Old School Ops

GoMMO Art

Viewing, animating, re-skinning and capturing the characters, creatures and items in your game client with GoMMO Art.

Every game · updated 2026-10-01

GoMMO Art is a model viewer for the clients our games run on. Open a client folder and it lists every character, creature and item by name. Pick one to turn it around, play its animations, put armour on it, test a skin you are painting, and save pictures or a 3D file of it.

It reads the client and never writes to it. Anything you edit goes in a separate mod folder, so you can't break your game install by experimenting.

It works with:

  • Gate to Heavens and Gate to Heavens Classic;
  • every RF Online version from 1.0.5 to 4.5.5, including RF Online 1.5;
  • World of Kung Fu.

Download it from the GoMMO Art page.

Installing

GoMMO Art runs on Windows 10 or 11, 64-bit, with an up-to-date graphics driver.

  1. Download the zip from the tools page.
  2. Unzip it into a folder of its own, for example Documents\GoMMO Art. Put it somewhere your user account can write to, because GoMMO Art updates itself by replacing its own gommoart.exe.
  3. Run gommoart.exe. There is no installer.

Windows SmartScreen may warn you the first time, because the program is new and not widely downloaded yet. Choose More info, then Run anyway.

Opening a client

The start screen has one button: Open game client folder. Choose the folder your game is installed in, the one that holds the game's .exe. You can also drag the folder onto the window.

GoMMO Art works out which game and which version the folder holds:

  • An exact match opens straight away.
  • A close match, from a client build we have not measured, asks first. It shows its best guess and the reasons for it, and a list to pick a different version from the same game. Pick the version you know the client to be if the guess is wrong, then choose Open.

Indexing takes a few seconds the first time. The client is added to Recent clients on the start screen, so next time it is one click. The × on a recent client removes it from the list and nothing else.

The house button at the top left of the workspace goes back to the start screen.

Finding a model

The left panel lists the client's models in three tabs:

  • Characters: the player races or classes, which you can dress up.
  • Creatures: monsters, NPCs, animals and mounts.
  • Items: weapons, armour pieces, shields and other things with a model of their own.

Each entry shows its kind as a tag, such as the weapon type or armour slot. The search box at the top searches names, tags, ids and file names together, so dragon, 00113 and FLEM all find something. Click outside the search box and the Up and Down arrow keys step through the list, opening each model as you go.

Names come from the client's own name tables, in the client's language. When a model has no name in the client it is listed by its file name.

Moving around the model

The camera always orbits the model and always looks at it. You can't lose the model off screen.

controldoes
left-drag or right-dragturn around the model
mouse wheelzoom in and out
middle-drag, Shift + left-drag, Shift + wheelmove up and down the model's height
double-click, or Freset the view

The Scene tab on the right has the same controls as sliders under Camera, plus Front, Side and Back buttons for exact views.

Background

Under Background in the Scene tab:

  • Studio: a soft grey backdrop that suits most models.
  • Solid colour and Gradient, in colours you choose.
  • Checkerboard, to see the edges of transparent textures.
  • Image: any picture of your own. Choose it with Choose image, or drop a picture onto the viewport.
  • Transparent, for screenshots you want to cut out (see Screenshots).
  • Game map: a map from the client itself, chosen from a list. Big maps take a moment to load.

Ground grid under View turns the floor grid on and off.

Lighting

Under Lighting, choose between:

  • Game: lighting close to how the game itself lights the model;
  • Studio: a three-light rig that shows more detail, for screenshots and checking a skin.

Light direction, Light height and Brightness move and dim the main light in either mode. Reset lighting puts them back.

Animations

The bar under the viewport plays the model's animations:

  • the list on the left picks an animation, by the name the client gives it;
  • play and pause, or press Space;
  • step one frame back or forward with the buttons, or the Left and Right arrow keys;
  • drag the timeline to scrub through the animation;
  • the speed list runs from 0.1x to 2x;
  • Loop repeats the animation or stops it on its last frame.

Some creatures have no animations, and some items do. The bar says so when a model has none.

Dress-up

The Dress-up tab appears for player characters. Each body part and slot has its own list: helmet, upper body, lower body, gloves, boots, weapon, shield, hair and face, depending on the game. Choose an entry to put it on. Reset outfit takes everything off again.

An armour piece chosen in the Items tab is shown on a body that wears it, so you see it the way it looks in the game, not floating on its own. The top bar names both, for example "Bellato Heavy Gloves on Bellato Male".

Testing your own skins: the mod folder

Each client gets a mod folder. By default it is Documents\GoMMO Art\Mods\ followed by a folder for the game. Files tab → Mod folder shows where it is, opens it with Open, and moves it with Change.

GoMMO Art looks in the mod folder first and in the client second. A file in the mod folder at the same path as a client file replaces it, but only inside GoMMO Art. The client itself is never changed.

The quickest way to start a skin:

  1. Pick the model.
  2. In the Files tab, choose Extract everything, or Extract this file next to one file. The model's textures and meshes are copied into the mod folder at the paths GoMMO Art reads them from.
  3. Tick Also write PNG copies of textures if your editor does not open the game's texture format. The PNG is a copy for painting from; GoMMO Art reads the original format back.
  4. Edit the extracted file and save it.

Extraction never overwrites a file already in the mod folder, so it can't destroy work you have started.

RF Online textures are extracted as ordinary DDS files that any DDS editor opens. The RF engine reads them that way too.

Files inside an archive (RF's packed resource files, GTH's packed data) are extracted to the archive's folder plus their path inside the archive. Those paths are what GoMMO Art looks for, and they also show you where the file belongs when you pack it back for the game with the game's own tools.

Hot reload

With Hot reload switched on in the Files tab, GoMMO Art watches every file the current model was built from, in the mod folder and the client. Save a change and the model rebuilds within a second or so, keeping the camera, the animation and the frame you were on.

It watches textures, meshes and animations. The status bar at the bottom says when it has seen a change. Press F5, or the reload button in the top bar, to rebuild by hand at any time.

The Files tab also lists every file the model uses, split into textures, meshes, skeleton, animations and other files. Each one shows whether it is coming from the client or from your mod folder, with Show in Explorer and Extract this file.

Debug views

Under View in the Scene tab:

  • Skeleton draws the bones over the model.
  • Wireframe draws every triangle edge.
  • Normals draws the direction each vertex faces, which shows up shading problems in an edited mesh.
  • UV layout shows each texture flat with the model's UV map drawn over it, one texture part at a time; the arrows switch parts. This is what to paint against.

Some creatures are vertex-animated and have no skeleton. The Skeleton switch says so for them.

Screenshots

The Capture tab saves pictures. Captures are rendered again at the size you choose, so a 4K screenshot is really 4K, not a stretched copy of the window.

Output:

  • the size: the viewport's own size, 1280 × 720, 1920 × 1080, 2560 × 1440 or 3840 × 2160;
  • Transparent background, which saves a PNG with the background removed, ready to put on another picture;
  • where captures are saved. It is Pictures\GoMMO Art unless you change it.

Stills:

  • Save screenshot, or F12, or the camera button in the top bar: one picture of the current view.
  • Angle sheet: front, three-quarter, side and back views of the model, saved one by one and as a single sheet of all four.

Motion:

  • Turntable GIF: the model turning a full circle. Turntable frames sets how many pictures make up the turn.
  • Animation GIF (one cycle): the current animation, once through.

Each GIF is saved with a folder of its frames as full-quality PNG files, for video editors and anything else a GIF's 256 colours are not good enough for.

Show last capture opens the folder with the newest capture selected.

Exporting to Blender and other 3D tools

Export .glb in the Files tab saves the model as a glTF binary file with its textures and the current animation. Blender, 3ds Max, Maya, Unity, Godot and most online viewers open it.

The model is exported as it is shown: dressed, posed, and with your mod folder's textures. The animation is baked frame by frame, so it plays the same everywhere without needing the game's skeleton.

Updates

GoMMO Art checks for a new version when it starts. When there is one, it downloads it in the background and tells you, and the top bar and start screen show Restart to update. Choose it to switch now, or carry on working and the new version installs itself the next time you open GoMMO Art.

Every download is checked against its published SHA-256 before it is used. If the check fails, nothing is replaced.

To stop the automatic check, switch off Check at start-up at the bottom of the start screen. Check for updates, next to it, checks straight away.

If updating fails with a message that the program can't be replaced, the folder gommoart.exe is in can't be written to. Move the folder somewhere under your user folder, such as Documents.

Where GoMMO Art keeps things

whatwhere
settings and recent clients%APPDATA%\GoMMO Art\settings.json
logs, the last ten runs%APPDATA%\GoMMO Art\logs\
mod foldersDocuments\GoMMO Art\Mods\
screenshots, GIFs and .glb filesPictures\GoMMO Art\

To reset GoMMO Art to how it was first installed, close it and delete settings.json. Your mod folders and captures are not touched.

Troubleshooting

"Is this the right game?" every time I open my client. Your client build is one we have not measured. It works the same once you pick the right version. If you send us the client's version and where it came from in a bug report, we can add it.

A model shows "This model could not be built". One of the files it needs is missing or damaged. Check whether you have a file for it in your mod folder; an unfinished edit is the usual cause. Move the file out of the mod folder and press F5 to check against the original.

My edit does not show up. Check the Files tab. The file should be listed with your mod folder as its source. If it still says the client, the path in the mod folder does not match; extract the file with Extract this file to get the right path, then copy your edit over it.

The window is black or GoMMO Art closes straight away. Update your graphics driver. If it still happens, report it with the newest log from %APPDATA%\GoMMO Art\logs\ attached.

For anything else, report a bug with the log attached.

Something here wrong?

Out of date, incomplete, or assuming something it should not. Documentation errors are bugs, and this one arrives tagged and pointed at this page.

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