uEnlistedCDK

From Bazsi37

uEnlistedCDK

Without a doubt the biggest update to Enlisted modding since the debut of sandbox editor.

uEnlistedCDK has been in development since April, and was used to make several of my mods at this point. Now i believe it’s ready to release to everyone.

Total size: 33gb.

I need to say, CDK is not for absolute beginners, but it’s not impossible to master. A lot of practice and some knowledge in computer science will surely come in handy.

DOWNLOAD HERE

DOCUMENTATION

Please leave a comment below what else you would like to be explained. I don’t know everything, but i will do my best. The documentation will be improved over time.


DaEditor


Asset Viewer

Happy map making!

Most important requests/ missing features due to complexity
  • Vegetation folder, because there is no way, ever, i can re-create the database for all impostors and vegetation of the game, that is just too much for one person.
  • scene_ladder entity - scene_ladder will not work in custom levels.
  • sounds entities to bake sounds into level?
  • effects
  • masks to generate vegetation
  • which require custom content support, load DXP and GRP in online matches OR png files next to scene.blk.
15 Likes

From Bazsi37

Modding Tools

This little program has two key features:

Convert enlisted prefabs to composites, which saves great amount of time, as i haven’t prefabbed everything from the game.

Asset Placer which places assets between two coordinates on your custom level. It’s a temporary measure to generate vegetation quickly.

Dataminer should not be used as it’s unoptimized and doesn’t datamine everything.

8 Likes

Alright its Gamer_Victorch here, I am trying fix this program here with my little Python knowledge (since it was written in Python), I will check with Bazsi later tmr when I have completed my part.

I will optimize the so-called “unoptimized” Dataminer so it works, as well as making a few upgrades to the UI

Anyways, have fun using uEnlistedCDK!

1 Like
  • Custom landmesh; Ability to import a grayscale heightmap from any part of the world and load it into Dagor Engine effortlessly.

That will be pretty handy as current official editor is such pain in the ass and may mess topography of the maps with each update.

2 Likes

Do you always need to use 4096x4096 resolution for the heightmaps? It doesn’t seem to work with 1024x1024 for me (and .tiff file created through photoshop).

And even with 4096 it doesn’t really do much


(converted to .tiff) and used 200, 500 and 2400 height range all failed.

EDIT: After reading the tutorial it still doesn’t work with another heightmap.

1 Like

A new version of the Dagor Modding Tools program is almost ready for release
Take a look at the new main menu

Redesigned asset placer tab with scroll bar (so it can fit on the screen for every monitor)


Hover tooltip is also available, so you will know what each button and field does exactly!

Also, a little popup has been added for Prefab-to-composit.blk converter as a quality-of-life feature
image

A popup with a link to our Discord server is also included, so users can have a way to get in touch outside of forum
image

2 Likes

To get the latest updates on uEnlistedCDK and Dagor Modding Tools, you can join our the Enlisted Modders Discord.
The link can be found by clicking on my profile picture, and then on Enlisted Modders

1 Like

wait, can I make like a whole ass custom map with this???

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You can, indeed.
Check out the documentations Bazsi prepared, and ask anything you wanna know in Discord

1 Like

From Bazsi37
Update 08.31 (November 20th, 2025)
Relevant changes made by Gaijin:

  • Added Dark Mode. You can switch between themes with the icons at right top of window. (lightbulb)
  • ECS Editor mode. There is no practical use to us yet.
  • Developer mode: Includes ImgUI, texture debugger and other utilities.
  • New GUI icons
  • Performance improvement for long splines
  • Recompiled shaders - Unlike github version, this has more shaders available to user.
  • Prefabs still don’t work. Their use is discouraged anyway.

Changes by Bazsi37:

  • Added some composites from ardennes map
  • Added snow and sand landclass. Very barebones
  • Winter Summit has been added as sample project alongside Flatgrass. You are allowed to make mods with it, modify it however you wish.
  • Shader cache is no longer provided. This will severely increase loading assets and maps the first time. But this will decrease archive size.

IMPORTANT!!
1:
Disable plugin related to water when exporting level binary, or editor will crash with somekind of mipmap error.
Water is added in mod editor anyway onto scene with water entity.
2:
You must first set project in DaEditor, AssetViewer will crash for some reason. But after that, AW will work.

DOWNLOAD

2 Likes

Update 2026.04.14 Beta

DOWNLOAD HERE

It’s been very long since last update, and considering I work on this (almost) alone, it takes a long time to get stuff done.
Therefore, I decided to release an intermediate version.

Known issues:

  • long duplicate asset log in console.
  • Missing shaders for objects using prefab_simple (simple_aces) shaders.
  • Handful of assets are missing. (10-20)
  • Exporting prefabs, rails and wire splines with power poles are now possible, by using the prefab shdump in the tools folder. This breaks rendering, so only place these assets after everything else is done.

Reminder: In DaEditor, assets may have wrong textures or materials; This is irrelevant, as in-game, they will look correct.

New features:

  • Added LOD models for all models. Number of placeholder models have been dramatically decreased.
    Each asset is placed in a seperate folder, based on how many LOD models it has. If it has 3 LOD models, LOD0 LOD1 and LOD2, then it will be placed in a LOD02 folder. Models that only have LOD0 model have no collision, as they are usually too small to make a difference.

  • Now all models have collision. Asset Base has been refactored.

  • Now Navmesh generation works properly in DaEditor. Recommended tilesize: 64 (default: 128)

  • Added light entities found in Enlisted. These will show up as green cross in editor. Can be found in gameObj folder.

  • Added some lamppost composites.

  • Added railroad spline, found in Volokolamsk.

  • Added most power pole splines. cable_renderer entity must be added to scene.blk for them to show up.

  • Added ladder entity. Must be placed for scene_ladder to work on custom levels. It may get added to composites later. No promises, this would take a long time, and there are more important features to finish.

Planned features:

  • asset_grid map: I already made this, its function is to compile shadercache for all assets. Will be added with next update, I encountered some errors.
  • Vegetation - This is proving to be quite difficult to replicate. Cannot 100% this will ever get added
  • Possibility to add ground_holes and underground_zones in DaEditor.
  • More game objects. (lights, sound effects, particle fx)
  • A new sample that showcases the newly added content.
  • Fixed shdump that handles prefabs - Needs to be fixed by Gaijin.

Dagor Landclass and Terrain Generator

To assist with map creation; Generate random heightmap with land colours, biomes, asset masks. You press a button → landclass folder comes out. This is about 50% complete.

kép

This will be most suitable for fantasy maps/ general landscape. Will be released along with next version of uEnlistedCDK.

Any feature that requires custom content support for server is not a priority at the moment.

4 Likes