Resources Checker

The Resources Checker helps inspect the assets and materials used by the currently loaded level. Use it when a level has missing textures, duplicate materials, unexpectedly large files, unused resources, or collision-heavy static meshes.

The tool is split into three main areas:

  • Materials Verification checks material definitions and texture references.
  • Resources Explorer lists loaded and unused level resources.
  • Asset Stats summarizes asset size and scene object counts.

Open it from the World Editor window menu as Resources Checker.

Most checks operate on the currently loaded level. Load the level you want to inspect before running the tool, and save or back up unpacked content before using any removal action.

Materials Verification

The Materials Verification tab checks material files used by the current level. If a player vehicle is loaded, the tab can switch between checking the current level and the current vehicle. The path shown after Checking: tells you which content root the next operation will inspect.

This tab is most useful after importing art, migrating materials, changing texture locations, or updating older level content.

Available checks include:

  • Check materials version: finds older material definitions that should be updated to the current material format.
  • Verify duplicates: finds multiple definitions for the same material. Duplicate materials can make editing unreliable because it may be unclear which definition is loaded.
  • Remove pid: removes deprecated persistent IDs from material data.
  • Convert to PNG: converts older DDS texture references to PNG output through the selected output folder.
  • Check texture map: validates texture paths used by material slots and reports missing or incorrectly referenced files.
  • Check texture files: checks texture file formats, power-of-two sizing, and texture cooker issues.
  • Check missing mats: checks for missing material mappings in currently loaded models.
  • Remove dummy mats: removes dummy materials from a vehicle when the tool is checking vehicle data.

Enable Skip common folders when you want duplicate checks to ignore shared common assets.

The result list can include file names, material names, texture slots, and issue counts. Select entries to inspect them, and use the Material Editor when a material needs manual repair.

Resources Explorer

The Resources Explorer tab generates lists of resources used by the current level. It is a good first stop when you need to know what is actually loaded in the scene or when you suspect files are no longer referenced.

  • Loaded TSStatics: lists currently loaded TSStatic objects and their mesh usage.
  • Available ForestItems: lists available forest meshes.
  • Loaded Terrains: lists terrain blocks and their size.
  • Used Materials: lists materials currently used by the level.
  • Unused Materials: finds material definitions that are not used.
  • Unused Meshes: finds unused mesh files.
  • Unused Textures: finds unused texture files.
  • Collision Data: summarizes static collision mesh usage and visible mesh collision counts.

Some results can be selected, previewed, or removed through the result list. Removing files is permanent and only works on unpacked content, so back up your work before using removal actions.

The unused resource checks are intended as cleanup helpers, not as a replacement for manual review. Before removing files, check whether the asset is referenced by a prefab, mission, flowgraph, optional variant, or other content that is not currently loaded in the level.

Use Collision Data to identify expensive static collision usage. Large visible-mesh collision counts are often a sign that an asset should use a simpler collision mesh.

Asset Stats

The Asset Stats tab scans the level and summarizes disk usage by category. Press Scan Assets to generate the report. If a player vehicle is available, the tab can switch between scanning the current level and the current vehicle.

The overview shows:

  • Texture, mesh, terrain, audio, datablock, and other asset sizes.
  • Approximate used texture versus mesh size.
  • Scene object counts for TSStatic, forest items, terrain, roads, lights, and sound objects.

The overview also shows a colored disk usage breakdown. Hover the category bars to see the largest files in each category.

The detailed view provides a per-file tree and treemap-style breakdown. Use it to find the largest individual files, unexpectedly duplicated folders, or categories that dominate the level size.

Reading Results

After a check finishes, the tool reports whether the task completed and shows a result list. Some lists include context actions:

  • Left-click rows to select or inspect entries.
  • Right-click where available to open context actions.
  • Use image preview for supported texture files.
  • Use removal actions only after confirming the file is truly unused.

If a result says the task failed, check the game log for the detailed error and re-run the check after fixing missing files or invalid paths.

Typical Workflow

  1. Load the level in the World Editor.
  2. Run Asset Stats to understand the main size contributors.
  3. Use Resources Explorer to identify unused meshes, textures, materials, and collision-heavy assets.
  4. Use Materials Verification to fix material and texture issues.
  5. Open related assets in the Asset Browser or Material Editor and make the required changes.
  6. Re-run the relevant checks after making changes.

Related Tools

Last modified: June 8, 2026

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