
WGRD Toolkit
Hello there!
I'm developer of the toolkit, that made adding custom models possible into the game.
To clarify - the only location where the actual information about toolkit can be found is it's github: https://github.com/BlackTeaRemos/WGRD-Mod-Toolkit . This is the official repository, and one of the few sources where the actual information about toolkit itself can be found, as well, as the only source of binary updates.
For other stated locations, i post updates in specific server created for help with toolkit, link to which can be found in repository (thus also verify identity), and in the Wargame Annihilation Mod discord. I may or may not answer questions everywhere else.
Special shoutouts to the testers that moved the project forward, finding bugs and overall keeping me hyped (discord nicknames):
Wargame Annihilation Mod developers in general - for their amazing mod, with which i had great time with
nikolafun - as tester and as initial idea that moved me, by showing his advancements with map manipulation
Shawn1989 - as tester, who helped me find the most complex bugs with models there
Purity - as tester, and for help with UX features ideas for blender models compatibility
Reros - as tester, and help with sources and knowledge about ndf, with UX suggestions towards unit modification
Jack - for help with getting more attention
Snyperfire93 - for help with WARNO map data, and finding very specific bug in filesystem design i use
End - as creator of previous wargame tooling, that made creation of the amazing wargame mods possible
Fatih Sultan Mehmet - For hyping first ever external model added
I hope i haven't forgot anyone else.
So as official part of my introduction done, here is the deal:
Toolkit is already capable of changing most unit stats, creating new units, importing meshes, creating new weapons, changing weapons.
And, all this work goes past just changing something in the game. From practical standpoint, tool already generates new information, game can process, putting it on side of being actual editor tool. Not all features are implemented to be visible yet, because i'm working out the best way how they can be easily used by mod developers.
Internally, there is a lot, a lot more stuff to be done. But unlike previous modding suite (which i never used, but heard of), toolkit does not allow to change everything in game on byte level, instead creating intermediate mod representation layer, which limits, but also simplifies how modders can interact with modding.
It takes just a few seconds (excluding mod repackaging) to change something, and you have a mod working.
And, to prove it's not a fluke, i have already tested the models in game, a few weeks ago.
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GFL Model imported in game, in game
With animations, correct rigging and all aspects working.
(which also mean, you want it or not, first ever actual model imported, and then actually tested in battle, was anime mod, proving cosmetics don't trip desync game state).
(pls don't ban me)
Second ever imported model is Bkan, in early June of 2026. That's also first unit past the original unit limit.
Second, because i lost initially modified leopard 2a5:
Bkan 1C in it's best colors ever
And, there is so much more coming in -
I'il probably be answering a lot, if there are questions under this post, but again, in general, discord contact is more reliable.
I hope we can restart Wargame Red Dragon. Not to say WARNO is bad, but it's very far from being my cup of tea, in generally all directions, but campaign.
I also do have a support page, on getly, if someone wants to support, and if many people want Patreon or something (contact me), i'il get it done.
Or starring the repos in the Github supports me as well.
This helps me dedicate more time to toolkit. Thank you in advance