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THM Editor


Info

Program Developer
i-love-kfc
i-love-kfc
Described Version1.5 GitLab
Source CodeGitLab GitLab

About

Utility for editing *.thm Anomaly Modding Book files without the need to use the SDK

thm-editor centered

Features

  • Changing any available information stored in a *.thm file
  • Ability to fix incorrectly displayed textures when transferring *.thm files from CS/COP
  • Ability to create a file from scratch (without loading another *.thm file)

Functionality

Buttons

  • Open thm - Opens a *.thm file
  • Save - Save file
  • Save As - Save as
  • Import DDS - Imports .dds texture

Edit flags

CheckboxDescriptionExtra
Generate Mip MapsEnables MIP-map generation
Has AlphaTakes into account map alpha channel
Binary Alpha
Alpha Border
Color BorderIn this mode, a color arbitrarily specified by the user is used for the area outside the texture coordinate rangeDecimal Color?
Fade To ColorFade to choosed colorDecimal Color?
Fade To Alpha
Dither ColorEnables Dither Wikipedia Coloring
Dither Each MIP LevelEnables Dither Wikipedia Coloring on each MIP level
Diffuse Detail
Implicit Lighted
Detail Bump
Grey Scale (S.T.A.L.K.E.R. builds)

Texture type

FieldDescription
Image2D texture
Cube Map WikipediaIs a method of environment mapping that uses the six faces of a cube as the map shape
Bump MapBump Wikipedia Map
Normal Map WikipediaNormal Map
TerrainTerrain Map

Texture compression formats

FieldDescription
DXT1 External linkCompression without alpha channel support
ADXT1 External linkCompression with alpha channel support
DXT5 External linkCompression with alpha channel support
4444 External linkaka D3DFMT_A4R4G4B4 Color and alpha texture format, 4 bit per channel
1555aka D3DFMT_A1R5G5B5A pixel occupies 16 bits (2 bytes) and contains color and transparency information in the following format: 5 bits for the red channel (R) 5 bits for the green channel (G) 5 bits for the blue channel (B) 1 bit for the alpha channel (A)
565aka D3DFMT_R5G6B5 Each pixel occupies 16 bits (or 2 bytes) and contains color information in the following distribution: 5 bits for the red channel (R) 6 bits for the green channel (G) 5 bits for the blue channel (B)
RGBCompression without alpha channel support
RGBACompression with alpha channel support
NVHSNVIDIA High Compression (NVidia Texture Format (GEForce 3))
NVHUNVIDIA High-Quality Texture Compression (NVidia Texture Format)
A8 Microsoft Learn8-bit alpha only DirectX Format
L8 Microsoft Learn8-bit luminance only DirectX Format
A8L8 Microsoft Learn16-bit using 8 bits each for alpha and luminance DirectX Format

Bump Mode

FieldDescription
Autogen (S.T.A.L.K.E.R. Builds)
NoneNone
UseUse Bump Wikipedia mapping method
Use ParallaxUse Parallax Wikipedia mapping method

MIP Filter

FieldDescriptionPreview
BoxSimplest MIP-map generation algorithm. However, the box filter has a number of limitations that can be quite noticeable with certain textures. For example, if a texture contains very narrow features (e.g., lines), then aliasing artifacts may be very pronounced
CubicGeneration with weighted sum of eight pixels. The advantage of the cubic filter over the box is that it can have negative side lobes (weights) which help maintain sharpness while reducing the image. This can help reduce some of the blurring effect of filtering with mipmaps
Point(aka Nearest-neighbor interpolation) Uses only one pixel from the mipmap This is a simple and fast texture filtering method that works well in some cases, but can create visual artifacts and reduce image quality in more complex scenes.
Triangle
QuadraticThis method offers a balance between quality and performance It uses an interpolation method that is based on quadratic equations. Instead of just selecting one pixel (as in Point), this method considers three pixels - one from the selected mipmap level and the two closest to it - to greatly improve the smoothness of the transition of color values.
Advanced
Catrom
Mitchell
Gaussian
Sinc
Bessel
Hanning
Hamming
Blackman
KaiserIncrease readability of textures by increasing sharpness and contrast

Material

info

Different shading algorithms

FieldDescription
OrenNayar BlinOren-Nayar shading is a lighting model used in computer graphics to render matte (rough) surfaces with respect to their micro geometry. Blin shading uses a combination of diffuse and specular light reflection to achieve a more realistic image of shiny objects.
Blin PhongBlin shading uses a combination of diffuse and specular light reflection to achieve a more realistic image of shiny objects. Phong shading model can achieve good visual results, making objects appear more three-dimensional and realistic, but at the same time it cannot always accurately reproduce lighting effects on more complex or uneven surfaces.
Phong MetalPhong shading model can achieve good visual results, making objects appear more three-dimensional and realistic, but at the same time it cannot always accurately reproduce lighting effects on more complex or uneven surfaces. Metal shading is focuses on the realization of materials imitating metallic surfaces.
Metal OrenNayarMetal shading is focuses on the realization of materials imitating metallic surfaces. Oren-Nayar shading is a lighting model used in computer graphics to render matte (rough) surfaces with respect to their micro geometry.

Tools

ButtonDescription
Generate thms by .dds
Fix invalid chunks in thms
Validate thms with .dds
Convert thms format (SOC/COP)-

Checkboxes

  • SOC format - SoC format of *.thm

Fields

FieldDescription
Border Color
Fade Color
Fade Amount
Material WeightShading model weight (0.0 - 1.0)
Detail ScaleDetail Map Anomaly Modding Book Scale
Texture WidthTexture Width
Texture HeightTexture Height
Fade Delay
Bump HeightBump Map Anomaly Modding Book Height
Detail namePath to Detail Map Anomaly Modding Book
Bump namePath to Bump Map Anomaly Modding Book
Normal Map namePath to Normal Map