R3 KAL TOOLS / v1.0
FINAL VERIFIED RELEASE
LEGACYFORMATS.MODERNAUTHORING.
VERIFIED ROUNDTRIPS.
A Blender 4.5 authoring and validation toolset
for a reviewed legacy asset family.
RECONSTRUCT. AUTHOR. VERIFY.
Built below the surface.
01FROM NATIVE RECORD TO NEW ASSET
One pipeline.
Both directions.
Not simply a converter. A controlled path from a legacy binary format into an inspectable, authorable Blender workflow—and back into independently verified native assets.
Reviewed GB8–12 inputs.
Certified GB12 outputs.
Originals remain protected.
- 01Legacy asset↘
- 02R3 Kal Core↘
- 03Blender 4.5↘
- 04Author / edit↘
- 05Export↘
- 06Independent validation↘
- 07Verified roundtrip✓
PIPELINE / LEGACY
Legacy asset
Reviewed GB8–12 inputs with an explicit companion skeleton and recorded provenance. Originals remain read-only.
PIPELINE / CORE
R3 Kal Core
Reconstruct native records and preserve geometry, channels, matrices, timing and format identity.
PIPELINE / BLENDER
Blender 4.5
Inspect and author mesh/topology, skeleton/weights, animation, deformation, GTX/materials, character assemblies and collision.
PIPELINE / EXPORT
Export
Construct certified GB12 and GTX outputs in fresh controlled destinations. Existing originals are never overwritten.
PIPELINE / VALIDATE
Independent validation
Separate readers check serialized structures, channels, matrices, pixels, native timing and collision traversal.
THE LOOP IS CLOSED
Verified roundtrip
Clean reimport and fresh Blender reopen close the loop against explicit numerical bounds.
02KEEP THE MATRIX TRUTH
Beyond ordinary
TRS.
Some composed legacy bone transforms cannot be represented faithfully as ordinary translation, rotation and scale alone.
R3 Kal Tools preserves complete matrices through hierarchical evaluation and weighted deformation. Blender provides editing and presentation; full-matrix native evaluation remains authoritative.
Known Knight and Mage affine witness chains remain in the regression suite, with documented terminal exceptions kept separate from functional render evidence.
- 01Native T/Q/S keys
- 02Local matrix
- 03Hierarchical world matrix
- 04Inverse bind
- 05Weighted full-affine deformation
- 06Blender presentation
03THE v1.0 BREAKTHROUGH
New assets.
Native from the start.
The certified workflow no longer only reads existing assets. It authors a new skeleton, rigged topology, UVs, normals, skin weights, palettes, texture, native material, animation and static collision—then serializes and reconstructs them independently.
Entirely project-authored.
Five new native assets.
Clean-profile reimport.

- 01Project-authored assets
- 02Export
- 03Clean reimport
- 04Independent validation
04AUTHOR THE SURFACE
Pixels to
native materials.
A real GTX writer.
Explicit material intent.
Certified routes cover DXT1/3/5 and native RGB24/RGBA32 reconstruction. New authored RGBA images can produce native BGRA32 payloads, with authored or deterministic generated mip chains inside documented limits.
Where the contract stops
No compression encoder or arbitrary Principled BSDF conversion. Single-level NPOT images only; documented POT mip chains. Native fields, flags and proven blend modes are explicit. Unsupported skinned UV animation and arbitrary material clocks reject.
- 01Image
- 02GTX writer
- 03Native material
- 04GB reference
- 05Reimport
05SKELETON + ANIMATION
Native time.
Not rounded frames.
New skeletons.
New native clips.
Author 1–200 bones in a valid hierarchy with full bind and inverse-bind matrices. Unsupported local shear or reflection rejects; composed nonorthogonal world transforms are retained.
Animation stores exact integer milliseconds and T/Q/S channels, with explicit quaternion handling, native loop behavior and endpoint rules.
PROJECT-AUTHORED KEY TIMES / MILLISECONDS
Four actual authored knot times. Select a key to inspect its exact position on the native timeline.
Certified loops preserve native overshoot and repeat behavior. ONCE preview holds its endpoint. Game caller completion policy and arbitrary gameplay, audio or VFX events are outside the writer.
06A SEPARATE NATIVE STRUCTURE
Render geometry ≠
collision data.
Bounded static collision authoring includes geometry, bounds and a genuine recursive binary tree. Independent traversal is compared against direct triangle queries.
Project-authored asymmetric fixture
One supported category per triangle. Point-query behavior is verified; native box queries have different flag behavior. Static triangles only—not animated collision or a general physics editor.
07VERIFIED CHARACTER BROWSER
Identity before
assembly.
Exact asset identity, provenance and safe assembly govern the browser. Certified original variants support incremental slot switching and native motion playback. A discovery scan alone never means verified.
Original game art stays external.
Publication rights are not implied.
- VERIFIED
- 57files
- CANDIDATE
- 952not certified
- REJECTED
- 124outside accepted checks
CONFIGURATIONS
Phase 4's bounded catalog supports eight complete certified configurations across four classes, retained by final regression. These counts do not certify every game asset or every historical variant.
08TEN ENGINEERING MILESTONES
From reconstruction
to authorship.
10phases
one closed v1.0 scope
01Rigged GB import
+
Topology, UV0/UV1, source normals, hierarchy, raw weights and inverse-bind matrices. Provenance retained in Native Kal and ProductionBasis.
02Native motion. Full matrices.
+
Native timing, recursive matrix composition and full-affine deformation, tested across four character classes.
03A complete character
+
GTX decoding, bounded native materials, alpha/two-sided behavior and controlled complete assemblies.
04Verified Character Browser
+
An exact-identity catalog separates VERIFIED, CANDIDATE and REJECTED entries. Certified slot switching and material-frame playback.
05A safe path back out
+
E0 typed reconstruction and E1 controlled position edits. Independent reimport and protected originals.
06Author the mesh
+
E2 UV, normal and weight editing; E3 new topology and rigged meshes. Explicit palette and layout authoring.
07Author the surface
+
New project-owned images, GTX write/read and safe native texture references. Materials stay inside proven native fields.
08Author the skeleton
+
New or edited hierarchies with full bind and inverse-bind matrices. Matrix-level independent reconstruction.
09Author native time
+
New T/Q/S clips with exact integer milliseconds, quaternion handling and non-30fps timing. Export, reimport and fresh reopen.
10Close the v1.0 pipeline
+
Static collision, real tree validation, the all-project fixture, the final regression suite and isolated release installation.
v1.0 CLOSED
09VALIDATION / TRUST
Not “looks right.”
Measured right.
A roundtrip is a claim.
Independent reconstruction is the evidence.
covering Phases 1–9
Preserve the source.
Hashes, provenance and raw channels. Fresh controlled destinations protect originals; unsafe paths and overwrite attempts reject.
Read it independently.
Separate readers check structure, channels, matrices, native timing, pixels and collision trees. Corrupted and truncated inputs must reject.
Reopen it cleanly.
Deterministic project-authored reconstruction, isolated Blender 4.5.10 install and fresh reopen, plus a portable independent audit.
The integrated fixture.
Observed maxima against fixed acceptance bounds.
| Measurement | Observed maximum | Fixed bound |
|---|---|---|
| Full matrix differenceMaximum local / world / deformation matrix component difference. | 1.06582e−14 | 1e−10 |
| Displayed mesh positionMaximum displayed position component difference. | 9.06275e−7 | 4e−6 |
| Normal componentMaximum inverse-transpose normal component difference. | 2.93160e−8 | 2e−6 |
| Displayed collisionMaximum displayed collision component difference; separate from source quantization. | 7.632e−6 | 2e−5 |
These are observed component differences for the project-authored closure fixture, not universal accuracy guarantees. Collision source quantization is a separate bounded storage loss. The 85-job count is the final regression suite—not a sum of unrelated suites.
10THE RELEASE CONTRACT
Core v1.0.
Closed and bounded.
GB import
Reviewed GB8–12 layouts; matching companion skeleton.
GB export
Certified GB12 output; E0 reconstruction and E1 position edits.
New mesh / topology
Rigid and BLEND1–4 lanes; explicit triangles and native palette limits.
UV / normals / weights
E2 channels; at most four positive influences; no skin + UV1 layout.
Skeleton authoring
1–200 bones; full bind / inverse-bind; unsupported local shear/reflection rejects.
Native animation authoring
Exact integer milliseconds and T/Q/S; bounded keys, interpolation and loops.
GTX read / write
DXT1/3/5 and RGB24/RGBA32 routes; new RGBA, documented mip limits.
Native materials
Explicit native fields and proven blend modes; no arbitrary Principled conversion.
Character Browser
Four classes and eight certified complete configurations; originals stay external.
Full-affine playback
Full 4×4 hierarchy and weighted deformation; inverse-transpose normals.
Static collision
Static triangles, positive extents, real binary tree and supported query categories.
Independent validation
Separate readers, deterministic reconstruction, fresh reopen and corruption rejection.
Outside v1.0 scope
Separate domains, not failed or unfinished core capabilities.
- Maps / world editing
- Quests
- Gameplay databases
- Server / networking
- General VFX authoring
- Unreal pipeline
- Modern Knight art
- Universal historical formats
- Live-client deployment certification
R3 Kal Tools is an independent technical tooling and research project. Third-party game names and assets remain the property of their respective owners.
No official affiliation with KalOnline or Inix is claimed. Live-game deployment was not performed or certified.
