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Getting Started

Frosty Editor allows you to create mods for Frostbite-powered games by modifying game assets. Every mod starts as a project file (.fbproject) that tracks your changes.
Make sure you have launched Frosty Editor with your target game selected before creating a new project.

Creating a New Project

1

Start a New Project

  1. Launch Frosty Editor
  2. Select File > New Project
  3. Choose a location and name for your project
  4. Click Save
Your project file will be saved with a .fbproject extension.
2

Configure Mod Settings

Before making changes, configure your mod metadata:
  1. Go to Tools > Mod Settings
  2. Fill in the required fields:
    • Title: Your mod’s display name
    • Author: Your name or username
    • Version: Mod version (e.g., “1.0.0”)
    • Category: Mod type (gameplay, cosmetics, etc.)
    • Description: Brief description of what your mod does
  3. Optionally add an icon and up to 4 screenshots
3

Browse and Select Assets

Use the Asset Browser to find assets to modify:
  1. Navigate the folder tree in the left panel
  2. Use the search bar to find specific assets
  3. Filter by asset type (EBX, RES, Chunk)
  4. Double-click an asset to open it in an editor

Project Structure

Frosty projects track three types of modifications:

Added Assets

Assets you’ve created from scratch:
  • Bundles: Custom bundle containers
  • EBX Assets: Entity data (blueprints, logic)
  • RES Assets: Resource data (textures, meshes)
  • Chunks: Binary data chunks

Modified Assets

Existing assets you’ve edited:
  • Original asset data is preserved
  • Only changes are stored in the project
  • Linked assets (e.g., texture chunks) are tracked automatically

Bundle Modifications

Changes to where assets are loaded:
  • Assets added to new bundles
  • Assets removed from bundles
  • Custom bundle hierarchies
The project format (version 14) stores EBX as objects rather than compressed streams, making projects easier to merge and debug.

Working with Assets

EBX Assets (Entity Data)

EBX assets contain entity blueprints and game logic:
Format: .ebx files
Editor: Property Grid Editor
Examples: Characters, weapons, vehicles, UI elements
Key Features:
  • Visual property editing
  • Reference tracking (dependencies)
  • Transient property modification
  • Custom handlers for specialized assets

RES Assets (Resources)

RES assets are binary resources like textures and meshes:
Format: .res files
Editors: Texture Editor, Mesh Editor, etc.
Common Types: 
  - 0x6BDE20BA: Texture
  - 0x49B156D4: MeshSet
  - 0xAFECB022: CompiledLua
Editing Workflow:
  1. Open the RES asset in the appropriate editor
  2. Make your changes (import new texture, modify mesh, etc.)
  3. Changes are automatically saved to your project

Chunk Assets (Binary Data)

Chunks contain raw binary data referenced by other assets:
Format: Binary chunks identified by GUID
Use Cases: Texture mipmaps, mesh data, streaming data
Chunks are typically managed automatically through their parent assets (textures, meshes). Direct chunk editing is rarely needed.

Saving Your Project

1

Save Regularly

Press Ctrl+S or select File > Save ProjectThe project tracks:
  • Creation and modification timestamps
  • Game version (head revision)
  • All asset modifications
  • Mod metadata (title, author, etc.)
2

Verify Changes

Check the Modified Assets tab to review:
  • Which assets have been changed
  • Dirty state indicators (asterisk *)
  • Linked asset modifications

Project File Format

Frosty projects use a binary format with this structure:
Magic Number: 0x00005954534F5246 ("FROSTY")
Format Version: 14
Contents:
  - Profile name (game identifier)
  - Timestamps (creation, modification)
  - Game version
  - Mod settings (title, author, category, etc.)
  - Added data (bundles, ebx, res, chunks)
  - Modified data (asset changes)
  - Custom action handlers
Project files are saved to a temporary file first (.tmp extension) and verified before replacing the original. This prevents corruption from interrupted saves.

Best Practices

Name your project clearly to identify its purpose:
  • enhanced-weapon-stats.fbproject
  • project1.fbproject
Save your project frequently:
  • After each major change
  • Before testing
  • Before exporting a mod
Use the mod description to document:
  • What assets were modified
  • What changes were made
  • Any known issues or compatibility notes
Consider using version control for your projects:
  • Git can track .fbproject files
  • Use meaningful commit messages
  • Tag releases with version numbers

Next Steps

Modify Assets

Learn how to edit different asset types

Package Your Mod

Export your project as a distributable mod

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