A desktop tool for editing Tekken 8 character moveset data, FBS customization files, and .tkmod mod archives.
Built with C++17, ImGui, and DirectX 11.
- Browse and edit all moves, cancels, hit reactions, and requirements
- Extraprop editor with per-prop parameter labeling and decoded displays:
- Hand pose props (0x860A–0x860D): pose dropdown + blend duration input
- 0x860E (Both Hands Pose): blend-only input, hardcoded Left #1 / Right #2
- Hand animation props (0x860F–0x8613): pool index with direct navigation
- Throw-extras, projectile, dialogue, sound, hurtbox, rage, heat, and many more labeled
- Requirement editor with human-readable labels for common req IDs
- Kamui hash dictionary — resolve animation/move name hashes automatically
- Browse fullbody and hand animation pools (anmbin)
- Real-time 3D skeleton preview with orbit camera (DirectX 11 offscreen renderer)
- Fullbody animations: full skeleton overlay
- Hand animations (cat 1): finger bone overlay
- Facial / swing / camera / extra: preview not supported (shown as disabled)
- Auto-fills animation length field from binary data
- Edit
.tkmodmod archives (ZIP of FBS binary files) - Modify customization items, character lists, and other FBS structures
- Extract live moveset data from a running
Polaris-Win64-Shipping.exeprocess (Windows only)
Open PolarisTKDataEditor.vcxproj in Visual Studio 2022, target x64 Release or x64 Debug, and build.
Requirements:
- Windows SDK
third-party/zstd/libzstd_static.lib(included)
Pre-build: BuildEvent/pack_meshes.py packs the preview mesh archive. Post-build copies data/kamui-hashes/data.json and data/MovesetDatas/data.json to the output directory.
Place next to the executable:
config.ini— set moveset root directoryGameStatic.ini— game constants, must match your installed game version
If a malformed customize_item_*.bin mod was equipped in-game, the game may keep referencing it from save data even after uninstalling the mod.
Before anything: Disable Steam Cloud sync for Tekken 8 (Properties → General → uncheck "Keep game saves in the Steam Cloud") — otherwise Steam re-downloads the corrupted files.
With the game closed, delete these save files:
customize_save_data_0_1.sav
customize_save_data_1_1.sav
customize_save_data_2_1.sav
customize_save_data_3_1.sav
customize_save_data_4_1.sav
global1.sav
global1.sav stores the unlock bitfield and equipped item references. customize_savedata* store the slot data with the corrupted item ID. The game recreates both on next boot.
You will lose: game settings, equipped customizations, some local unlock state.
You will NOT lose: online rank, purchased items (server-side), replays, ghosts.
