Example FolderEdit

Originally, the Hammerwatch Editor had an example folder, with all of the resources you needed to create your own level. For some reason, that folder is no longer present, so this is what you need to do to set it up yourself.

Level Folder SetupEdit

The first step of setting up your level folder, and essentially starting the level making proccess, is creating a folder in the editor directory of your Hammerwatch folder.

(Example: Program Files (x86)\Steam\steamapps\common\Hammerwatch\editor)

After you create this new folder, give it a name. This name is not the display name of level. (More on display texts and such here) Now, in this folder you will be doing all of your work. First, make a regular txt document and edit it using Notepad (Or Notepad++, whichever you desire) Copy and paste this text into the folder:


<name>Script test level</name>




Now, save that file as info.xml

Next, make another txt document and paste this:

<levels start="1">

<act name="lvl.act1">

<level id="1" res="levels/levelname.xml" name="name" />



And save that as levels.xml

Lastly, make a folder titled "levels", this is where you will put all of your level.xml files. Your folder should look something like this:

Example Folder
 Now, you are ready to create your levels in the editor and place them in the "levels" folder. You can find some more information on the info and levels xml's on this page for the time being: LevelExitArea

Asset AdditionsEdit

Adding custom assets to the game is fairly simple. The easiest way to set up your game folder to be used with custom assets is to download this zip (External MediaFire download page) and extract it. This folder contains subfolder for each possible asset you can add, as well as being set up with the info and levels xml's. For the sake of size, the example is stripped of actual assets. If you wanted to see examples of finished assets, you can do so by unpacking the game's original assets.

To get the game's assets, first you have to locate the assetbin


After locating the bin (common path included in the picture) you have to copy (Do not cut or delete this!) the assets.bin into the editor folder.


When you have the asset.bin file in the editor folder, you will have to drag in onto the ResourceExtractor.exe. This will leave you with the unpacked png and xml files for every asset in the game. Put these in any documents folder for reference, and make sure to clean up any files you have created in the game's directory.