EDITOR WORKSPACE / VERSION 0.2 / 8 OCTOBER 2026
A world editor, with your tools in reach.
Version 0.2 replaces the six large workflow pages with a persistent editor workspace: menus and command toolbar above, hierarchy at left, viewport in the centre, object inspector at right, and resources/console below. This arrangement follows the familiar Enfusion World Editor working pattern; it is independently implemented for this project.
Open your world
- File → Open Project or Ctrl+O: choose
project.baw. Your existing 0.1 projects remain compatible. - For a new project, use File → New Project (Ctrl+N), choose an empty folder, then File → Import Rimal Template and select the installed
UserData/ThunderBuddiesMaps/GazaCityfolder. - Window → Connections opens the game/Blender/Unity/scenario preferences. Save connections there. Map integration still requires one of the supported Rimal scenario GUIDs.
- Use Save on the toolbar, or Ctrl+S.
Navigate the scene
| Control | Action |
|---|---|
| Middle mouse drag | Orbit the view around its target. |
| Shift + middle mouse drag | Pan across the world. |
| Mouse wheel | Zoom in/out. |
| F / Frame Selected | Focus an imported model marker, native-building proxy or road's first point. |
| Frame World | Fit the district to the viewport. |
| Hierarchy double-click | Select and focus the entity. |
The renderer uses orbiting orthographic projection for this first 3D editor view. It is not a camera-accurate preview of Broken Arrow's HDRP lighting or materials.
Select and transform
- Click a building proxy or model marker in the viewport, or choose its entry in Hierarchy. Search the hierarchy to filter all entities, including buildings beyond the previous 500-item list.
- Object Properties always shows the selection. Set precise X/Z, yaw, footprint or scale there. Model Clip and Loop values remain editable there too.
- Press W or click Move. Drag the selected entity horizontally; click-drag its X or Z handle to constrain the move. Imported model Y handles adjust their height offset. Native buildings remain terrain-grounded.
- Grid Snap rounds horizontal placement to 5 m. Turn it off for fine movement.
- E / Rotate: drag horizontally to change yaw.
- R / Scale: drag horizontally to change imported-model scale or a native building's footprint. The proxy's fixed 12 m display height is not native building height.
- Q / Select stops transform dragging.
- Ctrl+D duplicates a selected model, building or road, offset by 10 m. Model instances can share the same underlying resource.
- Delete removes the selected scene entry. Ctrl+Z restores the last map/scene edit snapshot; up to 20 are kept in memory.
Use property fields for precise edits. Keyboard shortcuts are suppressed while typing in an input or the property inspector. Road control-point editing is still performed in Terrain Editor or Blender; the 3D transform tools operate on model/building selections.
Resources and Blender
- The bottom Resource Browser filters models, native building families and terrain/layout data. It is a project browser, not a complete extracted game asset database.
- Double-click a model resource to select and frame its scene instance.
- Double-click a native family to select the Building placement tool in Terrain Editor. Click the map to place it.
- Resource → Import Model (Ctrl+I) accepts FBX/GLB/blend. Import logs appear in Console.
- Select a model and use the Blender toolbar command. Save the editable blend in Blender; use Re-import in Workbench afterward.
- Resource → Validate Selected Model prints the detailed format/clip report in Console.
Terrain authoring
- Select the centre Terrain Editor viewport tab.
- Choose Raise, Lower, Flatten, Smooth, Road, Building or Erase on its toolbar.
- Select the right-side Terrain Tools inspector tab to set brush radius/strength, target height, native family and road/building dimensions.
- Road left-clicks add points; right-click or Finish Road commits.
- Terrain menu provides heightmap import/export and the existing map ↔ Blender round trip.
The exact terrain formats and Blender topology constraints remain documented in Pipeline details.
Panels, build and deployment
Drag the separators between hierarchy/viewport/inspector and the bottom resources area to resize panels. Window → Reset Layout restores default proportions. Version 0.3 supports detachable desktop panels, tab docking, View-menu visibility controls and saved layouts.
- Build → Export Game Package stages a checksummed export; Build → Deploy to Local Game installs the selected project with backups.
- The game must be closed. Workbench never replaces game/BARO/EAC binaries.
- Build → Open Steam Game Page opens Steam. Choose its official Play - Anti-Cheat Disabled option yourself, then load the chosen local scenario.
- Build → Restore Deployment selects a deployment backup and restores eligible files.
Arbitrary-model native combat registration, animation retargeting, full material rendering and unrestricted map donors remain outside this creator build.
Version 0.3: detachable panels and View menu
- Drag a panel's named tab (Hierarchy, World Editor, Terrain Editor, Object Properties, Terrain Tools, Resource Browser or Console) onto another dock region. Release while the destination highlights blue to move the panel into that region.
- Release the dragged tab outside a dock destination to detach it as a separate desktop window. The window can move to another monitor, resize, maximize and use Windows snapping (Win+Left/Right).
- To redock a desktop window, drag its Windows title bar onto the tab/header strip of a visible editor region and release. Alternatively right-click its internal panel tab and choose Dock Left, Center, Right or Bottom.
- To return a panel to a currently collapsed region, use the tab's right-click Dock menu. This is the most reliable way to restore an empty side.
- Right-click any panel tab for Float on desktop, docking destinations or Hide panel.
- Open View, directly beside Edit. Each checked section is visible; click an entry to hide it or bring it back. Show All Panels restores visibility without resetting your panel placements.
- Closing a floating panel window hides that section; it does not destroy its data or close the project. Reopen it through View.
- View → Save Layout stores docking positions, panel visibility, floating bounds and splitter proportions. Layout is also saved automatically on normal application exit and restored at startup.
- View → Restore Saved Layout reads the saved arrangement; View → Reset Layout returns all sections to their original editor regions. Floating windows are clamped onto available screens when restoring.
Layout preferences are stored in %LOCALAPPDATA%\ThunderBuddies\Workbench\editor-layout.json, separately from project content. Standalone windows also snap within 16 pixels of another floating panel's edges. Dropping a tab on a floating panel opens it as an adjacent independent window; floating tab-group merging is not implemented.
Layout references
Bohemia World Editor documentation and Resource Manager documentation. Original editor code and assets are not included.