Building the Maus. Editor AAR(Tutorial)
Moderators: Joel Billings, Sabre21, bcgames
Building the Maus. Editor AAR(Tutorial)
This is short unofficial editor tutorial which shows how various data types build up in WITE editor.
The goal is to introduce new ground element (GE) type, create OB(TOE) which is using new GE , create new scenario with unit which would utilize new GE/OB(TOE).
Let’s take something big - Pz.Kpfw VIII aka Maus and make it available in the game [8D]
http://en.wikipedia.org/wiki/Panzer_VIII_Maus
1.Since we going to alter generic data (the data which is common across all scenarios and is loaded when new scenario is loading in the game or in editor), the good idea would be to make a backup:
Edit: City data is not generic and stored in scenario file. No need to copy wrcity.dat.
The goal is to introduce new ground element (GE) type, create OB(TOE) which is using new GE , create new scenario with unit which would utilize new GE/OB(TOE).
Let’s take something big - Pz.Kpfw VIII aka Maus and make it available in the game [8D]
http://en.wikipedia.org/wiki/Panzer_VIII_Maus
1.Since we going to alter generic data (the data which is common across all scenarios and is loaded when new scenario is loading in the game or in editor), the good idea would be to make a backup:
Edit: City data is not generic and stored in scenario file. No need to copy wrcity.dat.
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- 1_Backup.jpg (70.28 KiB) Viewed 578 times
Pavel Zagzin
WITE/WITW/WITE-2 Development
WITE/WITW/WITE-2 Development
RE: Building the Maus. Editor AAR(Tutorial)
2.Create art for the new ground element. Another way would be to utilize existing art, but probably Maus deserves its own. There are two types of the art used by ground elements and aircraft - icons and photo. Icons placed in \sat\art\units\GXXXX.tga , photos – in \dat\art\photo\GPXXXX.bmp (XXXX – Id of GE). Let’s give the “beast” its ID – 666:
G0666.tga
(Important: icon tga should have proper alpha channel set up to appear correctly)
G0666.tga
(Important: icon tga should have proper alpha channel set up to appear correctly)
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- 2_Icon.jpg (1.27 KiB) Viewed 665 times
Pavel Zagzin
WITE/WITW/WITE-2 Development
WITE/WITW/WITE-2 Development
RE: Building the Maus. Editor AAR(Tutorial)
GP0666.bmp
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- 2_Photo.jpg (20 KiB) Viewed 600 times
Pavel Zagzin
WITE/WITW/WITE-2 Development
WITE/WITW/WITE-2 Development
RE: Building the Maus. Editor AAR(Tutorial)
3.Set up weapons.
Run the game, go to editor and load generic data. Unfortunately there is no 128mm KwK 44 L/55 and 75mm KwK 44 L/36.5 guns in device database. So we have to create them. (I didn’t make a detailed research on new gun capabilities, so characteristics could be not very accurate. Usually this is something Jim Wirth does in our team. The intention is to introduce some basic editor capabilities)
Two new weapon(devices) are 583 and 584.
Run the game, go to editor and load generic data. Unfortunately there is no 128mm KwK 44 L/55 and 75mm KwK 44 L/36.5 guns in device database. So we have to create them. (I didn’t make a detailed research on new gun capabilities, so characteristics could be not very accurate. Usually this is something Jim Wirth does in our team. The intention is to introduce some basic editor capabilities)
Two new weapon(devices) are 583 and 584.
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- 3_Weapons.jpg (141.28 KiB) Viewed 561 times
Pavel Zagzin
WITE/WITW/WITE-2 Development
WITE/WITW/WITE-2 Development
RE: Building the Maus. Editor AAR(Tutorial)
4.Make new Ground Element.
Go to the Ground Elem. tab and create new entry under id 666. Since we have proper devices we can utilize them when building our Maus GE.
Go to the Ground Elem. tab and create new entry under id 666. Since we have proper devices we can utilize them when building our Maus GE.
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- 4_GE.jpg (204.46 KiB) Viewed 546 times
Pavel Zagzin
WITE/WITW/WITE-2 Development
WITE/WITW/WITE-2 Development
RE: Building the Maus. Editor AAR(Tutorial)
5.Introduce new TOE(OB).
In the TOE(OB) editor (tab) let’s make a new entry. (This is almost 1:1 copy of 44 Heavy Panzer Battalion)
In the TOE(OB) editor (tab) let’s make a new entry. (This is almost 1:1 copy of 44 Heavy Panzer Battalion)
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- 5_TOE.jpg (130.61 KiB) Viewed 545 times
Pavel Zagzin
WITE/WITW/WITE-2 Development
WITE/WITW/WITE-2 Development
RE: Building the Maus. Editor AAR(Tutorial)
6.Save Generic Data.
Now we are done modifying generic data and should save it before going into scenario. We don’t touch leaders and aircraft, so they could be deselected
Now we are done modifying generic data and should save it before going into scenario. We don’t touch leaders and aircraft, so they could be deselected
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- 6_GD_Save.jpg (122.6 KiB) Viewed 544 times
Pavel Zagzin
WITE/WITW/WITE-2 Development
WITE/WITW/WITE-2 Development
RE: Building the Maus. Editor AAR(Tutorial)
7.Create new scenario.
Let’s take some exiting scenario and introduce there just created Maus Panzer Battalion. The most fitting would be 1944-45 Campaign. After loading this scenario, let’s name it a - 1944-45 Campaign ‘Maus Mod’ (Note: it is suggested to use single quotes in the game data) and save over.
Let’s take some exiting scenario and introduce there just created Maus Panzer Battalion. The most fitting would be 1944-45 Campaign. After loading this scenario, let’s name it a - 1944-45 Campaign ‘Maus Mod’ (Note: it is suggested to use single quotes in the game data) and save over.
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- 7_ScenSave.jpg (218.55 KiB) Viewed 548 times
Pavel Zagzin
WITE/WITW/WITE-2 Development
WITE/WITW/WITE-2 Development
RE: Building the Maus. Editor AAR(Tutorial)
8.Make new unit.
Go to the unit editor and add Maus Panzer Battalion to OOB. Since slot 666 is used let’s take some other empty slot . Let’s assign it to some SS Panzer Division – in my case 5th SS Panzer Division. After setting all values (TOE(OB) – 666 (44 Maus Panzer Battalion, Germany, Axis, SS-Elite) don’t forget to rebuild and resupply the unit.
Go to the unit editor and add Maus Panzer Battalion to OOB. Since slot 666 is used let’s take some other empty slot . Let’s assign it to some SS Panzer Division – in my case 5th SS Panzer Division. After setting all values (TOE(OB) – 666 (44 Maus Panzer Battalion, Germany, Axis, SS-Elite) don’t forget to rebuild and resupply the unit.
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- 8_NewUnit.jpg (314.4 KiB) Viewed 544 times
Pavel Zagzin
WITE/WITW/WITE-2 Development
WITE/WITW/WITE-2 Development
RE: Building the Maus. Editor AAR(Tutorial)
9.Save the scenario and our Maus beasts are ready to ride
Don’t forget that if you want to share the mod which contains generic data changes, you should send appropriate dat files together with scenario file.
Don’t forget that if you want to share the mod which contains generic data changes, you should send appropriate dat files together with scenario file.
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- 9_InGame.jpg (200.28 KiB) Viewed 545 times
Pavel Zagzin
WITE/WITW/WITE-2 Development
WITE/WITW/WITE-2 Development
RE: Building the Maus. Editor AAR(Tutorial)
and down..
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- 10_InGame.jpg (66.17 KiB) Viewed 545 times
Pavel Zagzin
WITE/WITW/WITE-2 Development
WITE/WITW/WITE-2 Development
RE: Building the Maus. Editor AAR(Tutorial)
and more down..
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- 11_InGame.jpg (93.39 KiB) Viewed 545 times
Pavel Zagzin
WITE/WITW/WITE-2 Development
WITE/WITW/WITE-2 Development
RE: Building the Maus. Editor AAR(Tutorial)
If you patient enough you may find them damaged and making the damage
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- 12_InGame.jpg (289.73 KiB) Viewed 544 times
Pavel Zagzin
WITE/WITW/WITE-2 Development
WITE/WITW/WITE-2 Development
RE: Building the Maus. Editor AAR(Tutorial)
Nice walkthrough. The mod scene for GGWaW was great - hopefully we can see some interesting mods here for balance / alt history purposes.
RE: Building the Maus. Editor AAR(Tutorial)
Interesting. The program is very flexible. Can't help but think, however, that a 'Maus Mod' would be more appropriate to a hypothetical, mid to late 1945 extension of the campaign.
- Grouchy
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RE: Building the Maus. Editor AAR(Tutorial)
OMG, OMG at last..i'm able to to conquer zee east with my Sonderverband „Windhund“.
Fear my Brandenburger parachuting dogs. W're unstoppable!
Fear my Brandenburger parachuting dogs. W're unstoppable!
RE: Building the Maus. Editor AAR(Tutorial)
Well, if for whatever reason Hitler greenlighted the MAUS earlier, it could have been available (though I don't know how many would have actually made it to the front).
For your hypotheticals, I'd recommend picking up a copy of "My Tank is Fight!" by Zack Parsons.
Besides the MAUS, you get other wunder-weapons like:
Landkreuzer P.1000 Ratte (2 x 280mm & 1 128mm guns)
V3 Hochdruckpumpe
Panzerabwehrrakete X7 Rotkappchen
Landkreuzer P.1500 Monster (mobile Dora)
Weser WP 1003/1 VTOL Transport
Heliofly III/57 Personal Heliharness (mobile troops)
Horten Ho IXB Natchtjager Fighter
You could have a load of fun, I'm sure.
For your hypotheticals, I'd recommend picking up a copy of "My Tank is Fight!" by Zack Parsons.
Besides the MAUS, you get other wunder-weapons like:
Landkreuzer P.1000 Ratte (2 x 280mm & 1 128mm guns)
V3 Hochdruckpumpe
Panzerabwehrrakete X7 Rotkappchen
Landkreuzer P.1500 Monster (mobile Dora)
Weser WP 1003/1 VTOL Transport
Heliofly III/57 Personal Heliharness (mobile troops)
Horten Ho IXB Natchtjager Fighter
You could have a load of fun, I'm sure.
Never Underestimate the Power of a Small Tactical Nuclear Weapon...
RE: Building the Maus. Editor AAR(Tutorial)
Well, it can work both ways. Editor is a game within the game.
Imho, the most powerful part is not the generic data (weapons, ground elements, aircraft). There is enough to be done even with existing low level equipment. There is endless amount of operations which can be used as a source for the WITE scenarios.
Imho, the most powerful part is not the generic data (weapons, ground elements, aircraft). There is enough to be done even with existing low level equipment. There is endless amount of operations which can be used as a source for the WITE scenarios.
Pavel Zagzin
WITE/WITW/WITE-2 Development
WITE/WITW/WITE-2 Development
- BletchleyGeek
- Posts: 4458
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RE: Building the Maus. Editor AAR(Tutorial)
ORIGINAL: paullus99
Well, if for whatever reason Hitler greenlighted the MAUS earlier, it could have been available (though I don't know how many would have actually made it to the front).
For your hypotheticals, I'd recommend picking up a copy of "My Tank is Fight!" by Zack Parsons.
Besides the MAUS, you get other wunder-weapons like:
Landkreuzer P.1000 Ratte (2 x 280mm & 1 128mm guns)
V3 Hochdruckpumpe
Panzerabwehrrakete X7 Rotkappchen
Landkreuzer P.1500 Monster (mobile Dora)
Weser WP 1003/1 VTOL Transport
Heliofly III/57 Personal Heliharness (mobile troops)
Horten Ho IXB Natchtjager Fighter
You could have a load of fun, I'm sure.
Some drawings I dug out of the Internet for the "Personal Heliharness".
A load of fun, indeed [:D]