Update beta 2026.09.03
DOWNLOAD HERE
EDIT: Updated tools are available below.
This update adds significant content to the editor. Vegetation, effects, new tools to make heightmap import easier and more!
Let me talk through the main points:
- Added all effects from fx.grp. Effects can be baked into level binary. Situational effects (explosions, step effects) should not be placed, as they will disappear in a few seconds.
- Added all vegetation objects, even small ones that are unavailable in sandbox editor. CDK comes with baked impostors, so they come ready to be placed, used.
- Added new tool: Asset Painter. Allows user to paint assets in circular or Rectangular area.
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- Customizable rectangle size
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- Roads can be avoided by ticking “Do not place on splines”
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- You can save and share palettes. A test palette is provided.
Why was this needed? Vegetation masks are not baked into level.bin, but are exported into DXP archive, which requires custom content support. Painting vegetation with mask is still supported anyway.
New Landmesh options
- “Import heightmap(s) from worldmap” - It opens a webUI where user can select the DHMAP and NHMAP area at the same time, and automatically import it into CDK. Heightmap quality varies with region. USA has the best quality. You can change layers with the top right icon.
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- Step 1: Select area by dragging the pin around the world map.
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- Step 2: Fetch DHMAP + NHMAP
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- Step 3: Align HMAP either to DHMAP or NHMAP
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Water and albedo doesn’t work yet, and it’s not priority at the moment.
- Parse Landmesh from binary - One of the most exciting feature: Allows users to load War Thunder, Enlisted, Active Matter level heightmap, rendinsts, splines into editor from level binary.
Tool currently ignores terrain decals. Other entities, such as lights, effect import will be added later.
The process is automatic:
- Select “Parse landmesh from binary”
- Select level bin from any of the supported games.
- Select “Yes or No” on the pop up questions
- The plugin/tool will do the rest
What you end up with is a workable empty map, plus with roads already drawn.
War Thunder avg_finland heightmap + splines.
Burma hmap+ri+splines
Important note: This doesn’t convert the maps 1:1 to source - the purpose of this tool is make map ports, mods easier. For example, avg_finland with Enlisted assets, or Active Matter am_monolith_island with Enlisted assets. uECDK doesn’t contain neither WT nor AM assets, attempting to load RI will yield nothing.
There are asset related errors. These will be fixed when the program comes out of beta.
uECDK is nearing completion. I am very proud of the progress so far, but there are still features, content I wish to add.
Planned content:
- Landclass catalouge
- Sound “boxes” - Allows to place ambience, or other type of sounds to be baked to level bin.
- Restored level.blk with grass - Has no effect on editor functionally, it’s purely for aesthetics.
- More procedural tools
Update 09.05
This is a minor bugfix and feature update. This only contains the tools folder, the link in the above contains the full content package. Overwrite the previous tools folder with this new version!
DOWNLOAD LINK
- Fixed level bin heightmap import not working
- Fixed water rendering
New features:
- Improved GUI for asset palette, increased limit of different assets.

- New QOL feature: Fill Polygon with asset palette, scatter asset palette along spline:
Scattering distance along spline can be customized.
- Water can now be edited like terrain with brushes.
Planned feature for this is editing water with polygons and splines to create rivers and lakes without heightmap.