Ariane is a map viewer and editor for Grand Theft Auto III, Vice City and San Andreas, built on librw and based on aap's euryopa.
Use it as a regular map editor, or let your AI explore and edit alongside you.
Download Ariane · Discord · Use it with your AI
Watch the complete Ariane walkthrough on YouTube →
- Place, move, rotate and delete map objects, with brush placement for repeated objects
- Select individual objects or whole areas, then translate and rotate them with 3D gizmos
- Enter exact absolute transforms or relative deltas, switch between world and local axes, and copy or paste complete transforms
- Use grid and angle snapping, align objects to the ground, and snap them to nearby surfaces
- Copy, cut and paste selections—including paste in place—with undo and redo support
- Browse objects in list or thumbnail views, with categories, IDE filters, search and favorites
- Preview models in 3D before placing them
- Build reusable prefabs from map selections, then browse, import and place them as a group
- Import custom DFF models and TXD textures
- Save to original game files or keep edits isolated in a modloader/Ariane destination
- Write text or binary IPL data and update IMG archives
- Review changes made since the last save and recover work from automatic backups
- Test GTA III, Vice City and San Andreas maps in game, and hot-reload supported San Andreas changes with
ariane.asi
- Edit San Andreas water and path nodes
- Control time, weather, rendering distance and post-processing while you work
- Inspect collisions, zones, object information and other map data
Download a current build from GitHub Releases, place it in a supported GTA game directory and run it. Ariane automatically detects GTA III, Vice City or San Andreas.
For AI-agent control, download the separate Agent Alpha bundle and follow its CLI/MCP installation guide. The stable editor download above does not include the agent interface.
The universal ariane.asi enables Test in Game for GTA III, Vice City and San Andreas, plus Hot Reload for San Andreas. Hot Reload has limitations for streamed binary maps; see the in-app guidance for the current behavior.
The optional integration ZIP on Discord also includes III.VC.SA.SaveLoader, which skips intros and loading screens for faster startup across all three games. Both plugins require a working ASI loader.
Get the optional integration ZIP, development updates and support in the Ariane Discord.
- master — the standard and recommended build
- PE/FLA — an alternate build for projects that use expanded game limits
- Agent Alpha — agent-enabled editor, CLI and MCP prerelease; see Use Ariane with your AI below
The optional Agent Alpha lets your AI explore and edit maps with you through arianectl or MCP: inspect assets, move the camera, capture images, and propose reversible map edits. The agent controls the Ariane editor. Bring your own GTA files; no private server or gtastuff checkout is required.
Want to use it with your AI? Give your agent this repo and a task. Use an AI coding agent that can access files and run commands on your computer. It can check your setup and guide you through anything that needs your help.
Copy this into your agent:
Help me set up the Agent Alpha version of https://github.com/Dryxio/ariane. Read the Agent Alpha installation and CLI/MCP guides linked in the README. Choose the right download for my computer, check what's already installed, and help me install what's missing. Ask where my GTA San Andreas files are. Then launch Ariane, connect through arianectl, take me to Grove Street, and capture an image of the neighborhood from above.
You'll need your own GTA game files. For AI control, use Agent Alpha; the stable editor does not include the agent interface.
Available for Windows x64 and macOS Apple Silicon, with real San Andreas CLI/MCP validation. Windows was tested under Windows 11 ARM64/Parallels with x64 emulation. Linux x64 is experimental: CI build/tests passed; real-game rendering is untested. Validation details.
Manual Agent Alpha installation and CLI/MCP setup
Download Agent Alpha 1 → Install the ZIP and connect your agent → CLI/MCP workflow guide
After following the installation guide above, launch the agent-enabled editor in one terminal:
cd "/path/to/GTA San Andreas"
"/path/to/agent-bundle/ariane" --agent-socket /tmp/ariane-agent-v1.sockWait for the map to load. In another terminal, use the CLI installed from the bundle:
"/path/to/agent-bundle/.venv-agent/bin/arianectl" ping
"/path/to/agent-bundle/.venv-agent/bin/arianectl" camera-context
"/path/to/agent-bundle/.venv-agent/bin/arianectl" capture "$PWD/ariane-view.png"For Windows startup and MCP connection settings, use the installation guide. Agent source and documentation are available in the Agent Alpha release tag.
Ariane requires Premake 5 and the
ariane integration branch of librw.
For reproducible release builds, use the exact librw commit pinned as
LIBRW_REF in .github/workflows/build-euryopa.yml. Set LIBRW to that librw
worktree before generating the project.
Install the compiler and OpenGL/GLFW development packages. On Ubuntu or Debian:
sudo apt-get install build-essential libgl1-mesa-dev libglfw3-devBuild librw, then Ariane:
export LIBRW=/path/to/librw-ariane
(cd "$LIBRW" && premake5 gmake2)
CXXFLAGS=-std=c++14 make -C "$LIBRW/build" -j2 \
config=release_linux-amd64-gl3 librw
premake5 gmake2 --channel=master
make -C build -j2 config=release_linux-amd64-gl3 euryopaRun bin/linux-amd64-gl3/Release/ariane with a supported GTA game directory as the current working directory.
export LIBRW=/path/to/librw-ariane
(cd "$LIBRW" && premake5 gmake2 --gfxlib=glfw)
# Apple Silicon
make -C "$LIBRW/build" config=release_macos-arm64-gl3 librw
premake5 gmake2 --channel=master
make -C build config=release_macos-arm64-gl3 euryopa
# Intel
make -C "$LIBRW/build" config=release_macos-amd64-gl3 librw
premake5 gmake2 --channel=master
make -C build config=release_macos-amd64-gl3 euryopaRun these commands from a Visual Studio developer shell:
set LIBRW=C:\path\to\librw-ariane
pushd %LIBRW%
premake5 vs2019
msbuild build\librw.sln /p:Configuration=Release /p:Platform=win-amd64-d3d9 /t:librw /m
popd
premake5 vs2019 --channel=master
msbuild build\librwgta.sln /p:Configuration=Release /p:Platform=win-amd64-d3d9 /t:librwgta;euryopa /mUse --channel=PE instead when building the PE/FLA channel.
Because the project depends on LZO (GPL), consider the code in this repository dual-licensed as GPL.
- aap — original euryopa/librwgta project and librw
