Skip to content

About

SILENT HILL 3 Tools — The all-in-one modding toolkit. explore archives, edit models, rebuild pose morphs, customize maps, textures, fonts, audio and more.

Topics

Resources

Contributing

Security policy

Stars

11 stars

Watchers

1 watching

Forks

Repository files navigation

Silent Hill 3 Tools — by i4pptem

One workspace for Silent Hill 3 PC modding.

Download · Getting started · Workflows · Blender Morph Tools · Runtime patches · Credits

Silent Hill 3 Tools 1.0.1 brings archive browsing, asset previews, model and animation exchange, map editing and mod building into one Windows application. Open the game's data folder, inspect its resources, stage your changes and build a separate mod folder. Developed by i4pptem.

This is an independent modding project for the PC version of Silent Hill 3. It is separate from Silent Hill 3 Remix; RTX Remix is not required. The application interface is in English.

Model workspace with Heather, asset library and Inspector

Explore, edit and build

Workspace What you can do
Asset Library Browse ARC/AFS archives, nested sound archives and the movie, pic and sound folders. Search native filenames and known character names. Export one asset, one archive or all archives as native files or supported common formats.
Models and morphs Export GLB, FBX or .blend; import GLB, GLTF, FBX or .blend with base-color textures. Replace topology against the original rig, map shape keys to game morph slots, and compare the serialized replacement with the original before staging.
Blender Morph Tools 1.3.2 Transfer expressions to replacement meshes using paired landmarks, protected lip/eyelid regions, smoothing, local motion constraints and per-morph depth adjustments. Preview individual morphs before creating all keys. Hair and cloth templates are included.
Animation Play ANM and cutscene skeletal/facial motion. Exchange ranges through Blender or FBX, bake evaluated IK/FK, ignore helper bones, and transfer between compatible banks. See writable channels per bone and verified Heather Action names/ranges.
Batch replacement Replace textures and sounds from a folder, with archive-aware matching, slot/track validation, selectable results and atomic staging. Naming and supported formats.
Texture Inspector Find standalone textures, embedded MDL/MAP images, font atlases and supported pictures together. Zoom, pan, export PNG and stage replacements. Shared map textures show their referencing maps.
World Inspector Find MAPs by verified area and edit geometry, materials and textures. Exchange whole maps or individual parts, including new topology. Overlay and edit CLD/CAM, transform multiple selections, simplify bound collision and undo room edits together.
Cutscene Inspector Play complete scenes with cameras, characters, morphs, environment, moving objects and sound. Export a scene to Blender and reimport its existing motion, morph, camera, light and prop channels.
Sound, text and movies MES/JSON exchange, supported sound-bank/sample editing, WAV exchange, AIX handling and native PC FMV conversion. Edit normal/small font atlases, including supported 2×/4× coverage.
Shadows and mod composition Rebuild or inspect/edit character KG1 proxies through GLB. Merge changes to different assets, review file conflicts, save projects and exchange portable mod packages.
Build Mod Review changed assets, errors, warnings and required runtime patches. Build replacement game files or a compact DLL/ASI overlay that loads changed assets while retaining original files.

Collapse the library or Inspector to enlarge the viewport. Animation and Room editor controls can be moved and resized. Map navigation uses WASD and X/C; E/R/T select move/rotate/scale, and Ctrl+Z undoes room edits. Long exports show progress inside the export dialog. File dialogs remember confirmed locations across restarts, with separate folders for game data, models, textures, projects and builds. Related import/export actions share their folder.

See supported formats for the exact editing scope of each format. Unknown variants remain available for native export/replacement where supported.

Get started

  1. Download Silent-Hill-3-Tools-1.0.1-win-x64.zip from Releases and extract the entire folder.
  2. Run Silent Hill 3 Tools.exe. No Node.js installation is needed.
  3. For movie/media conversion, close the app and run Install media.cmd once. It downloads and verifies the pinned FFmpeg build. Normal asset processing is local.
  4. For FBX and .blend exchange, install Blender 4.2+ separately; Blender 5.2.2 was used for validation. Set SH3TOOLS_BLENDER to blender.exe if detection does not find it.
  5. Choose Open data folder, select the game's data directory, then browse and edit. Save a .sh3project to keep staged replacements and continue later.
  6. Choose Build mod, review the changes and required patches, then select a delivery mode and separate output folder. Close the game before installing the generated mod.

Install the bundled Blender add-on: select a model with morphs and use Blender Morph Tools → Get Blender morph add-on…, or take resources/app/tools/blender/sh3_morph_transfer.py from the portable folder. Install that file from Blender's Add-ons preferences. Open 3D View → Sidebar → SH3 Tools → Pose Morph Transfer → 1. Meshes. The add-on also works independently in Blender on macOS; the main application is Windows-only. Complete morph workflow →

Installation and rollback · Authoring workflows · Import and build review

Two ways to install a mod

ASI overlay builds contain plugins/SH3Tools.dll, a small SH3ToolsLoader.asi initializer and changed assets under plugins/SH3Tools/data. Ultimate ASI Loader starts the plugin. Original archives and the executable stay on disk unchanged; required patches apply in memory. ARC/AFS output contains changed entries, not complete source archives. Loose movie, picture and sound replacements are supported. The mode requires matching original archives and a supported original executable. Overlay installation and compatibility →

Replace game files builds write rebuilt archives/loose files and, only when needed, a patched executable into the output folder. Source files are preserved. Install the generated files together and retain paired backups for rollback.

Build Mod detects runtime requirements from the staged output; it does not apply every patch to every mod:

Extension Trigger
Model texture tables More than six images, five primary texture runs or one secondary run
Morph scratch buffer More than 1,536 pooled changing morph nodes
Primary GPU indices More than 65,536 primary-group vertices
Secondary mesh storage More than 1,024 vertices or 2,048 triangles in the secondary group
Picture streaming A recognized data/pic TEX exceeds 1,361,920 bytes
Character storage Effective character reservations/cache exceed the stock arena
Background/MAP storage The complete staged world-resource budget exceeds stock primary storage
Transparent MAP queue Transparent geometry grows or exceeds 2,730 triangles
High-resolution fonts A font contains a supported 2×/4× coverage extension

Only authenticated executable layouts are supported. Extensions increase specific storage or queue capacities; native format and GPU constraints remain. Exact patch behavior, hashes and limits →

Scope of 1.0

  • Models retain the original skeleton. Up to 32 image slots and 32 texture groups per mesh group are supported, with conditional runtime extensions beyond the original tables. PBR normal/metallic/roughness shading is not converted.
  • ANM banks retain their length and channel layout. Use Fit to resample into an existing range. Missing position/rotation channels are reported; new keys cannot create them. The experimental Action-length extension is removed.
  • Cutscene exchange edits existing channels. New actors/channels, scene duration changes, event scripts and full native lighting/effects are not supported. In the tested installation, 72 of 77 scenes resolve resources automatically; five need manual choices.
  • Map editing does not replace the level scripting system. Triggers, room streaming and transitions are not authored. CAM study is a composition aid, not a complete gameplay-camera simulation.
  • KG1 is a rigid per-bone shadow proxy. Rebuilding does not add blended shadow skinning or facial morph deformation; manual correction can be needed around faces and joints.
  • Mod merging operates per asset. Different files in the same archive combine; two variants of the same MDL/MAP require choosing one file. Internal geometry/texture merging is not implemented.
  • Morph transfer needs artistic review. The supplied Heather face workflow has user confirmation, but unrelated anatomy, hair and cloth still need their own checks. Test authored replacements in gameplay and cutscenes.

Validation evidence · Troubleshooting · Post-1.0 roadmap · 1.0.1 release notes · 1.0 feature tour

Build from source

Use Windows x64, Node.js 24+ and pnpm 11.25.0:

pnpm install --frozen-lockfile
pnpm setup:electron
pnpm test
pnpm check:repo
pnpm build
pnpm start

pnpm setup:media installs optional media conversion. pnpm package creates the portable application; pnpm release:zip creates verified portable/source ZIPs and checksums. Development · Release preparation

Credits and license

Original project source, Blender Morph Tools and artwork: Copyright © 2026 i4pptem, licensed under GNU GPL v3.0 only. Third-party components retain their licenses; see notices.

Research and references include SH3_chr, sh3redux, memory-of-alessa, fontsh234, ShiningHill, Misc-Game-Research, ph2 and others listed in Credits. Blender and FFmpeg are installed separately. No game executable, archives or extracted game assets are included in the tool release.

Silent Hill 3 and game imagery belong to their respective rights holders. This project is not affiliated with or endorsed by Konami.

About

SILENT HILL 3 Tools — The all-in-one modding toolkit. explore archives, edit models, rebuild pose morphs, customize maps, textures, fonts, audio and more.

Topics

Resources

Contributing

Security policy

Stars

11 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages