
- Cube Maps
- Array Textures
- Click the Import button in the toolbar
- Select your image file:
- PNG: Best for lossless quality
- TGA: Supports alpha channels
- DDS: Direct import, no conversion
- HDR: For high dynamic range textures
- Configure import options:
- Format: Match original or choose new format
- Generate Mipmaps: Auto-generate mip levels
- Resize: Adjust dimensions (must be power of 2)
- Click Import
Exporting Textures
- Click the Export button
- Choose format:
- PNG: Best for sharing/viewing
- TGA: Preserves full quality with alpha
- DDS: Native format, includes mipmaps
- For cube maps and arrays, each face/slice exports separately
Mesh Assets
Meshes are stored as MeshSet resources (type0x49B156D4) containing geometry, materials, and skeleton data.
Mesh Editor Features
3D Viewport
3D Viewport
Real-time mesh preview with:
- Orbit Camera: Click and drag to rotate
- Pan: Middle mouse drag
- Zoom: Mouse wheel
- Material Preview: Shows textures and shaders
- Lighting: Configurable sun and point lights
LOD Selection
LOD Selection
View different Level of Detail versions:
- LOD 0: Highest quality
- LOD 1-3: Progressive simplification
- Toggle section visibility
- Highlight individual sections
Material Variations
Material Variations
Preview mesh with different material sets:
- View ObjectVariation assignments
- See material parameters
- Check texture references
- Validate MeshVariationDatabase entries
Importing Meshes
Prepare FBX File
Export from your 3D software as FBX:
- Format: FBX 2014/2015 Binary
- Up Axis: Y-up (convert if needed)
- Scale: Centimeters
- Triangulate: On
- Bake Animation: If including skeleton
Import in Frosty
- Open the mesh asset
- Click Import in the toolbar
- Select your FBX file
- Configure import settings:
- LOD Level: Which LOD to replace
- Skeleton: Import or use existing
- Materials: Preserve or import
Exporting Meshes
- Click Export in the mesh editor
- Choose export options:
- Format: FBX or DAE
- LOD: Select which LOD levels
- Skeleton: Include bone hierarchy
- Flatten Hierarchy: Simplify bone structure
- Select export location
Sound Assets
Sound data is stored as WAV resources with optional streaming.Sound Editor
Import Audio
- Click Import
- Select WAV file (PCM format recommended)
- Audio is automatically converted to game format
Lua Scripts
Compiled Lua scripts (type0xAFECB022) can be viewed and edited.
Lua Editor
- View Decompiled Code: See the Lua source
- Syntax Highlighting: Color-coded Lua syntax
- Edit and Save: Modify logic and recompile
- Export Script: Save as
.luafile
Object Variations
ObjectVariation assets define material and texture sets for meshes.Variation Editor
Material Collections
Material Collections
View and modify material assignments:
- Material shader references
- Texture parameters
- Scalar/vector parameters
- Material flags
Mesh Variation Databases
Mesh Variation Databases
Link variations to MeshVariationDatabase entries:
- Database reference
- Variation index
- Multiple database support
Preview Variations
Preview Variations
See how variations look on the mesh:
- Toggle between variations
- Compare material differences
- Validate texture assignments
EBX Entity Assets
EBX assets contain game entities with properties and references.Property Grid Editor
Navigate Properties
- Expandable Categories: Organize properties
- Type Information: Shows data types
- Reference Links: Click to open referenced assets
- Array/List Editing: Add, remove, reorder items
Edit Values
Different editors for different types:
- Numeric: Sliders or direct input
- Boolean: Checkboxes
- String: Text fields
- References: Asset pickers
- Structs: Nested property groups
Transient modifications are tracked separately in the project file to ensure proper serialization.
Asset Linking
Many assets have linked dependencies that are tracked automatically:- Modifying a texture automatically links its chunk data
- The chunk’s H32 hash is updated to match the parent asset
- All linked assets are saved together in the project
- Bundle modifications propagate to linked assets
Custom Asset Handlers
Some assets use custom handlers for specialized editing:Handler Types
- ShaderBlockDepot
- Legacy Custom Actions
- Modified Resources
Merged resource handler:
- Combines multiple shader definitions
- Handles shader parameter merging
- Type:
0xD8F5DAAF
Common Workflows
Replacing a Character Texture
- Search for the character’s texture asset
- Open in Texture Editor
- Export current texture as reference
- Edit in image editor (Photoshop, GIMP, etc.)
- Import modified texture
- Save project
- Test in game
Modifying Weapon Stats
- Find weapon’s EBX blueprint
- Open in Property Grid
- Locate stat properties (damage, range, etc.)
- Modify values
- Check for transient properties that need special flags
- Save project
Creating a Custom Material Variation
- Duplicate existing ObjectVariation asset
- Modify material parameters
- Change texture references
- Link to MeshVariationDatabase
- Apply to mesh for testing
Next Steps
Package Mods
Learn how to export your modifications as distributable mods
Best Practices
Follow modding best practices for quality and compatibility