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Art Manager

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Purpose of the Art Manager Edit

The Art Manager is the center piece of the Titan Quest editing tools and provides a system for organizing all of the files related to a Titan Quest mod. It has three primary functions:

  • Convert source files created by external editors (such as the World Editor, Quest Editor and 3rd party tools like Photoshop) into game-ready assets
  • Create and edit database records which define the properties for objects in the game
  • Act as a client for Iron Lore's proprietary source control system, which allows multiple users to work on the same set of source and database files without disrupting each other's work. This function is only available when the Art Manager is run in networked mode.

In addition to being the primary tool for creating user mods for Titan Quest, the Art Manager was also used by Iron Lore in developing the game.

Starting up the Art Manager Edit

When you first use the Art Manager, you are prompted to specify three directory locations.

The 'working directory' is where you store your raw source files and the so-called asset files the Art Manager will convert them to. You may place that directory anywhere.

The 'build directory' is where the Art manager builds the playable mod. As far as the Art Manager is concerned, this may also be anywhere. If you want to test your mod, you should set it to <MyDocuments>/MyGames/Titan Quest/CustomMaps, because Titan Quest looks for mods in that folder.

The 'tools directory' is where the editing tools are located. That is your main Titan Quest directory.

Later, you can change the locations of these directories by choosing 'tools->options' from the menu.

Beginning a new mod in the Art Manager Edit

Under the Mod Menu click on "New...". Type the name of your new mod and click on OK. Close Art Manager.

The "New..." function create also the following dirs in your source and assets folder:

  • Maps: for your world and map files
  • Quest: for your token.bin and quest files
  • Text: for your modstring.txt file

Customizing your mod's database Edit

By default, every new mod uses the main game's database. To add your own content, you have to customize the database.

After loading your mod, you use 'Import record' in the 'Mod' menu to do so. You will see a file structure of database records folders. Choose the record to modify. It will be imported into your mod's database at exactly the same location it was in the main game's database. You can check this by clicking on the 'database' tab.

Any record in your mod's database with the same name and location will override the original record in the main game's database. You can edit the record where it has been imported. (In some cases the game will look for the record at a certain location, those records must not be moved elsewhere in the database.)

Generally though, it is better to make a copy of the imported record, and edit the copy. Advantages:

  • You can rename the record
  • You can store it in an easily accessible folder. To this purpose, you can add your own folders to the database by right-clicking into the database window.
  • You can use both your modified record and the original record in your mod.

To edit a record, doubleclick it. A window with the record's properties will open.

Adding custom resources files Edit

To add new custom resources files, you must place them in your mod's source folder, then create the assets.

Adding Images/Textures Edit

There are two types of images you can add, bitmaps and textures. Both of them are saved as TGA or PSD files and placed in your source folder.

Images that you want to use as a texture have some restrictions (special dimensional size).

Also, you must create the assets for them, which is not neccessary for bitmaps.

Adding Sound Files Edit

You can import mp3 or wav files. Most of the original sound files are mp3's but the small loops (anything with approx. 10 sec playing time or shorter) are saved as wav's.

Fairytale messagebox critical Importing own sound files:

If you want to import your own sound files never put them in a subdirectory named "sounds" or "music", name it somewhat else, like "mysounds". If you put your files in a subdir "sounds" or "music" they do not appear in the Art Manager's choicebox.

Adding Meshes Edit

The makers of the game do not feel it is worth their time to release the tools used to create meshes, despite the fact that it could extend the life of the game for many more years if a decent modern combat mod was made for example.

Adding Animations Edit

ExampleExampleMedia:Example.oggpvpInsert formula here666Insert formula here--Buch746 21:37, 30 June 2008 (EDT)pvp

666+700+link titleLink titleBold text'=== Creating assets ===

Assets are an intermediary step in the process of producing a playable mod from raw data files.

(For those familiar with programming language compilers, you could perhaps compare them to the object files a compiler produces from source files, which can then be linked to make an executable.)

By creating an asset of a raw source file, the file is transformed so that the Art Manager can use it to build the mod. The assets are placed into a mirror directory structure of the source directory. So for instance, if your source file is in <Name of Mod>/source/maps, the asset will appear in <Name of Mod>/assets/maps.<pvp>666

You can toggle between both directories by clicking the 'sources' and 'assets' tabs.

For each souce file, you need to create an asset only once. After that, it will be updated automatically when building. Generally, you can auto-create assets. Right-click on the source file, choose 'auto-create asset' from the context menu and confirm with 'ok'.

In some cases, for instance when importing your own textures into the mod, you must create the asset manually.

==== Creating Texture/Bitmap Assets ====Example

If you "create auto asset" with an image, you have to choose bitmap or texture.

Bitmaps are used for the minimaps, UI stuff and inventory pic of items.

Textures are used for any object that has a mesh. If you create a texture you have to choose some other things to.

! (image and further description will follow) !

Building your mod Edit

Once you have finished creating the assets for your resource files, you can build your mod by pressing the F7 button, or selecting "Build" in the Build menu. If you get a red message saying error during the build process, then something is wrong with your files/assets/dbrs.

(The most common cause for the error message is not closing the World Editor before building the mod.)

Fairytale messagebox critical if you posseess the TQIT toolset you should know that whenever you build your mod in the Art Manager, any database records which you have created will not be available for you in the World Editor unless you do ensure this manually.

To see your new World Editor record entries you will have to copy the CustomMaps folder from your "My Games\Titan Quest - Immortal Throne" into the "C:\Program Files\THQ\Titan Quest Immortal Throne" folder. You will have to repeat this whenever you modify an entry if you want your new database records to be updated in the World Editor

Database Records (DBRs) Edit

A database record is a text file which is formated according to the data it contains, using specific templates to the type of the dbr file.

Each entity of the game has a dbr file that contains the informations conerning it.

Such informations are the path to find the raw data files (music, maps, textures). The items names to display in-game, the skills parameters, etc.

The complete list of Database Record Folders Edit

Templates Edit

Templates are script files that allows the Art Manager to format the dbr files according to the type of the dbr file.

A template can either be a class, or a base used in a class template or more.

A class is a type of dbr file.

So far, edited or new templates didn't seem to have effects on the game.

The complete list of Template Classes Edit

Networked Mode Edit

The Art Manager can be used as a client for Iron Lore's proprietary revision control system by starting it with the the "-network" command line parameter. When the Art Manager is running in networked mode, it must be connected to an machine running a Source Server over the Internet or on a LAN. When starting up in networked mode, the Art Manager will display a dialog box prompting the user to specify the name of the machine running the Source Server, the port that it is listening on and the user name. The Art Manager and Source Server do not provide any security (including password protection), so it is recommended that when connecting over the Internet a VPN is used.

When in networked mode, all of the source, asset and database files are placed under revision control. The revision control implements a exclusive check-out system that prevents two users from editing a file at the same time. Typically a user will check out a file when they need to modify it and then check it back in when they have finished their modifications. The revision control system also provides a simple mechanism for synching with the latest version of all of the mod files.

The Source Server application can be downloaded the IGN Titan Quest vault site ( To use it the file can be put anywhere on the hard drive and run by launching the SourceServer.exe application with the directory where the server files should be stored as a command line parameter. In the currently released version the Source Server always listens on port 1337. The Source Server can be run as a Windows service by using a 3rd party tool such as FireDaemon

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