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Three.js Game Editor

Work in progress — things may be incomplete, change without notice, or break unexpectedly. Feedback, suggestions, and contributions are welcome — feel free to open an issue or start a discussion!

A collection of browser-based tools for working with Quaternius 3D assets in Three.js. No build step, no bundler — runs entirely in the browser.

3D assets (Quaternius) are not included — see the Setup section below.


Quick Start

Option A — Studio.exe (recommended, Windows only)

No Node.js or Python required.

1. Download Studio.exe from the Releases page and place it in the project folder (next to assets/, src/, etc.).

2. Clone or download the repository (code + structure, without the assets)

git clone https://github.com/ixtrem16-netizen/RPG.git

3. Download the Quaternius assets — see Required Assets below and place them in assets/.

4. Launch

Double-click Studio.exe — the browser opens on http://localhost:3000 automatically.

Studio.exe embeds the Node.js runtime (~36 MB). It is not included in the repository — download it from the Releases page.

Developers: to rebuild the exe after modifying server.js, run npm run build (requires Node.js).


Option B — Local server (any OS)

npx serve . -p 3000

Then open http://localhost:3000 in Chrome or Firefox.

Any static file server works. Alternatively:

python -m http.server 3000

Navigation

Every tool page has a button (bottom-right corner) that opens a quick-switch menu to jump between tools without going back to the hub.


Tools

index.html — Hub

Central launcher — cards for every tool, grouped by category.


gameplay-test.html — Gameplay Prototype

Full gameplay prototype — locomotion, combat, physics, town.

Key Action
W / A / S / D Move
Shift Sprint
Space Jump
C Crouch / Slide (while sprinting)
R Roll
Q Guard / Block (hold) — lean camera left
Shift + Q / E Dodge left / right
F Interact / Climb
K Kick
1–4 Combat mode (Sword / Fists / Magic / Bow)
0 Unequip
G Emote wheel
Tab Camera lock-on
V Camera mode (3rd person / shoulder)
I Inventory
Escape Pause

char-builder.html — Character Builder

Assemble modular characters from Quaternius outfit parts with per-zone color shaders.

  • Right-click + drag — orbit camera
  • Scroll wheel — zoom
  • Left panel: switch body, outfit, texture, hair, beard
  • Save / load character configs by name
  • Export config for use in your own project

character-preview.html — Character Preview

Preview a fully assembled character (outfit, hair, beard) with animations playing.

  • Right-click + drag — orbit camera
  • Scroll wheel — zoom
  • Left panel: switch between saved characters
  • Animations play automatically (Idle, Walk, Run, Jump, Attack…)

anim-inspect.html — Animation Inspector

Browse and preview all animation clips (UAL1 + UAL2 merged into a single unified library).

  • Click any clip name to preview it on the character
  • Duration is shown under each clip name

asset-browser.html — Asset Browser

Browse all loaded Quaternius assets (characters, props, environment).

  • Left panel — filter by category / search by name
  • Right panel — 3D preview with orbit controls
  • Right-click + drag — orbit · Scroll — zoom

grip-editor.html — Grip Editor

Fine-tune the position, rotation, and scale of each equipped weapon or tool on the character skeleton.

  • Select a saved character and a weapon from the left panel
  • Adjust grip with sliders (position X/Y/Z, rotation X/Y/Z, scale)
  • Right-click + drag — orbit · Scroll — zoom
  • Changes are saved automatically and shared with Gameplay Test

village-browser.html — Village Browser

Browse and preview all Medieval Village MegaKit pieces.

  • Right-click + drag — orbit · Scroll — zoom

nature-browser.html — Nature Browser

Browse and preview nature assets (trees, rocks, vegetation).

  • Right-click + drag — orbit · Scroll — zoom

soldier-test.html — Soldier Test

Quick character + animation test scene.

  • Right-click + drag — orbit · Scroll — zoom

Setup — Required Assets

Pack overview

All 3D assets come from Quaternius. Some packs are free, others require a Patreon subscription (Source tier).

Pack Tier Used for
Universal Animation Library (UAL) Free or Source Main character animations
Universal Animation Library 2 (UAL2) Free or Source Parkour / advanced animations
Modular Character Outfits - Fantasy Source (Patreon) Body, outfits, hair, modular parts
Medieval Village MegaKit Free or Source Buildings, props, vegetation

Free = downloadable directly on quaternius.com.
Source = .blend files + max resolution — Patreon subscription required.
The tools work with the free Standard versions for animations.


Directory structure

After downloading the packs, place the files as follows:

assets/
├── characters/
│   ├── animations/
│   │   ├── UAL1_Standard.glb       ← Universal Animation Library (UAL pack)
│   │   ├── UAL1_Source.glb         ← (optional — Patreon Source version)
│   │   ├── UAL2_Standard.glb       ← Universal Animation Library 2 (UAL2 pack)
│   │   └── UAL2_Source.glb         ← (optional — Patreon Source version)
│   │
│   ├── bodies/
│   │   ├── Superhero_Male_FullBody.gltf    ← Modular Character Outfits - Fantasy
│   │   └── Superhero_Female_FullBody.gltf
│   │
│   ├── outfits/
│   │   └── *.gltf / *.bin          ← Modular Character Outfits - Fantasy
│   │
│   ├── hair/
│   │   └── *.gltf / *.bin          ← Modular Character Outfits - Fantasy
│   │
│   └── modular/
│       └── *.gltf / *.bin          ← Modular Character Outfits - Fantasy
│
└── environment/
    ├── village/
    │   └── *.gltf / *.bin          ← Medieval Village MegaKit
    │
    ├── props/
    │   └── *.gltf / *.bin          ← Medieval Village MegaKit
    │
    └── nature/
        └── *.gltf / *.bin          ← Medieval Village MegaKit

Source files

File Description
server.js Static file server — used by Studio.exe
src/nav.js Floating nav widget injected in every tool page
src/character.js CharacterController — loadRetargeted, AnimationMixer, state machine
src/char-config.js Character config hub — outfit, hair, body per character name
src/shaders.js Post-processing shaders (color grade)
src/camera.js Witcher-style orbit camera — lean, lock-on, 1st/3rd person
src/player.js Player movement, physics, stats
src/collision.js AABB collision — floors, walls, ramps
src/world.js Procedural terrain, chunks, biomes
src/builder.js Procedural building blocks (room, torch, light)
src/npc.js NPC class — outfit loading, wander AI, terrain tilt
src/town.js Town assembly (Valcrest)
src/daynight.js Day/night cycle, sky dome, sun/moon
src/audio.js Footsteps, ambient sounds per zone
src/ui.js HUD — hp, stamina, clock
src/inventory.js Inventory system
src/gods.js Narrative deity system
src/build_mode.js In-game build mode (WIP)
src/buildings/ Prefab buildings (small house, tower, town hall)

License

Source code: MIT — free to use, modify, and redistribute.
3D Assets: property of Quaternius — subject to their respective license terms.

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