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.

FOLLOW THE RIFT

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.

  1. 01Legacy asset
  2. 02R3 Kal Core
  3. 03Blender 4.5
  4. 04Author / edit
  5. 05Export
  6. 06Independent validation
  7. 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 / AUTHOR

Author / edit

Create project-owned assets through the certified authoring paths. Unsupported structures reject explicitly.

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.

INSIDE BLENDER

Mesh / topology · Skeleton / weights · Native animation · Full-affine deformation · GTX / materials · Character Browser · Collision

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.

Conceptual matrix composition: a transformed basis preserves nonorthogonal relationships through the hierarchy.NATIVE BASISCOMPOSED BASIS
Conceptual basis diagram—not a recovered asset or a numerical test result.
  1. 01Native T/Q/S keys
  2. 02Local matrix
  3. 03Hierarchical world matrix
  4. 04Inverse bind
  5. 05Weighted full-affine deformation
  6. 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.

Actual v1.0 release overview showing the project-authored branched skeleton, rigged mesh, native animation, collision tree and RGBA texture.
ACTUAL v1.0 RELEASE REVIEW RENDERProject-authored analytic proof. Presentation copies are distinct from the authoritative native records.
05bones / branched skeleton
04triangles / new rigged mesh
8 × 8RGBA / four mip levels
04native animation keys
  1. 01Project-authored assets
  2. 02Export
  3. 03Clean reimport
  4. 04Independent validation

A COMPLETE AUTHORING PATH

Beyond reading.
Into authorship.

  1. 01Read
  2. 02Understand
  3. 03Author
  4. 04Serialize
  5. 05Reimport
  6. 06Verify

Project-authored content, inside the certified scope.
Serialized. Reconstructed. Independently verified.

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.

  1. 01Image
  2. 02GTX writer
  3. 03Native material
  4. 04GB reference
  5. 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

137 ms

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.

20 / 10 / 9points / triangles / tree nodes
Project-authored asymmetric fixture
NORMALHIDDENCAMERANOPICKFLOOR

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.

1,133discovered entries
VERIFIED
57files
CANDIDATE
952not certified
REJECTED
124outside accepted checks
8COMPLETE CERTIFIED
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

01

Rigged GB import

Topology, UV0/UV1, source normals, hierarchy, raw weights and inverse-bind matrices. Provenance retained in Native Kal and ProductionBasis.

02

Native motion. Full matrices.

Native timing, recursive matrix composition and full-affine deformation, tested across four character classes.

03

A complete character

GTX decoding, bounded native materials, alpha/two-sided behavior and controlled complete assemblies.

04

Verified Character Browser

An exact-identity catalog separates VERIFIED, CANDIDATE and REJECTED entries. Certified slot switching and material-frame playback.

05

A safe path back out

E0 typed reconstruction and E1 controlled position edits. Independent reimport and protected originals.

06

Author the mesh

E2 UV, normal and weight editing; E3 new topology and rigged meshes. Explicit palette and layout authoring.

07

Author the surface

New project-owned images, GTX write/read and safe native texture references. Materials stay inside proven native fields.

08

Author the skeleton

New or edited hierarchies with full bind and inverse-bind matrices. Matrix-level independent reconstruction.

09

Author native time

New T/Q/S clips with exact integer milliseconds, quaternion handling and non-30fps timing. Export, reimport and fresh reopen.

10

Close 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.

85final regression jobs
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.

Integrated v1.0 fixture numerical validation
MeasurementObserved maximumFixed bound
Full matrix differenceMaximum local / world / deformation matrix component difference.1.06582e−141e−10
Displayed mesh positionMaximum displayed position component difference.9.06275e−74e−6
Normal componentMaximum inverse-transpose normal component difference.2.93160e−82e−6
Displayed collisionMaximum displayed collision component difference; separate from source quantization.7.632e−62e−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.

PASS WITHIN CERTIFIED SCOPETested in Blender 4.5.10 LTS
PASS

GB import

Reviewed GB8–12 layouts; matching companion skeleton.

PASS

GB export

Certified GB12 output; E0 reconstruction and E1 position edits.

PASS

New mesh / topology

Rigid and BLEND1–4 lanes; explicit triangles and native palette limits.

PASS

UV / normals / weights

E2 channels; at most four positive influences; no skin + UV1 layout.

PASS

Skeleton authoring

1–200 bones; full bind / inverse-bind; unsupported local shear/reflection rejects.

PASS

Native animation authoring

Exact integer milliseconds and T/Q/S; bounded keys, interpolation and loops.

PASS

GTX read / write

DXT1/3/5 and RGB24/RGBA32 routes; new RGBA, documented mip limits.

PASS

Native materials

Explicit native fields and proven blend modes; no arbitrary Principled conversion.

PASS

Character Browser

Four classes and eight certified complete configurations; originals stay external.

PASS

Full-affine playback

Full 4×4 hierarchy and weighted deformation; inverse-transpose normals.

PASS

Static collision

Static triangles, positive extents, real binary tree and supported query categories.

PASS

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.