FILES TOOLS   9-27-2024

Researched, Written and Edited By: MarkEAW

[ GOTO THE MAIN EAWHS PAGE ]


CONTENTS

EDITING TOOLS INTRODUCTION
3DZ MODEL | RENDER SEQUENCE
AIRFIELD | CAMPAIGN | CDF | COCKPIT | FORMATION | FRONTLINE | HANGER | HILLS
IMAGE | MAP | MENU | MISC | MISSION | MOVIE | PALETTE | PLANE | SKIN | SOUND | STR
TARGET | TERRAIN | WSP

 

EDITING TOOLS INTRODUCTION

In this section you'll find several tools for advanced EAW file editing. Many of these are DOS tools and you'll need some basic knowledge how to get a DOS prompt running to get those tools to work. Please remember that the tools listed here are not all that's available for EAW, there are many more - but listed here are some of the most important, if you want to mess around with the internal file content of EAW. If your using a WindowsOS version without DOS, download the free DOSBox emulator from the internet, and run the tools from within that.

Note: This section is growing as I find more and the more I understand what the tools do. Some tools maybe in the wrong folder. Again please point me in the right direction. Notice that I have renamed or extended the names of the tools if they where abbreviated with short names to better sort them.

 

 

 

3DZ MODEL TOOLS

Related Download Links:
-tools-edit-3dz

The shape of 3D objects like aircraft, virtual cockpits and ground objects is determined by the data stored in 3DZ files - a custom 3D data format developed by MicroProse. While texture editing is a matter of artistic skills and patience, 3DZ editing requires the understanding of the data content of these files. To modify existing 3D models or to create completely new ones you will need at least some of the tools below - unless you are a hex-editing pro. Be sure to study the notes on 3DZ file content before starting any editing project - or you might end up with a black screen game or system lock-up when you load a corrupted 3DZ file into EAW.

 

 

3DBto3DZ Converter: (3DBto3DZ.zip 98.5kb)
by Gurney.
In many cases, Gunship did not include a 3DZ file for every object, only a 3DB file. This nifty little app can convert some of them back into a 3DZ, so they can be edited. It can also write a 3DB out into a text file.
The converter will take (hopefully) any Gunship 3DB file and convert it to 3DZ format. You have the option of creating a 3DZ and/or a TXT file output, the TXT file being similar to the one produced by Alessandro's 3DZ Studio. However, the TXT output of the 3DB file is NOT compatible, as it contains extra data and different formatting. If the 3DB Model contains more than 255 nodes or elements, then only the TXT file is created, because 3DZ files only support 255 nodes/elements. Includes the 3DB file format document.

 

3DZ Studio X2: (3DZ StudioX2.7z 409kb)
by Gurney and Col.Gibbon.
......3DZ! Studio experiment Two for Windows, Release 0.9...is the source code in Visual Basic...Some work by Col.Gibbon.
 

 

3DZ!Studio For Windows: (3DZ!STUDIO(Gurney_WB)(WIN).7z 2.77MB)
by Gurney and WB aka Will Baldwin.
is a complete rewrite of Alessandro Borge's original 3DZ! Studio. It came about because of Windows XP's inability to run graphical DOS-based programs, such as this on. Therefore, I(Gurney) have begun coding a new one, with hopefully more features and an improved interface. Will Baldwin also coded some of them after Gurney (check About for credit). Features will include: Load and save 3DZ models compatible for both European Air War and Gunship!-Texture mapping and skin views in the editor-Automatic or manual calculation of normals and rendering sequence-Preview of multiple-3DZ models for High Resolution models.
Includes Hex Modified exe's (Gurneys' last) done by Rotton50 for ??.

 

3DZ!Studio 2 For DOS: (3DZ!Studio2-BETAUpdated(DOS).7z 687kb)
by Alessandro Borges / Uses GraphiX by Michael Knapp.
...DOS Model Program...Graphical 3DZ file content editor, Includes several 3dz editing tools...the backbone of non-hex editing 3DZ processing...Includes Pascal Source Code and The First Beta Editor...(studiobase.zip 1181kb and the update: studio2m.zip 172kb)...

 

3DZ_MAP: (3DZ_MAP.7z 17.5kb)
by Paulo Morais.
Create a TXT dump from 3DZs + DXF 3D CAD file

 

3DZ_MAPC: (3DZ_MAPC.7z 17.5kb)
by Paulo Morais.
Create a TXT dump from 3DZs + DXF 3D CAD file (color)

 

3DZ Viewer Beta 2: (3DZ_Viewer_Beta_2.zip 1.06MB)
by Alessandro Borges.
This is tool To Edit and View 3D files used in EAW, Pacific Air War, Fleet Defender, Gunship and other simulator that use the 3DZ file format. Some Wireframes and Texture Skins are included. Skins by Claudio Wilches / Alessandro Borges / Stefan Hynkel / Julio Junqueira and friends.
This version is PAW and Fleet Defender 3DZ Compatible. Press S to ScreenShot. BMP format. A better Background...

 

3DZ2BMP: (3DZ2BMP.7z 20.5kb)
by Paulo Morais.
Create a BMP image from 3DZs MAP with all 3D parts outlined. This DOS utility will process any 3DZ shape file to dump a BMP format picture. In that image, all the parts are mapped out by lines. ...allows changing various formats and use additional animation codes used in other versions and the BMP converter is very usefull for making the texture mapping of skins visible.

This will save you aircraft skinners a lot of time, especially with the PAW planes.

 

3DZ Edit Program: (3dzEditprg.zip 93.8kb)
by Jel.
...?

 

3DZ File Length Calc Plus: (3dzFileLengthCalculatorPlus(7-16-2012).7z 9.26kb)
by ?.
...?

 

3DZ Header Finder: (3dzHeaderFinderShow(8-07-2009).7z 5.44kb)
by ?.
...3DZ/TER file, TPC in Header....

 

3dz Utility V23: (3DZMIRROR -JOIN -INSERT-3dzUtilityV23.zip 38.4kb)
by ?.
...Mirror / Join / Insert...

 

3dz Utility V24: (3DZMIRROR -JOIN -INSERT-3dzUtilityV24.zip 39.1kb)
by ?.
...Mirror / Join / Insert...

 

3dzNodeWeld: (3dzNodeWeld(Nov112008).zip 256kb)
by samovar6.
Another program for .3dz work. It will free up duplicate nodes in a .3dz model so that they can be deleted later in 3dzStudio. It might come in handy if you’ve used a mirroring program to create a .3dz wireframe.

 

3dz Plane Web Viewer Pak: (3dzPlaneWebViewerPak.7z 779kb)
by Alessandro Borges.
Java applet to view 3dz models on a web page.

 

3dzProgs: (3dzProgs(Oct212008).zip 772kb)
by samovar6.
A bundle of utilities to mess around with .3dz models:
>3dzMirror can mirror an existing .3dz model Left to Right, or Back to Front, or Top to Bottom, etc.
>RegPoly creates a .3dz containing a single regular polygon of variable configuration that can be dragged into another .3dz model.
>3dzRotate can, as you might’ve guessed, rotate a .3dz model.

 

3dzread: (3dzread.7z 42.7kb)
by ?.
...

 

3dzReader v2: (3dzReader v2.7z 12.6kb)
by ?.
...

 

3DZRuler: (3DZRULER.zip 100kb)
by Col. Gibbon.
Ruler 3dz.
Marks on the ruler are 5 feet spacing and correct to EAW scale. Each side is 160 feet, so you can check models up to 320 feet in size. To use, you'll need the latest 1.28F 3dz Studio. Load the ruler and your model with the: Model/Select one or a group of files to be loaded.

 

3DZ Scaler: (3DZ-ScalerTool-SCL-UResizer.7z 13.3kb)
by Paulo Morais and Col Gibbon.
.Make 3DZ objects larger or smaller. Texture mapping is unchanged...it is a DOS utility that...change the size of 3DZ models, eliminates the need for spread sheet spacing problems, mouse clicking fatigue, and manual conversions of point coordinates. Be advised hit bubbles remain same size, for an example, resizing the pine tree models to make them smaller will not change the large hit bubbles assigned to them...Note that Paulo's examples are not quite right, so you should go with the actual file names instead (hyphen not underscore in the program title, tmod numbers two rather than three digits). Also, you need to run the program on the 's' as well as 'h' files if you want the shadows to change size as well. If you make objects smaller, they pop up later than before. Old Versions: Customwingmaking.zip 13.5kb
Includes:
U.3dz file resizer, and how to make custom wing views. I made this little tool to help others make custom wing views for single seat fighters only. I discovered if you took a pair of normal wings from a standard model, and resized it by a factor of x5, you could easily make a U.3dz. To make the basic file follow the instructions...
Approximate conversion values:
EAW=Gunship*0.2
Gunship=EAW*9

 

3DZ! Studio Release 0.5 / 01/06/2005: (3DZStudio(Jun022005).zip 66.6kb)
by Gurney.
...CRC 6F57DA46...This is STILL not a finished version, so be aware that it may crash on you...
 


3DZ! Studio 1.00: (3DZStudio(Oct122003)(WIN).zip 18.3kb)
by Col.Gibbon?
...CRC 152011B6...?The first version on windows that CG made/programmed??

 

3DZ Studio Support Files: (3DZStudioSupportFiles.7z 919kb)
by MS.
...possible support for windows version...

 

3DZ! Studio 090: (3DZStudiov090(21-06-05).zip 454kb)
by Gurney
...for Windows...

 

3DZ! Studio 095: (3DZStudiov095(14-09-05).zip 135kb)
by Gurney
...for Windows...



3DZ Tools, Filestructure and Editing Notes: (3DZToolsStructureEditingNotes-3dzedn.zip 73.1kb)
by Paulo Morais.
Notes and his tools: 3DZ_MAP , 3DZ_MAPC and 3DZ2BMP. Some DOS utilities for 3DZ editing purpose; 3DZ Texture Parts Mapper and TXT/DXF Dumper.


3DZtoTEXTto3DZ Converter 14: (3DZtoTEXTto3DZ-Converter14.zip 85kb)
by Alessandro Borges.
...

 

3DZtoTEXTto3DZ Converter 15: (3DZtoTEXTto3DZ-Converter15.zip 86.7kb)
by Alessandro Borges.
...

 

3DZtoTEXTto3DZ Converter 15a: (3DZtoTEXTto3DZ-Converter15a.7z 62.7kb)
by Alessandro Borges.
...

 

3DZtoTEXTto3DZ Converter 18a(WB): (3DZtoTEXTto3DZ-Converter18a(WB).zip 104kb)
by Alessandro Borges.
This is a small utility to translate coded 3DZ files to text format, and convert it back to 3DZ format. Includes some usage text and notes with Batch file by WB. This is a DOS utility to translate 3dz data files into TEXT format, and Translates it back to 3dz data format. The END of hex editing in 3dz files !! converter.zip 110kb

 

3dzView: (3DZVIEW.7z 42.3kb)
by ?.
...


DupNodesv2_VBSC: (DupNodesv2_VBSC.7z 14.1kb)
by Jel.
...includes visual basic source code.


Join3dz: (Join3dz.7z 11.1kb)
by ?.
...

 

3Dz format import / export: (mgto_EAWtxtImportExport_v0.92.zip 35.1kb)
by till 'rollin' maginot.
"3DZ" format convert into ASCII txt file...

 

OBJ to 3DZ to TEXT: (obj3dztxt.7z 396kb)
by samovar6.
Wavefront.obj<–>3dz.text Converters....A pair of utilities to convert Wavefront.obj models to 3dz.txt files and vice versa....This program will produce a .3dz text file from a Wavefront .obj model. Use the text file with Borges' Converter 1.8a. The .txt file created by this utility will lack both the Normals Sector, and the Sequence Sector. Even without those sectors, Converter 1.8a can create a .3dz which can be opened in 3dzStudio. Once in 3dzStudio, you can choose Recalculate All Normals. You’re on your own as far as the Rendering Sequence goes, but there are tools out there that may help: WB's super-happy 3dz Analyzer, and Gurney's RS Calc.exe.

 

PAW 3dz Converter v4: (PAWConverterV4.zip 62.1kb)
by ?.
....Pacific Air War 3DZ model converter?...

 

pca3dz: (pca3dz.7z 25.1kb)
by ?
...

 

PigFix: (PigFix.7z 18.3kb)
by ?
...Piggyback Fix 9 with mirror tool...

 

Plane Converters: (PlnConverters.7z 26.7kb)
by ?.
...DUMP_PST, DUMP_PLN, PTCH_PLN...

 

Starter 3DZ and Texture: (Starter3dz&Texture.zip 5.38kb)
by Col. Gibbon?.
...



 

 

 

RENDER SEQUENCE TOOLS

Related Download Links:
-tools-edit-3dzrs

 

3dz2textv1.2_VBSC: (3dz2textv1.2_VBSC.7z 18.1kb)
by Jel.
...Includes the Visual Basic source code.


3DZCalc / 3DZ Analyzer v2.4: (3dzAnalyzer(Calc)v2.4-3dzCalc.zip 175kb)
by Will Baldwin aka WB.
This program will recalculate the Normals for EAW and Gunship! 3dz files. It allows you to re-calculate the Normals for all elements at once, distances between all the points and elements, and generate and display the binary RS tree. To use 3dz Analyzer, you also need the output from Alessandro Borges' 3dzToText converter, version 1.8a, to work properly.

 

3DZCalc / 3DZ Analyzer v2.09: (3dzAnalyzer(Calc)v2.09.zip 27.1kb)
by Will Baldwin.
...

 

3DZCalc / 3DZ Analyzer v2.31: (3dzAnalyzer(Calc)v2.31.7z 155kb)
by Will Baldwin.
...

 

3DZCalc / 3DZ Analyzer v2.33: (3dzAnalyzer(Calc)v2.33.7z 33kb)
by Will Baldwin.
...

 

EAW Calc: (EAW-calc.7z 49.3kb)
by ?.
...?

 

3dz Table Finder: (JellyRS1.7z 5.30kb)
by Jel.
...

 

RSC: (RSC.zip 165kb)
by Gurney.
...Includes: calc.exe , DupNodes.exe , RSC.bat , RSC.exe, RSCHelp.txt , To3dz.exe , ToText.exe

 

Rendering Sequence Calculator v2: (RSCalc(11242004).zip 88.3kb)
by Gurney.
Simply run RSCALC.EXE, enter the filename that you want to fix. The program will first check to see if all elements are coplanar, and will warn you if they're not. Once a tree is calculated, the file OUTPUT.3DZ will be created, which can then be renamed to whatever you want. NOTE: This calculator will work for simple models, but is not yet sophisticated enough to sort through larger models, however you MIGHT be lucky!

 

Rendering Sequence Calculator Spreadsheet: (RSCalcSpreadsheet(7-3-2003).zip 49.2kb)
by Gurney.
...

 

Rendering Sequence Calculator Spreadsheet: (RSCalcSpreadsheet(10-8-2003).zip 49.4kb)
by Gurney.
Take the 3DZ file that you wish to calculate the RS for, and convert it into a txt file by using Alessandro's 3DZ!Converter (must be version 1.8+).  Open MS Excel, and open the text file that you just created.  The text wizard will appear. Use the following settings:....

 

RS Calc V1: (RSCalcV1.7z 92.9kb)
by ?.
...

 

RSCTesters: (RSCTesters.7z 27.4kb)
by ?.
...


TextTo3dz_VBSC: (TextTo3dz_VBSC.7z 19kb)
by Jel.
...includes visual basic source code.


To 3DZ and To Text: (To3dz_and_ToText.zip 25.8kb)
by ?.
...

 

VECTOR v1.2: (VectorCalcV1.2-Vector12.zip 5.74kb)
by Woolfman.
3DZ file normal vector calculator...A very useful little DOS program for calculating the normal vector of polygons in EAW *.3DZ files. Saves manual calculation, when fixing "disappearing" polygons in new EAW aircraft shapes.

 

Vector v2.0: (VectorCalcV2.0Beta-vector2.zip 12.5kb)
by Woolfman.
latest (Oct 2002) program for re-calculating all of the normal vectors of polygons in EAW *.3DZ files in one operation, and for outputting the result in TXT format. Saves a lot of manual calculation, when fixing "disappearing" polygons in new EAW aircraft shapes.

 

 

 

 

AIRFIELD TOOLS

Related Download Links:
-tools-edit-airfield

 

Airfield Editor v1.00: (AirfieldEditor-airfield.zip 20kb)
by Gurney.
...(12-22-2004)...

 

Base Grid Pack: (BaseGridPack.zip 396kb)
by RAF_Roy.
Contains both the BaseGridTool and the BaseGridTiles. BaseGridTool codes an EAW.tm to place my BaseGrid tiles at a base so you can see them in EAW world. BaseGridTiles, these are tiles to be used in EAW and seen in the EAW world by use of an EAW.tm coded by my new BaseGrid tool.

 

No Airfield Mod: (NoAirfieldMod.zip 664bytes)
by VonBeerhofen.
This airfield has all it's PCX information removed, in fact it has all information removed and will show up as fully transparent, i.e. no grass, runways or anything. You will be taking off from the rough terrain when the file is renamed to the airfield you want to be fully transparent. All other objects on the field are not influenced and will remain fully functionable.

 

 

 

Airfield Texture Editing Tools: (airfields.zip 246kb)
by Major Lee.
...experienced users only...6/21/2000

 

 

 

CAMPAIGN TOOLS

Related Download Links:
-tools-edit-campaign

 

Campaign To Text Converter: (Campaign2Text.zip or Campaign2txt.zip 101kb)
by Gurney.
This is just a small program that takes any EAW campaign file, and converts it to a text file, and then back again. It should make it easier to understand what is going on in a campaign file instead of hacking though endless lines of hex code. It also will place comments in the files for items such as target types, weather, special mission types, etc.

 

Campaign Editor GUI Program v1.0: (CampaignEditor(GUI)v1.0.7z 1.36MB)
by Gurney.
An editor for the Campaign, Squadron and Mission files...
(other names and sizes: CampaignEditorProgramv1.0.zip or EAW_CE_P.zip 763kb)
    EAW Campaign Editor (GUI)
         Campaign Editor Program Files (1/3) (21-05-03) EAW_CE_P.zip
         Campaign Editor DLL Files (2/3) (21-05-03) EAW_CE_DLL.zip
         Campaign Editor DLL Files (3/3) (21-05-03) EAW_CE_OCX.zip

 

Campaign Editor or EAW Pilot: (CampaignEditorv1.0-EAWPILOT.zip 244kb) by Charles Gunst.
This is a stand-alone squadron and pilot editing Windows based program, which was released in June 1999(v1.0). This tool is a 'must have' for all pilots who are involved in 'off-line' campaign play. It allows you to edit information concerning your squadron in campaigns, among other things: the plane your unit flies, where you are based, the date of your next mission, plus you can change the names of your pilots, and adjust their morale/fatigue levels. If you're thinking "hey, that sounds exactly like the 'Squadron Editor' in ECA Control Panel", you're right! EAW Pilot is already included in Control Panel as the "Squadron Editor". If you don't have or don't want to install ECA Control Panel, you can use EAW Pilot to edit your squadron's info. If you have Control Panel, it's probably unnecessary to get EAW Pilot.

You can re-equip your squadron with any other flyable aircraft, and change your airfield to any other in the EAW world. The number of aircraft available to your squadron can also be changed. The date can be changed to any year and month between January 1940 and December 1950 (EAW does not accept 1939 as a valid year, for some reason). The name and rank of each pilot in your squadron, and the squadron name itself, can be changed to whatever you want, as can the fatigue and morale levels, and the sorties and kills recorded. EAW Pilot is now included in ECA Control Panel, but is useful as a separate program if you are using a campaign created by someone else (because ECA Control Panel overwrites the campaign files when it is opened).
 
If you want, you can use it just to review the fatigue levels of individual Squadron pilots so you know when you should assigning them on the next mission or who should stay on the ground, or use it intently to increase wingman/squadron performance, max out their victories and kills, no fatigue, and perfect morale.

It even lets you re-equip with RAF planes whilst flying for the USAAF. Allows you to change many things in offline career mode, such as your virtual pilot's name, the name and important information for every pilot in your unit (including his Morale/Fatigue level, plus his status: Active, KIA, etc.!!!); or change your unit's base or the aircraft you fly!

Try the aircraft switching function and you'll soon realize that with this tool installed in a '42-45 Campaign'. You can now fly the 8-gunned Mustang Mk1 with the 414 RAF Squadron over France in 1942. Also you can follow the 414th pilot's career over Normandy and on into Europe. With the proper research, you should be able to follow any 'Squadron' and 'Staffel' WWII career.

"EAW Pilot" is Charles Gunst's "EAW Campaign Editor" which is available as a program separate from ECA Panel. It was developed, I believe, just before ECA Panel was. ECA Panel includes "EAW Pilot" as the "Squadron Editor". It allows you to change such career information as the names and/or rank of every pilot in your squadron/staffel (including your own!), their missions/kills, their fatigue and morale levels, their status (Active, KIA, wounded, etc.), your unit's airbase, the date of your mission, and the type of aircraft your unit flies. It is based on Nick Bell's "EAW Edit" / EAW Career Editor, which is a DOS-based program that allows you to change the same things, but much more. You'll find though that EAW Pilot has a less "computerish" interface!
 

Changing planes in a campaign:
It's easy! All you need is one of the editors that let you change all the information in your career files. Currently, Charles Gunst has "EAW Pilot", which is also included in ECA Control Panel as the "Squadron Editor". Mr. Gunst's editor is a Windows application derived from the DOS-based EAW career editor designed by Nick Bell. The only advantage to Nick Bell's editor is that it let's you see ALL the values for the pilots, where as Gunst's Windows version doesn't have quite as many listings.

If you already have ECA Control Panel, then you probably don't need EAW Pilot, since you already have this feature! For more information on using the Squadron Editor in Control Panel, see the ECA Panel file section.

P.S. in Control Panel, whatever aircraft are showing in the Panel will be the ones available for swapping. Examples: You are flying a Hurricane in the BoB and wish to change to another aircraft (what if....) You have Spitfire MkVb showing in the Spit IX slot, so you can replace your current Hurricane with the Spit Vb, or with any of the other aircraft showing in the Panel. If you have the Yak-9 in the Spit IX position instead, the Yak will now be available, but the Spit Vb won't!
 

Installing EAW Pilot Editor:
It comes as a zip file which you will unzip and install into the main directory of the EAW Campaign you're playing. To get 'EAWPilot' to run you'll need these two files; VBRUN300.DLL , CMDIALOG.VBX. You can place these files with the EAWPilot tool or in your Windows Systems folder. Now you're set to go, simply double click on the 'EAWPilot' icon found in your campaign and the tool will open. It's suggested that you review the 'Readme' text file that comes with 'EAWPilot' to understand fully, how it works.

 

Campaign Edit or CE: (CampaignEditv1.1.0.zip 593kb)
by RockHPI.
Is a suite of three programs which allows the user to modify campaigns for European Air War. It's really just a hex-editing interface-you select the info from dropdowns or text-boxes and CampaignEdit does the hex-editing. Read the included instructions. Read all the instructions. Read and follow the instructions carefully...There are two versions included-if at all possible, use the Word version (CampaignEdit.doc). A text version is included but the .doc has screenshots that will make the program easier to learn.
Another point I want to beat into the ground is that campaign editing is not yet an exact science. The instructions (have I mentioned that you should read them?) point out most of the areas where things are a bit fuzzy, but understand that you will probably never plug in your numbers and have your campaign just as you like it right away-it'll take some adjusting to get everything right.

 

Career Editor: (CareerEditorv.07-eawedit.zip 15.6kb)
by Nicholas Bell aka Nick Bell
EAW Edit / EAW Career Editor is a DOS editor that can easily edit your European Air War career save files. You can see (and change if necessary) ALL the settings for the pilots in your squadron. Be sure to save your EAW campaign so that you don't lose it. The editor could prevent EAW from working so back up your files. Old versions: 08/05/1999 v0.5 eawcedit.zip

this editor will allow you to improve the AI of your squadron pilots, although not in a direct fashion. Instead, you can change some of the variable settings (which seem to have some effect). For that matter, you could change ALL the settings. Bear in mind that some of these are known (such as Fatigue, Morale, etc.) but many are not. Nick Bell points this out in the editor. Some of the unknowns are variable and some are static (do not change). Presumably these include things like gunnery skills, aggressiveness, flying skill(?), etc. Unfortunately, you cannot use it to change enemy AI, nor can you change the AI for friendly pilots not in your squadron.


To Improve Wingmen
Here's what I do...First, MANDATORY!!! install the EAWv1.2 patch (The friendly AI goes from 2 months in to flight school to 2 months after flight school.) Next, start a campaign, set it on EASY. After your squadron mates have racked up some kills, start using the pilot editor (there are several out now) to peek at their stats. Record these. Finish the campaign, and record the stats of the top two guys who pulled through with you (or the last two originals to die with the highest kill totals) Use these stats to build a new squadron. Rinse,Lather,Repeat, until you have it down to a science as to the stats required to build a legendary ace pilot AI.


What does the easy/average/hard setting actually do in regards to the campaign?
The Easy/Average/Hard setting adjusts what sort of AI squadronmates you have (or at least start out with). If you choose Hard you'll usually wind up with a bunch of very green pilots--only a few will have any missions under their belt (and not many missions at that). Choose Easy and you tend to have very experienced fellow pilots (lots of missions, lots of kills already). Average is of course, a mix of the two, with some pilots of moderate experience thrown in. Basically, if you fly a Hard campaign, expect a heavy loss rate for your squadron (and thus a continual stream of green replacements) and you'll have to do a LOT of work for yourself to accomplish a mission. If you fly Easy your squadron can be successful even if you're not! That by selecting Easy you surround yourself with the "best" friendly AI pilots that you can at the start of a campaign.


Transfer your retired BOB Pilot to a new '43 Career:
There's no way to "officially" re-enlist a BoB pilot. But you can "transfer" him (actually all of his stats and figures) into a new (say '43) career with Charles Gunst's EAW Pilot (already included in ECA Control Panel as the "Squadron Editor" function). However, those won't show or allow you to transfer ALL the figures, but the DOS editor Nick Bell developed (actually, EAW Pilot is based on this one) DOES show all of this (i.e., every category). You'd just have to fly one mission in your new career in order to establish a career file, then you can edit the new career any way you want. Just replace the figures for your virtual pilot with all the ones for your pilot at the end of the BoB.

 

Career Linker 1.0: (CareerLinkerv1_0.zip 88.1kb)
by Dominique 'DOM' Legrand.
...

 

Career Linker 1.1: (CareerLinkerv1_1.zip 91.2kb  or  Carlink_v1_1.ZIP)
by Dominique 'DOM' Legrand.
Enables you to keep your kill score / rank / medals etc. in the next campaign you start. Ending a campaign in EAW and then starting a new one is often frustrating as there is no saved memory of your performances from your past experiences.

 

LogBook Library: (LOGBOOKlib.zip 4.96MB)
by ?MS.
Support Library....

 

LogBook 30 to 31 Patch: (Logbookp30T31.zip 1.04MB or 1,073KB)
by Min Hyouk Ki aka Minki.
patch...

 

LOGBOOK 3: (LOGBOOK30.zip 3.19MB or 3,269kb)
by Min Hyouk Ki aka Minki
A squadron managing program combined with a Logbook. It adds much immersion to the game.
It adds a new dimension by allowing you to follow the performance of every flier in your squad, notes casualties, lays out the morale and fatigue of each ai flier, and last but not least, it allows you to write written logs to each mission and even save screenshots and film clips of your missions and appends them to the mission log itself... it really is a superb add-on... and easy to load being a self installing exe...It's not fully compatible with some add-on campaigns like Andy's BOB.

How To Use Minki's Logbook:
First install Logbook V3.0, It has an automated install procedure it should all work fine. (Install the logbook into your main EAW directory.) Then copy the files of the V3.1 patch to the Logbook 3.0 directory and run p30t31.exe by double-clicking on it. It should patch your just installed Logbook to version 3.1. That's it for the installation.
Run the program by clicking the icon in the Start menu or by double-clicking on logbook.exe in the Explorer. If you see the office click the right button of your mouse and you will see all areas that have any function (this works in all screens and can be a great help).
Ok, now start EAW and start a campaign, fly the first mission. Get back to logbook (you don't need to close EAW nor Logbook, after the mission, when in the barracks just use Alt-Tab or Alt-Esc).
Now click 'select squadron'. Click with the right mouse button on a squad field, a little window appears telling: 'add squad' and 'remove squad', you select 'add squad' of course. Another window similar to the explorer appears. If you have set up logbook correctly there should be at least one file: CAREER0*.SVE. Select it (it gets blue) and click on 'open'. Now you have chosen the career you just started. If it is another campaign go through all CAREER**.SAV until you found your campaign. In most cases it should be the last one. Now leave the 'squadron select' screen by clicking on 'exit'. Now you can make use of all the other features.
Click on 'Logbook' to view all your squad comrades and their points and logbooks. You can edit a logbook by clicking on the text in the 'remark' column.

Troubleshoot:
If the program starts and as it scans for a logbook update, it may just hang there....if you click on the small window it will open the program, even though it still says it is checking for an update...try just clicking on the small window to expand it and then you are away.

The issue I have wondered about (and one that Minki addresses in the readme) is the lack of logging your final mission. I've often wondered that if the EAW logbook could do it, why Minki's couldn't? The Logbook takes its info from the EAW Save files. Since the final mission of a campaign is not saved, the Logbook will not be able to log it either.

EAW supports (maybe that's new for some of you) not only active, KIA and MIA pilot statuses, but also wounded, retired, rescued and on vacation pilot status.

 

LogBook 1: (LOGBOOKv100.zip 2.75MB)
by Min Hyouk Ki aka Minki.
...

 

LogBook 2: (LOGBOOKv200.zip 2.81MB)
by Min Hyouk Ki aka Minki.
...

 

Squad Modder: (SquadMod.zip 6.23kb)
by ?.
...?

 

Squadron To Text Converter: (Squadron2Text.zip 96.9kb)
by Gurney.
This is just a small program that takes any EAW squadron file, and converts it to a text file, and then back again. It should make it easier to understand what is going on in a squadron file instead of hacking though endless lines of hex code. It also will place comments in the files for weapon types.

 

 

 

EAW Year Selector: (EAW_Year_Selector_200.zip 15kb)
by ?Scorpion?.
...Old Versions: EAW Year Selector.zip 11kb

 

 

 

CDF TOOLS

Related Download Links:
-tools-edit-cdf

Most individual files that EAW will use and load during gameplay when needed are stored in compressed form in several CDF archives. These CDF archives are present in your EAW installation folder or on your EAW CD-ROM. To get access to the individual files for editing you need to extract them from the appropriate CDF archive using the tools below. Every individual file present in the EAW folder has priority and is used instead of the same file present in the CDF archives - this is the base for all EAW modifications.

 

CDF Extractor: (CDF_Extractors.7z 66.7kb)
by Paulo Morais.
A excellent editing tool that is a great CDF Extractor utility which allows you to extract files from the .CDF files which you can then study or edit and perhaps even use to improve certain aspects of European Air War. It also lets you convert European Air War files to editable formats. old versions: cdfextra.zip 151kb
CDFR.exe (38kb), A DOS Tool, to extract individual files from CDF archives. CDFRW.exe (44kb), A 16-bit Windows Tool (Works on Win9x Only), to extract individual files from CDF archives (GUI).

Here's the simplest way to use the CDFRW tool:

1) Create a new folder to work in, or at least find an empty one. Using an empty folder is helpful because you can easily find any files you extract from the CDF's.

2) Copy any CDF's that you plan to extract files from into the folder.

3) Double click the "Cdfrw" icon. In the "Cdfrw window" that appears, use the "Explorer-like" interface to find the folder that you copied the CDF's into. When you get to the right folder, you will see a list of CDF's appear in the box on the left. Move your mouse pointer over to this box and double click whichever CDF you wish to search. A list of all possible files will appear. Select whichever file you want to extract and hit the button for "Extract" (alternatively, you could select the "Extract All" button). Continue to repeat this process for how ever many of the CDF's that you want to extract files from. Then close the program.

4) Now in Windows Explorer, open the folder which you copied the CDF's into. You should find a number of extracted files in addition to the copied CDF's. These extracted files are what you can work with.

 

CDF Manager 104 XP Edition: (CDFManager104XP-EAWCM104.zip 1.35MB)
by NCrawler aka Jon A. Johnson / JAJ Software.
...setup.exe installer...for WinXP...Also includes 'EAW CDF Manager.exe' separately, place it in the games main folder...

 

CDF Notes and Extra Tools: (cdfnotesAndTools.7z 58.7kb)
by Paulo Morais.
...ALL_FLT.TXT , CDFNOTES.TXT, pln_dat.txt, ... Includes information on the CDF format and FLT data entries...patching tools and sound converters etc...
NOTE: Most files will need to be cleaned out and moved, as this archive is a mess!!!

 

CDF Tools and Batch Files: (CDFtoolsandBATs.zip 35.3kb)
by Paulo Morais and BATs by Col Gibbon.
...Includes CG batch files to speed up packing/making CDF files...

 

Build CDF: (MPS_BuildCDF.zip 12.7kb)
by MicroProse aka MPS and Paulo.
CDFFILE.EXE (13kb), DOS program that makes and updates CDF files. Includes instructions from Paulo.

 

 

 

CDF importer/exporter: (mps_cdf.zip ??kb)
by AJ2000.
...2-28-2000 now available...use either the cdrfwin.exe utility or the one that I made called mps_cdf.exe to extract 3DZ files from the 3D.CDF file in 1942 PAW...

 

 

 

COCKPIT TOOLS

Related Download Links:
-tools-edit-cockpit

 

British Gauges: (BritishGauges.zip 438kb)
by Crashin' Jack.
For use in making new instrument panels.

 

Cockpit Editor v1.2CE Installed: (CockpitEditor12CE_Installed.7z 12MB)
by MicroProse and Crashin' Jack.
All ready exploded folder / already installed. Place over a full install of EAWv1.2....

 

Cockpit Editor v1.2CE: (CockpitEditor12CE_Installer.zip 22.4MB)
by MicroProse and Crashin' Jack.
This is the actual Cockpit Editor used by Microprose in the late 1990s to create the original default cockpits that came with the game. This install will patch your game to a version that is not compatible for any type of online play. So, please consider this just another tool for editing. The first thing to keep in mind is that this is an editor for the 2D cockpit files....This does not mean that it's not useful for the 3D cockpits....If you create a new cockpit, there is no easier way to adjust the needles and sprites than by using this editor. There are some workarounds needed to get everything to work properly....

 

Custom Wing View Making: (CustomWingViewMaking.zip 13.5kb)
by Col. Gibbon.
I made this little tool to help others make custom wing views for single seat fighters only. To make the basic file follow the instructions.

 

Generic Toggle Switch: (GenericToggleSwitch.zip 6.60kb)
by Crashin' Jack.
A pair of generic toggle switches.

 

Gunship EAW 3D Pilots: (Gunship-EAW-3D-pilots.zip 111kb)
by W. Baldwin.
...based on Gunship!

 

Russian Gauges: (RussianGauges.zip 477kb)
by Crashin' Jack.
Set for making new instrument panels.

 

Russian Radio: (RussianRadio.zip 578kb)
by Crashin' Jack.
was a prominent feature of some Russian aircraft.
 

 

 

FORMATION TOOLS

Related Download Links:
-tools-edit-formation

 

Formation Editor: (FormationEditor-FormEd3.zip 561kb)
by MrJelly.
...hex edits v1.2 with offsets...The program offset value defaults to the English eaw.exe v1.2. The offset is 1227808 as shown in the textbox at the top right. This number needs be changed to the appropriate value in other eaw.exe files, including the different language versions such as German. Based on this value in the English version the formation table starts at 1227809 (counting the first byte as 1 not zero).
Editing can only be done directly, and it will only happen if the "Direct edit on" checkbox is ticked (on). It is "off" by default. Editing is better done with the display showing decimal values, and only a decimal integer from 0 to 255 can be inserted.

To edit put the decimal value in the small textbox near the top left next to the "Value..." label. Then double click in the cell where the value needs to go. The loaded eaw.exe will be edited instantly.

Editing could be done by running the program in the eaw directory, directly editing the eaw.exe file and running EAW to investigate the results achieved by modifying the file. This way we may more easily discover what some of these values control. Please document your findings!

Clicking the radio buttons displays the bytes as characters, decimal or hex values. The file is re-read each time, so you can switch from dec to hex and back to confirm that the edited value has been inserted.
I knew that VB, Moggy, Andy and others were "au fait" with Dom's notes, and were testing different values in the formation table, so I thought I would produce a utility that they might use. I hope that the upshot is that we find out what the values which are not explained in Dom's notes (most of them!) actually control. Once this is discovered I will be able to refine the editor so that it shows the values and not the single bytes.

I have reworked the formation editor based on the corrected exe map. The program can calculate the formation value based on the selection from the radiobuttons and checkboxes, and put them in the "Type" box(es).

All stock EAW values have 1 radiobutton and 1 checkbox selected. As the radiobuttons correspond to values of 0, 1, 2, 3, 4, 5 or 6 the selection is by radiobutton only. However, as the checkboxes add hex 10, 20, 40 or 80 (decimal 16, 32, 64 or 128) to the formation type value it appears that they could be combined, even though they never are in the default eaw.exe. So, I set them up this way. I have also flown games with non-standard values in these formation boxes. For example 254 which is all checkboxes plus 14. The 14 does not lie within the radio button range 0- 6. Maybe EAW uses a failsafe routine, but whatever the case is the game ran. Not surprisingly I found that the long integer distance system is the one used in targets and tardata. 64 units is 1 meter, and that makes 13 to the foot Imperial.
I too have had some massive battles, especially with Air Activity set to Large.

...It seemed this last column controlled spacing between wings but this isn't the case. I had some very weird effects with this column, planes started tumbling over not moving from their place.
The X Y Z values were correct though
x = width
Y = depth
Z = height
Using bytes 3 & 4 (high bytes) resulted in planes flying behind the wall. Best to not use those.
The fourth column suggested it was a switch but I've had other values in there which seemed to work, values seemed to suggest they could only be 0 or -1. I understand now that these are not two byte values but four as the others.

...there's a setting which is called alternate which seems to give more freedom within the formation. Other formation types are

one lead 16
staggered 32
step 64
alternate 128

subformations are
line astern 0
line abreast right 1
line abreast left 2
echelon right 3 depends on value set in column
echelon left 3 depends on value set in column
inverted V 4
diamond 5

VBH

At least with this editor we can try different settings and hopefully some sort of pattern will emerge. With some formation numbers I had b17s flying like fighters, and not keeping in formation at all.

 

Formation & Skin Randomizer or FS Randomizer 1b: (FormationsSkinRandomizerv1b.zip 192kb)
by Dominique DOM Legrand.
This 'Two-in-One' Randomizer utility randomly chooses a skin from a pool of skins available for a particular aircraft.  This way, your planes will use a variety of skins without having to manually select a different one each time.  ...get the extra squads in v1.1...fly American campaigns right now, but I can get up to 36 bombers to escort and up to 50 German enemy ai to engage me. And with the hard setting that's two waves of 50. I can only get 12 of my squadron though...
Due to my(DOM) low-end home PC, I avoid very large scale formations. I also consider that can be yielded by manually setting the number of extra-squads in the ini file. For me, the interesting setting is from 0 to the standard a/c number for friendly and enemy formations and 2 to standard for the a/c I use. Extra squads are usually set to 0-1. This leads to very different fight conditions (force ratios may vary a lot) which were NEVER known before during EAW campaigns:
- two-fighters sweep missions
- no or very few enemy a/c missions where you can focus on ground targets.
- false scrambles
- intercepts with only a few bombers or escort fighters.

...I like to set lower values than standard as mentioned above so you can then get small numbers of aircraft patrolling, something that never happened in the original stock game...

...As indicated in Chapter G of the manual, the eaw.exe MUST not be running when you launch the random process with the addon. However, you are not obliged to randomize before every mission, only if you wish so. You can play several consecutive missions with the same patched exe : EAW has itself random features that change the type of campaign missions, weather, AI aircraft and so on …

About tweaking formations and as said in the tutorial (Chapter H), avoid no-aircraft setting with the formations that concern the aircraft you are flying with or with the bombers you are likely to escort (possible CTDs).

...it seems that when the tweaked formations are set to vary from std to zero planes it tends to generate missions with small number of planes...Was that intended? Yes, of course, this is normal since your randomization is made between the normal (standard) size and lower sizes. If you increase the upper and lize limit, you will have the opportunity to get more planes than usual. As well, if you tweak the Extra Squads (In general, I do it between 2 and zero), the number of planes may vary a lot.

I think that many people have used the randomizer ( it's one of the best add-ons for EAW). I tweaked the bomber formations to allow the biggest formations (random values from standard to maximum). Fighter formations from 0 AC's to standard formations (for allies, except the planes that I fly for) and random formations from 0 AC's to maximum (or one setting below maximum) for axis. Extra squads from 0 to 2. This is the best immersion for me so-far...

Tested Online with a player and it works great! No message of incorrect data! Only the host need the randomizer. By the way the Formation Randomizer works fine with ECAPanel!

 

Formations Skin Randomizer v1: (FormationsSkinRandomizerv1-FS_RDOM_v1 196kb)
by Dominique DOM Legrand.
...

 

 

 

 

FRONTLINE TOOLS

Related Download Links:
-tools-edit-frontline

 

Frontline Generator: (Frontline_Generator.ZIP 400kb)
by Dominique 'DOM' Legrand.
This DOS tool automatically creates a frntline.dat file that contains the data for frontlines in EAW. However, be careful, it is mainly designed for people involved in new campaigns/theaters making. As a matter of fact, hexediting of some other files will probably be required for having it working in campaigns, single missions, new theaters....This can be useful for new theaters/campaign makers. One has just to enter the number of frontline points, enter the line/column coordinates of every point (according to the data of the map I previously released with the hills generator v2.0) and the frntline.dat file is automatically edited. This new frntline.dat file has then to be copied into the main EAW directory....
This archive Includes :
FrontlineGen.exe main executable
abc.fil data file
ABTG.rtf list of airbases/targets with corresponding line/column coordinates
HillGmap.jpg map with a draft grid of lines/columns of the 640x320 matrix.
ReadMe.txt this file
10May40.dat an example of what can be done with this utility in less than 1 hour without brainstorming hex editing.

 

Frontline Generator: (FrontlineGeneratorv1.00.zip 16.3kb)
by ?.
Frontlines in EAW are composed for up to 29 points connected by lines, either hidden (usually over the sea) or visible. EAW stores them up to a maximum of 20 in one file called frntline.dat and uses the right one as determined by the campaign configuration files (should you desire additional details I refer you to the original research done for Dominique 'Dom' Legrand); extract frntline.dat from its cdf file if you want to examine the standard file or create a new one and edit the lines as you like. The auxiliary display will let you see the results.
Once you are ready save the new file as 'frntline.dat' and copy it into the EAW folder. And don't forget to make a backup copy of the original if you are using one of the new campaigns!

 

FrontLine Mover 1.1: (FrontLineMoverV1.1.ZIP 613kb)
by David R.Joyce aka Mane_Raptor.
...

 

FrontLine Mover 2.0: (FrontLineMoverV2.0.ZIP 732kb)
by David R.Joyce aka Mane_Raptor.
...

 

FrontLine Mover 2.5: (FrontLineMoverV2.5.ZIP 732kb)
by David R.Joyce aka Mane_Raptor.
This program allows the user to scroll thru sets of different frontlines and airfield.dat files, select it and install those files in their EAW folder. The program also removes those files upon user request....

 

Frontline Mover: (FrontLineMoverV2.5e2.zip 914kb)
by David R. Joyce aka Mane_Raptor and Dominique Legrand. (ads removed by -E).
22 (including the EAW default) frontlines with lists of active Allied and Axis airfields for each one. The active airfields change based upon the frontline selected. Dominique Legrands notes on EAW's Airfield file and the program's read me file are both visible at the press of a button.
An automatic switcher for DOM's Frontlines. This allows you to switch frontlines rather easily for Single Missions, as well as in campaigns. (Requires msvbvm60.dll)
This program allows the user to scroll through a set of different frontlines and install the selected one or return to the EAW default one.
Old Versions: FrontLineMoverV1.1.ZIP 613kb , FrontLineMoverV2.0.ZIP 732kb

 

New Frontlines For Single Missions: (FrontlinesForSingleMissionsPak.zip 577kb)
by DOM Dominique Legrand.
These files allow the player to select one out of 21 pre-defined front lines in EAW single missions.
Compiled a list of non-default Frontlines. With the internal data structure of the FRNTLINE.DAT file revealed it is now possible to create custom frontlines for both single missions and campaigns. Included are the frontlines of the 1944 campaign and an example of a frontline for a France 1940 campaign from May 10 1940 to the middle of June. You can pick whichever one you want. These work great in both Single Missions and Campaigns. DOM's new Frontlines have also been incorporated into some of the existing add-on campaigns.

 

 

 

 

Frontline Maker: (1BaseFLbeta.zip 373KB)
by RAF_Roy.
Mission Editing, Makes Frontline around 1 Base - works for single missions offline.

 

 

 

 

HANGER TOOLS

Related Download Links:
-tools-edit-hanger

 

Dump AND Patch WSP: (DumpANDPatchWSP.zip 16.5kb)
by Paulo Morais.
...

 

Empty WSP: (EMPTYWSP.zip 940bytes)
by VonBeerhofen.
This file has all PCX information removed, so when it is renamed to the filename used by the .WSP for this particular hangar no animation will be shown. It may take some time finding out which WSP is used by which hangar out of 30 possibillities but practice makes perfect. For instance renaming the file to SPIT2PRP.WSP will remove the rotating prop from the spit1a's hangarscreen. Hope this file is usefull for hangar programmers.

 

Fsmlogo Editor: (fsmlogowsp.zip 262kb)
by Knug.
Desciption on how to modify fsmlogo.wsp (The same procedure applies to other .wsp files aswell). The fsmlogo.wsp holds 3 sprites. These are the "logo" of the aitforce in the mission parameters screen. They can be extracted to raw format using the dump_wsp utility.

 

Hangar Listed: (HangarListed.zip 8.66kb)
by ?.
Table of hangar screens slots and sprites. Includes Blank Sprites.

 

Hangar Menu: (HangarMenu.zip 66.9kb)
by ?.
...

Hangar Menu 2: (HangarMenu2.zip 66.9kb)
by ?.
This utility creates menu files for hangar screens using a BMP JPG or GIF version of the hangar screen picture. The names of these files are "hangaruk.mnu", "hangarus.mnu" and "hangargr.mnu"....

 

MINIPIC Batch Tools: (MINIPIC-btools.zip 86.9kb)
by MailPin and gpmwapl.
Contains a set of MS-DOS batch files to automate compression and extraction of .raw minipic files from/to fsmplane.wsp EAW file. FSMPLANE.WSP MINIPIC PROCESSING, TEXTURE PROCESSING. Contains a set of MS-DOS batch files to automate compression and extraction of .tpc texture image format files used in EAW.

 

Plane Hangar MNU Maker: (Plane_HangarMNUMaker.zip 478kb)
by Jel?.
...

 

 

 

HILL TOOLS

Related Download Links:
-tools-edit-hills

 

Hill Generator 2: (Hill_Generator_2.zip 13.4kb)
by Woolfman and Alatriste.
I have corrected the bugs in Wollfman's Hill Generator and the program should generate hills with the correct height ASL.

 

Hills Generator v1.0: (Hills_Generator_v1.0.zip 613kb)
by Dominique " DOM " Legrand.
...

 

Hills Generator v2.0: (Hills_Generator_v2.0.zip   or  HillsGenerator2.zip  or  HillGen2.zip 760kb)
by Dominique " DOM " Legrand.
DOS Utility to change elevation data etc. of the EAW landscape.
Tired of those pretty but seemingly endless flat landscapes in European Air War (EAW)? Well lace up your hiking boots fly boy because Dominique "DOM" Legrand has pumped up the ETO with some very fun to navigate hills and mountains. In fact Dominique has gone one better then creating a static defined hilly terrain. Instead he has created what he so correctly calls his "Hills Generator". Ready for some serious mountain flying? Looking for something a bit more tame, say rolling hills? Just dial in the numbers. Tweak away to your hearts content. Find a setting you really like? Simply save it in a folder and pull it out when you are ready to fly it again. This is really a very dramatic addition to European Air War and significantly changes your flying experience. Reminiscent of Microsoft's Combat Flight Simulator I, European Air War now offers an undulating and visually interesting landscape. Those distant bomber escort missions are no longer quite so tedious with hills and valleys to break up the terrain, not to mention the new wrinkle of low level dogfighting with hills and valleys to contend with. Installation is simple for any one familiar with basic windows procedures such as creating folders and unzipping compressed files. Detailed instructions are included so within minutes of downloading you can be up and flying through the mountains. European Air War continues its evolution as the most dynamic World War II flight sim to date, join in the experience. A must download.

Elevations already exist in the original EAW landscape : they range from 0 (sea level) to about 3000 meters (south-eastern Europe). However, probably because of some AI and display troubles, the elevations were underscaled by Microprose in most areas of the landscape. This DOS program is able to change the scale of the original elevations, either in the whole map or in specific areas of the map....
 

 

Map Elevation Editor: (MapElevationEditor.zip 23.4kb)
by Paulo Morais.
...asks for the desired scale factor. Any value from 0 to 65535 is good. O gives flat land everywere. Non-zero gives a linear decaying scaling of the height map that will be equal to the scale factor at 0 altitude and 1 at maximum altitude. This way the Alps will keep the same height independent of scale factor, but a factor of 2 gives something like dunes, 5 a hilly coast (volcanic island like) 10 fjord like. Also included is a text file containing terrain tile names in order of usage in the Eaw.tm file....

 

Relief Tips: (relieftips.zip 110kb)
by Dominique " DOM " Legrand.
These utilities have a double purpose, * to eliminate any relief in the pacific theater (as Stanley99 said : " no more gigantic tsunamis in the Pacific ") FLATTERRAIN.ZIP Drop the EAW16.hm file (0 ko) in your EAW directory.
* to create a Alp-like relief in single missions ALPSTERRAIN.ZIP Drop the EAW16.hm file (200 ko) in your EAW directory....

 

 

 

IMAGE TOOLS

Related Download Links:
-tools-edit-image

 

csXImage: (csXImage.zip 630kb)
by .
...OCX Control...
 

Grafx2: (grafx2-2.4.2035-win32.zip 1.75MB)
by .
...The Ultimate 256-color bitmap paint program...

 

PhotoFiltre7: (pf7-en-7.2.1.zip 5.30MB)
by .
...

 


PICPAC EXE: (PICPAC.zip 24.3kb)
by ?Walter Knoedgen?
...?PicPac utility??

 

TPC to PCX Conversion Program & Batch File: (TPC2PCX.zip 84.9kb)
by gpmwapl and Batch file by SagginB.
..

 

 

 

MAP TOOLS

Related Download Links:
-tools-edit-map

 

EAW World Browser Beta: (EWbrowser.zip 1.46MB)
by RAF_Roy.
...

 

Map Generator v102: (Map_generator_v102.zip 14.4kb)
by Woolfman.
This is a program that generates a map file (Eaw.tm) from a 640x320 bmp file.

 

Map Generator v1021: (Map_generator_v1021.zip 21kb)
by Woolfman and Alatriste.
This is a program that generates a map file (Eaw.tm) from a 640x320 bmp file. This version was made for the SAW tile set.

 

Map Editor Beta: (MapEditor.7z 221kb)
by Neil Vennard aka Scorpion.
...

 

Tile Editor: (MPSTileeditor 339kb)
by MPS?
...

 

WM Map Maker: (WMMapMaker 4.49MB)
by ?.
...

 

 

 

MENU TOOLS

Related Download Links:
-tools-edit-menu

 

MNU Converters: (MNUconverters.7z 14.2kb)
by ?.
...?

 

Pic Plane: (MNUedit.zip 132kb)
by
...MNU Edit...

 

Pic Plane v2.0: (PicPlanev2.0.zip 132kb)
by
...

 

Screen Utilities: (ScreenUtillities.zip 3.33kb)
by VonBeerhofen.
...the files in both folders will allow you to use any palette when creating new main screens for EAW (with a few exceptions). Each folder has a seperate ReadMe1st with instructions on it's use. Additionally you will need the PICPAC utillity to convert your PCX screens in a 640*480 resolution to EAW's .PIC format.


Aircraft Selection Screens Version 2.0: (NewPicPln.zip)
by Mr Jelly.
a utility...


Hangar Screen Menu: (HangMenu.zip)
by Mr Jelly.
a utility...



 

MISC TOOLS

Related Download Links:
-tools-edit-misc

1 Batch Files: (1BatchFiles.zip 3.11kb)
by ?.
...?

 

DUMP SQD: (DUMP_SQD.7z 19.9kb)
by ?.
...?

 

F2X2F: (F2X2F.7z 11.4kb)
by ?.
...?

 

EAW File Analysis Excel: (FileAnalysisExcelv2.zip 2.34MB)
by ?.
...This Excel spreadsheet analyses the data in several of EAW's .dat files. I find it very useful in remaking the EAW world...

 

Generic Dump and Patch: (genericDumpandPatch.7z 427kb)
by ?.
...?

 

PIC Progs: (JoelMcIntyrePICProgs.zip 165kb)
by Joel McIntyre.
...Pic Image File Format...

 

Dats Patcher: (PaulosDatsPatcher.zip 26.9kb)
by Paulo Morais.
...


 

Paulo Tools(2): (PauloTools(2).zip 81.4kb)
by Paulo Morais.
...

 

Paulo's Utilities: (PauloTools.zip 80.6kb)
by Paulo Morais.
CDFRW.EXE, for extracting individual files from the EAW *.CDF libraries is indispensable for any EAW editor. DUMPSTR.EXE and BUILDSTR.EXE turn EAW text string (*.STR) files into plain text for editing, and back into *.STR files for use in EAW. 3DZ_MAP.EXE generates a standard 3D *.DXF wireframe file of EAW 3DZ files, which can be viewed in any 3D viewer or CAD program, and is very useful for editing 3DZ files. Also includes Paulo's new 3DZ Scaler program, for scaling any EAW 3DZ file up or down.

 

PAW Image Pack: (PAWImagePack.zip 3.22MB)
by MPS and ?
...Pacific Air War pics and pcx imgaes in BMP...

 

RAF_Roy Source Codes: (rafroysource1.zip 52.2kb)
by RAF_Roy.
...source code for his tools...

 

Snap Shot: (snap_shot.zip 37.0kb)
by ?.
...?

 

UTILS : (UTILS.7z 15.2kb)
by ?.
...?

 

Wilches 3dz Files: (wilches3dz.zip ??kb)
by Claudio Wilches.
...

 

 

 

MISSION TOOLS

Related Download Links:
-tools-edit-mission

 

Development Mission Files: (developementmission.zip 150kb)
by RAF_Roy.
...

 

Mission Editor: (MissionEditor-Missedit.zip 9.92kb)
by Scorpion.
Removes all but 4 of the 162 bases in EAW forcing the game to use those that remain...It allows you to choose 2 bases for each side, and all other bases are temporarily deleted/not usable. Good for online playing when you want to start from ground but don't want to fly for hours to meet the enemy...
 


Mission Generators: (MissionGeneratorsv1.03.7z 8.91kb)
by ?Scorpion?.
...the latest 1stRAF Mission Generator.exe 28kb with 1940 and 1945 campaigns or the Mission Generator JG26.exe 29kb version with these campaigns disabled.

 

Mission Maker: (MissionMaker2.zip 727kb)
by Mr Jelly.
...

 

Single Mission Editor: (SingleMissionEditorr-MSNtoText(Jun072004).zip 84.9kb)
by Gurney.
This program converts a single mission file (from the savedata folder) to a text file and back again. It calculates the correct checksum for the start of the file, which is just a simple CRC32 number.

 

Single Mission Flyer or SMF: (SingleMissionFlyerv0.1-SMF.ZIP 395kb)
by RAF_Roy.
It performs automatic coding of files to produce a Single Mission which works the same as an "OAW type" Mission". The mission will have only 2 Axis and 2 Allied Airbases in use and can be used Online or Offline. With this one tool (and suffering a bit to read the readme) Now virtually unlimited # of Missions can be made. And You do not even have to post them as usual: Just each get the SMF, and any files, Scenarios, (Campaigns) you like and try a new coding.
When satisfied tell others exactly Scenario files, and which Bases to select as airbases for the sides. Fly Online a different Mission every time!!

You do not need much info really to use SMF. No hex editing skills are needed. Players can create limited single missions on their own using it on their favorite scenario.
  • Just start with a useable campaign or default EAW files.
  • PLace the 2 files needed in SMF Program's folder (targets.dat , airfield.dat).
  • Pick 2 Axis Airbases you know are flyable, and that drawing a frontline from Axis Base 1 to Axis Base 2 will not catch the 2 Allied you pick in between.
  • Run SMF program selecting 2 Axis and 2 Allied Bases.Click o.k. for each selction.Click O.k. at end of program to exit.
  • Drop the 3 .dat files produced from the Smf/"output" folder (targets.dat, airfield.dat, frntline.dat) into EAW in place of any others.
  • Remove *.msn files from EAW/savedata or be sure you pick to fly from the correct 2 homebases for Axis or Allied.
  • Fly!


To clarify a little more I make the following full explanation, as even the readme may be confusing:
--------------------------------------
First, regarding the program being "on the Fly" is not quite accurate.
It is true that you don't need to know EAW code to make your own new Single Missions with the program.
You do not need any knowledge at all, except how to avoid confusion with the so-called "Base" selection phase windows of SMF.(see below) You must use the program to create the edit prior to flying.You must use either a preexisting and fully functioning existing EAW Scenario (i.e., a.k.a. Campaign / Scenario / Mission)
or; You can use Default EAW files previous extracted from the Data.CDF ; That is Targets.dat and Airfield.dat files.
The program does not extract the files from the Data.CDF.You would have to do it yourself (use cdfrw.exe program).

Using the SMF program makes automatic edits to produce the 3 .dats files as noted. But it is up to you own means to place the created files into EAW (along with any other needed files if using a pre-existing scenario).

In the case of using Default files, that is all you need (Because any other files are already in EAW's .CDF's and will be read by the EAW.exe normal functioning).

But in the case of previously created Scenarios you need to use the other crucial files from the Scenario.This would normally at least be the Scenario's Griddata.dat and Tardata.dat. The easiest way to be sure you have a fully function new "Single Mission" would be to (backup your Campaign Targets.dat, Airfield.dat and Frntline.dat files first or make a copy) place the new created files into the folder containing the Scenario, in place of the Scenarios's original Targets.dat, Airfield.dat and Frntline.dat. Then place the whole new Scenario into EAW to Play (By any means, by hand or using a Manager like OAW, etc.)

In other words, by any means overwrite (replace) the 3 .dat files with the new.

----------------------------------------------
* All others Basics;

* About the Coding; "Active" vs. "Deactivated" Targets / Cities / Bases:
Only The 4 Bases you Select will be coded for Active. All other EAW Targets / Cities and Bases will be Deactivated. This means that EAW will not (if there are no errors) Target them for attack for a Mission , or To be used for AirBase for Takeoff. Online you will need not further trouble yourself, as EAW when launched will use the new coding. Offline, since you have the option in the hangar to change Targets or Airbase by hand from the map , if you do so and pick a Base that is not active, you will have errors. Also, if you start EAW with a preexisting defaultxx.msn file that has base selected that is not one used by the new files you coded with the program, you either have to select the new Home base by hand from the map and Target, or will CTD.

In other words use the 4 Bases you selected only, even if any others are shown on the map.
---

* About the Bases and Frontline:
-The frontline will be made by the program automatically around the 2 Axis Bases you Select. The width is @4 tiles in each direction from the center of each Base.
Then it will be connected together. That is;
The frontline will stretch across the map form point A (Axis Base 1) to point B (Axis Base 2).

Any territory that is within it is by the way EAW functions, will be Axis territory. So if an Allied Base you Selected to be used when you ran SMF is located within the path of the frontline that stretches between the 2 Axis Bases , you have made a mistake.

You just need to be careful about picking the Bases to be used. Best to choose Bases that the locations will have no possibility of error.
---
* About the Base Selections :
You must understand that in the Base Selections windows shown by the SMF program you are seeing lists of the 302 possible EAW Target/Base records of Targets.dat In Default EAW this is the same as their same named Bases, since the coding is not altered.

But in the case of any user made files is where any confusion may arise.
The Campaign creator may have placed data in one of those spots for another Base.
(I know this is where all confusions will arise.. lol!)
Say, for Example A;
The Scenario creator made a Base and named it "Tokyo".He used the data record that in Default EAW "Lemans" normaly uses.Then he made a "Tarnames.str" file and included it with the scenario files.(Tarnames.str file is commonly used to replace the original name for a Base/Target/ city with an Alias). In that Tarnames.str obviously he would rename "Lemans" to "Tokyo". So when you fly the Scenario you see Tokyo as the name. To know what exactly is Tokyo for the purpose of EAW coding and the use of the SMF Base Selection windows you need to remove user made Tarnames.str and fly the scenario prior to editing with SMF to see what exactly the located base "Tokyo" record actually is. When you do so you will see it is actually Lemans. Now you know that when you use SMF you want to select "Lemans" to code that record location (alias "Tokyo"). Then the program will code it correctly. Using just this one precaution you will not have error.

Once you are done with the SMF coding, if you wish to fly the scenario without the distraction of default name, you can place the user made Tarnames.str back in with the files. The Tarnames.str does not actually affect the coding.

-I had to make the SMF work like it does to be able to code any scenario, even though does make this confusion arise.
------
Again , one other clarification:
EAW has only 162 possible AirBases.
But there are 302 possible Targets/Bases/Cities.

You must use existing coded Airbase in the Base selection for your 2 Axis and 2 Alled Bases. The easiest way to do that is in the case of Default EAW look to the document: EAWK3wdb.html you will see that if it contains an "Acode" is is an Airbase.

But in the case of user made Scenario's disregard the document.The only way to know for sure that a Base/City/Target in the Scenario is actually an Airbase would be to fly the Scenario (unless you are good coder and look at the .dats with a hex editor or ask the maker - but even in that case I advise to fly it first , and of course you must check without the Tarnames.str also). It is the only way to be sure.
--
Also note;
Of the 302 records, one that normally would never be an Airbase in Default EAW could be coded in user scenario as an Airbase. You must check as told. Not just look up the document and assume London must be "London", and an Airbase. "London" could be another Base renamed. And also recoded.

-----
the SMF (Single Mission Flyer) possibilities:

As you Online flyers know, the EAW campaigns do not work Online. And Single Missions or Online Missions ("OAW type" Missions) are static. As in Frontlines do not move, Pilots are not reassigned to new bases, etc....using the SMF, you are not guaranteed that bases will be close. That depends on the scenario. But many scenarios have close bases.
SMF allows you select airbases. So you can pick the closest airbases available. (Roy's program is set to a normal tarnames.str file.)

Often I have wanted to make some better gameplay for Online in EAW. And starting to see the way to do this.

Now, some may remember many Online Squadrons used to fly EAW. They had many "Wars" and posted results.
But there was no real campaigns from this. Now, unfortunately there are not so many Online Players or Squads anymore. But Online campaigns of a sort can be just around the corner. All Online Flyers should try the SMF. Doing so you will realize you can make any number of missions.

Now think a bit more of what this can mean: Say Player A defeats Player B (or Squad A, B)in a Mission. In the next phase one of Player B 's airbase is now Player A' s and so forth. Creating a mini campaign.

But this simple plan is not all. It is just a beginning. Through use of some of the functions of SMF in conjunction with other editing, much more is possible. It is not a much further step to produce a program capable of more editing. When combined with an ability to access the file data produced by EAW on the Hard disk, Making the step from editing outside the program running to automatically producing edits when the program is running and Online Mission ended, but still in the "Lobby" is not that far away.

I plan to give some work to this in the following months. With the help and collaboration of Mr. Jelly at some point it will become a reality to integrate this with OAW. I want to integrate it with the OAW selector later. Then we will have Online Campaigns.

 

 

 

MOVIE TOOLS

Related Download Links:
-tools-edit-movie

 

SmkTools: (SmkTools.zip 2.02MB)
by RAD.
...

 

 

 

PALETTE TOOLS

Related Download Links:
-tools-edit-palette

 

Bright: (bright183.zip 60.1kb)
by Erik de Neve.
Best palette Reduction for Industrial Grade High quality Textures...

 

Color Chips: (EAWColorChips.zip 11kb)
by ?.
...EAW Color Chips...

 

EZPalette: (ezpalett.zip 20.4kb)
by Michael "Wolfier" Lam.
...The main use if this palette editor is to help making palette for any 256-color mode artworks...

 

PalEd: (paled10.exe 364kb)
by .
...

 

PaletteTool: (palettetool.zip 18.5kb)
by Test Breakdown.
Windows tool to help manage 8-bit bitmap palettes.

 

Palette Equalizer: (PalletteEqualiser.zip 21.1kb)
by Vonbeerhofen.
These files will affect every file which gets its color information from the DAY_FADE.PAL palette file and work as a kind of preset color equalizer. The affected files are dependant on the used videocard (see PALLY chart).



PALLY: (PALLY.zip 1.76MB)
by Vonbeerhofen.
I created this small utility so skinners can easily determine where colors within EAW are taken from and as a primary guideline for modifying the entire EAW palette. The files and these folders have the following use....



PALLY SCREEN: (PALLYSCREEN.zip 11.4kb)
by Vonbeerhofen.
These files have been created to determine which palette indexes can screw up your so carefully created screens.

 

PCX 2 PAL: (pcx2pal.zip 38.8kb)
by Mike Ruete.
...

 

PCX Pal: (PCXpal_v4.0.zip 169kb)
by Hivebrain.
...converts pallet files for use with many programs...

 

PCXPAL: (PCXPAL10.zip 5.35kb)
by Juri Vainonen.
...small palette extractor for .PCX-files...

 


PCXSHADE: (PCXSHADE.zip 31.8kb)
by .
256 colour palette shading table generator.

 

RecolorBMP: (RecolorBMP-1.0.14.7z 58.3kb)
by Adam Biser aka winwolf3d
An easy to use 8-bit (256 color) BMP re-coloration program. allows you to map colors to other colors within the palette...

 

 

 

Two Color Palettes for EAW: (EAW_pallettes.zip ??kb)
by Ken Golden aka Major Lee.
one is for aircraft and objects, the other is the proper palette to use when making new game screens.

 

 

 

 

PLANE TOOLS

Related Download Links:
-tools-edit-plane

The flight characteristics and certain armament data of the 30 aircraft in EAW are stored in the FLT files. To edit those, you can use the tools below. CAUTION: Multiplayer games will only start if every participant of such a game has exactly the same FLT files (and some DAT files) present in the EAW folder.

 

AirGrid v2: (Airgridv2(9302003)PlanesDAT.7z 24.8kb)
by Mr Jelly.
This program can edit all values in the stock EAWv1.2 "planes.dat" file for the old 30 planes. The hit bubbles can be modified. It can change the fuel settings to set a special fuel setting for each plane...
The later versions of this program can edit individual aircraft ones supported by the newer exes...Mr Jelly wrote it for Knegel, and he knows how to use it...It evolved into newer airgrid versions as they learned more and more about the values from the EAW source code. Some unused but available values have been put to good use, and some values which were never referenced in source code routines, and therefore never used, have been utilized in the newer exes...

Some How To (Provided by VBH):
Using AirGrid is reasonably simple. First of all you need to have a planes.dat in the same folder where the program is. After starting the program you select an airplane to modify in the left bottom corner and the selected planes data will be loaded into the editor. The left top pane shows this data in decimal byte format, (which is a bit stupid as a 4 byte value is interpreted as 4 decimal values instead of a single 4 byte value. It's not very important really but the link with the true value is lost.) Only the boxes in the centre display the true value from the hexadecimal format, some even distinguishing integers from fractional (floatingpoint) values.  
You can tick any of the boxes in the top to give the selected plane what the box describes, some entries there influence AI behavior but most of it is self evident.  
You can change the centre pane to whatever value you like but obviously you'll need some knowledge on what is allowed or better what data you can find on the web for your selected plane.  
Next to the plane selection box a new field will open where you can change the weapons and calibers used for your selected plane. Editing those are a bit awkward and need to be saved after every change you make. Preferably you need to reload the file again as the changed data will not always display, the program is a bit buggy, especially in that part.

Adjusting the Cockpit View Size:
There is the ability to the get Left/Right and Up/Down view changed by the use of airgrid tool.
(Note: Knegel changed these in all his realism patches (RP)).

Precondition:
All the .FLT files and PLANES.DAT should be present in the EAW root folder extracted from the .CDF

1. open airgrid which has to be located in the EAW root folder
2. select the plane (slot) you want to change
--> the values will be loaded into the string grid on the top
3. Find bites caled MB1, MB2, MB3, MB4.
(It might be MB2 for for side view and MB4 for the up/down view).
4. Make changes in tiny steps until you get the best results and then save PLANES.DAT
5. Have a look in game at the cockpit to see how you like it.

 

AirGrid v6: (Airgridv6(7082008)PLANESDAT.zip 49.4kb)
by ?.
...

 

Bin Load Out Editor: (BinLoEdit.zip 38.8kb)
by ?.
...

 

DUMP & PATCH FLT: (DUMP&PATCH_FLT.zip 43.9kb  or fltedit.zip 44kb)
by Paulo Morais.
...FLT Extractor Tools...DUMP_FLT (39kb)Create a TXT dump from FLT file data  and  PTCH_FLT (42kb)Create a FLT file from TXT file dump.

 

DUMP & PATCH PLN: (DUMP&PATCH_PLN.7z 26.7kb)
by
...

 

Aircraft Edit v1.00: (EAWAircraftEditv1.00.zip 231kb)
by Jeroen van Soest.
...

 

Aircraft Edit v1.06: (EAWAircraftEditv1.06.zip 323kb)
by Jeroen van Soest.
...
(other file name: eaw-ae106.zip 323kb)

 

Aircraft Edit v1.08: (EAWAircraftEditv1.08.zip 323kb)
by Jeroen van Soest.
...

 

Aircraft Edit v1.08: (EAWAircraftEditv1.08Installer-eawae108.zip 958kb)
by Jeroen van Soest.
EAWAircraftEdit, An easy-to-use Windows based flight model editor that allows you to alter the way your aircraft handles and flies. You can modify a whole host of data; including flight stability, engine data, damage data, flight controls and gun data for each aircraft, break it down to such things as speed, drag, engine performance, weight, armament, nationality, damage modeling, flight model specs, armor etc. If hex-editing is not your style, this is the utility you need. "Aircraft Edit" actually combines two of Jeroen van Soest's earlier programs: EAW Flight Edit and EAW Gun Edit. Note: EAW has crc file-checker in multiplayer games to determine if everyone is using the same flight-model and other data files, to prevent some forms of cheating. Older version: EAWAE v1.06 323kb / eawae106.zip 330kb ,

Fixed Installation in EAWaev1.08:
v1.08 fixed an installation bug that was present in v1.06 (A temporary fix for the installation bug, is to just delete the c:\windows\eawaircraftedit.ini file and start EAWAE again).

I'm not to sure how useful this tool is to somebody new...but it was used to create most of the add-on flight models like ECA, ECA Online, etc. This is a very useful tool if you have any interest in making just about any modification to the aircraft in EAW...This tool is designed for v1.2 of EAW. From the readme, this was a very good program for its time......pulled the files out of the CDF, or actually edited the files within the CDF. (No mention of packing or unpacking.) But I thought it was nice to be able to edit .flt, and planes.dat files at the same time by clicking on tabs. However it does not cover all of the values...EAWae apparently doesn't have the ability to change the most important FM-values, the response curves.

EAWae only makes changes to the Planes.dat file or the Flt files when you actually change the data in the selected fields and then save the changes, (remember to save your changes to apply them!). IMPORTANT!!! If you have ECA Control Panel, you MUST remember that everytime you open ECA CP, you will erase any changes you make to the ***.flt and Planes.dat files in the EAW directory. To prevent this, you must copy the newly modified relevant ***.flt files and the Planes.dat file from the EAW directory before you open ECA Control Panel.

Fuel Setting:
Also, it can't change or influence the fuel settings.

There is no way to "wire" your aircraft's gun groups:
meaning, forcing the player (and thus, the AI) to use both cannons and mg at the same time. It seems, that function is hardcoded in EAW. Even when trying to make one "big group" it will not work as it handles just one gun type; either cannons or mg's.

To check how many rounds your rear gunner has:
You can do it with EAWAircraftEdit, or EAWGunEdit. It will show you how many rounds each position is equipped with in ALL EAW aircraft, even ones with multiple gun positions such as the B-17, B-24, etc. You can also change the ammo counts for any of the aircraft/gun positions.

To change the duration of tracers:
You have to select each individual aircraft on the left, then click on the Gun Data Tab on the main portion of the window. Next click on the Tab for P-38H.FLT or SP09.FLT or whatever aircraft you are modifying. Tracer Duration/Range is at the bottom. I haven't tried this online but I think that this could only be done for offline play since this changes information in the .FLT files (file-checker!). The problem with the tracers being spaced too close, Unfortunately, I'm not aware of anything that can be done about it, at least not until or if Microprose releases the source code for EAW.

The dispersion of fire from bomber gunners:
Can be increased with EAW Aircraft Edit (or the earlier Gun Edit) program.

Use this tool to increase the amount of hits required:
Set the amount hits for a Critical Failure in the tail section, and/or.....

Decrease the size of the hit bubble:
For that particular part that is taking damage. If you want to see more wings blown off, or fuel leaks, or killed pilots, simply do the opposite for that particular hit bubble. You must do this for every aircraft you intend to fly for/against, then save the .flt files and planes.dat files, and put them in your EAW directory. (Emil's Ardennes offensive campaign already has the hit bubble for the tail decreased and hit no.s increased, so you may be able to drop his .flt and .dat files in to save a bit of work.)

An aircraft can be made to serve both as a fighter and a bomber:
You can get Stukas escorting other Stukas. The effect of this dual status (fighter bomber) has on other aspects of the game means effectively the planes will use maneuvering tactics from these aircraft types when the mission encounters routines which control that behavior. So if a bomber is designated as a fighter bomber and it is put in the role of a fighter, it will behave as a fighter but when it's put in the role of a bomber it is unlikely it will do this too because it will not encounter that particular routine during the game. It's not only effective on the tactics the plane will use it can also have an effect on flight and damage model.

Escort Change:
Bomber types which can be escorted or intercepted. On escort missions, nationality is relevant: for example, RAF fighters will not escort USAAF bombers, but if you change the B17 into a British aeroplane, the RAF will happily escort it. Fighter types placed in here appear to be ignored (for both interception and escort) even if they are in the “attack plane” category.

Restore Defaults FM Models:
Just go to the main EAW directory and delete the individual .flt files and one labeled planes.dat. DO NOT DELETE the FLT.CDF file. When EAW Aircraft Edit is used to make changes to the aircraft flight models, gun models, etc., It writes a new ".flt" file for that aircraft and creates a "Planes.dat" file with the necessary changes. Remember that the default aircraft info in EAW is stored in the "FLT.CDF" and "DATA.CDF" files. EAW Aircraft Edit does not make any changes to these two files. So you can revert back to all default aircraft simply by deleting the new "***.flt" files and the "Planes.dat" file. Alternatively, EAW Aircraft Edit has a button at the top labeled "Import data from DATA.CDF and FLT.CDF". Clicking this causes the default aircraft data from EAW to become the numbers shown in EAW AE. "Saving the changes" when you exit will also establish the default EAW aircraft values.

Positioning or Adding Guns:
To test this out, set smoke on for all guns for your plane, fly a mission, (You can't see the smoke from your guns from inside the cockpit), but you can see smoke from the guns on other planes and your own plane in an external view.) If your not sure as to the proper settings (x,y,z) for gun placement keep in mind the Z axis is either above or below the centerline of the plane when viewed from the side, Z is below -Z is above. Y is left or right of the centerline -Y is on the right side of the plane Y is on the left. X is ahead of the middle of the wing. Just experiment with it till you get it where you want it. You also can take some screenshots while the armament is firing. That should also give you an idea about what general X, Y, and Z coordinates are already used and how they affect the gun placement when you change the values. If adding guns where there visually are not any, you won't actually see external wing-mounted guns, but you will see the muzzle flashes! This takes a little getting used too. Also when adding Guns, make sure that the Muzzle Velocity and rates of fire are filled in as well as an ammo load-out for the new guns.

Machineguns to Cannons:
The guns the AI pilots use is controlled by the Gun ID number in the .FLT file. This can be changed by using aircraft edit. Go to the "gun data" tab, then to the .FLT tab. You'll see "Gun ID", second from bottom. I think if you change them all to the same number, they should use all of the guns. I'm sure that if you change the sequence of the numbers, the AI's will use them in a different order.

About "Gun Convergence" Factor in AircraftEdit and stock EAWv1.2;
In stock EAW there really is no possibility too adjust any convergences as it's not implemented in the game. However we do see there seems to be some 'cross over' (convergence) of bullets for some of the planes. If your Aircraft has center line mounted gun/cannons then a pilot would aim at the cockpit and engine of their target. However, if using wing mounted configuration only, then you must sweep from side to side for best results. As the stock EAW game has the wing mounted guns converged for long distance (hits at 2,000 or 2,500 even 3,000 feet are possible), this is good for novice pilots in their first combat missions, but after years of flying, one tends to engage at short distance (250m to 300m or at least within 500meters), but we loose hit power.

In stock EAW, the guns are grouped, so you get a smaller dispersion (bullet hitbubble size) by adjusting them with EAWae with the dispersion factor only on centerline mounted weaponry like in the ME-110, the Me-109 or the Lightning. If you try this with wing mounted guns, they too create narrower dispersion, but only for the guns on one side of the wing; so actually, you do not get a narrower field per say, but two narrower grouped hit areas for the gun groups in the left and right wing. If you use higher values for the dispersion, you get something of a shotgun effect, not really nice if you are a crack shot, but good for spraying and praying. I would love to have a utility for not only area harmonizing the guns at a given distance but maybe spot harmonizing them, for the most lethal effect possible!

Unfortunately we can't set a real convergence as it's really built into the game exe (I think v1.28 of the source code modifications does now allow adjustable convergence in the eaw.ini), So with EAWae and EAW v1.2 you'll have to improvise a convergence by adjusting other factors of the guns...sometimes with a Spit 50m behind a Bomber one couldn't hit him cause the guns where only shooting straight, so you would have to bring your plane in a different odd position to get the kill. For the P51b and SpitIX in the default EAW...you would have to set/move the guns more to the plane middle, but not all the way, cause a bit too much in the middle and we would have laserguns (8 x 50cal in the planenose would make for too many kills)...

About G force values (unknown and experimental):
Use the Aircraft Edit tool to inspect the aircraft database/flight models of stock EAWv1.2. Under the Flight Control section, you will see that most planes have a Max G limit of 9.0 and a Neg G limit of -3.0. This may be inaccurate or to extreme if you considered them as to what the Pilot can take. However I believe these values are more likely for the planes structural limits. The game uses that figure to calculate the point where things start to break off the planes among other things, if you will notice, the -G limit on the Hurricane and Spit Mk1a is 0, this is due to the gravity fed carb on those two planes. It's what causes the engine to quit when you shove the nose over in those planes. All the planes have a +G of 9. This is not entirely accurate because all of the real life planes had different G limits, but it's a good ballpark average. A good test of this is to put the +G limit for the P-51D at 4 and get into a 450 mile per hour dive and just pull back on the stick and see what happens. The limits may be there for the AI's use, as well as defining the structural limits.

The wider G-limit window and the known fact that the AI in EAWv1.2 stall rarely (and spin separately) may have been included for gameplay balance reasons by the MPS programmers. They're probably in place for good reasons like perhaps the AI routines weren't considered sufficiently powerful enough to challenge the player, so the AI pilots don't use a personal G limit (redouts/blackouts), but rather are limited only by the wider G limits set for the planes to be given an advantage??? Unless these default G limits are a mistake and have fell through validation and verification by the MPS programmers, but I doubt it. I would Leave the G limits alone. If you narrow the limits you will find after a time that the AI planes all too easy to shoot down. Remember, it's only a computer game and it's trying to fly dozens of planes at once, as well as display the all the graphics. Don't you thing the game needs to cheat a little? The G-limits seem to allow the AI to perform UFO maneuvers even at the lowest airspeeds.

Concentrating on missions in a G6 against 38Js, MkIXs, 47Ds, and 51s, these monsters freely perform incredibly tight turns and loops at an average speed of 140 kmh. As an experiment, You can use the editor and toned down the G limits for the 38H/J and the 47C/D to a more reasonable +5.85 and -0.85, a realistic limit given that they will never stall also. The result is the AI appeared to now start flying more reasonably -- not looping below 140 kmh, turning less tightly at low speeds, et al. High speed turns were also gentler; no F-16 high-G turns in those planes.
Try those same exact planes with the same adjust G limits and you may find that the G changes did not limit the actual combat performance all that much. Turns may somewhat be lower but overall they will probably stay the same. You won't see a lot of difference in stall behavior either, but this needs a lot more experimentation to determine if adjusting the G limits effects the players plane performance.

While I would agree that the actual a/c can withstand -3 and +9 Gs for short periods, in combat no one reaches those limits. Even 6G turns were considered remarkable in those times. A recommendation for those who like the single-player career mode: choose your side for a certain career, and then set the enemy a/c to more reasonable G limits. It may make the AI performance more consistent with the actual experience, instead of impressing you with UFO capabilities.

About the Code Groups Independent EAWv1.28 and Newer FLT Editors:
The more recent unofficial versions of "planes.dat" and "*.flt" are modified versions of the stock MPS EAW files which MrJelly's file editors are needed for the newly formatted flight models which have values that EAWv1.2 had, but doesn't use. In the 1.28 series of eaw.exes, these values are put to good use...There are additional new and original unused values in the *flt files...many of the values never where used in EAW1.1 and 1.2. These values allowed Knegel to implement new features, like a 2nd supercharger stage and different engine overheat characteristics. As such the old value descriptions don't fit anymore, meaning you can not use this old AircraftEdit tool to modify the newer unoffical ones.

 

Hitbox & Armor Tweaker: (eawtweakprogram.7z 99.9kb)
by Neal Orr aka WWMaxGunz.
He wrote EAW Tweaker back in the summer of 1999 in response to the v1.2 patch. (he's not updated it since) He had been in correspondence with Paulo Morais who had given him the file layout info and some very basic tools for editing. When the official EAW 1.2 patch came out, Paulo wrote ARMBOOST in response and a week or so later I had the 1st (Hit Bubbles) Tweaker ready.

(ARMBOOST picks up the armor of all EAW planes by 50%. I felt that was not a good response to the "problem" of gunnery in 1.2.) So I went into the layouts and saw that Hitboxes are really bubbles with center location and radius. I then wrote the Tweaker to tweak the hit bubble radii and armor values as well, since yes, the armor is a bit weak. I released the program but I doubt it's gone really far.

Two later versions...along with the source code are available. It's all in Borland Turbo C++ 3.0 done as DOS/ASCII C++ so it will transport easily. The big plus is that I wrote the file interface to data structures as objects that open the existing mod files if they are present or will go into the cabinet files and make the mod files if they are not. All that without having to write any app code except instantiation of the file buffer objects. It's very clean. All known data members are labeled as well so further development should be pretty easy too. If you can write C++, the EAW file class in that source can let you access the known plane's data by criteria. I never finished that part...

The original size of wing (and tail) hit bubbles in EAW makes them far too easy to hit from front or rear. This tweaker shrinks all bubbles the same but really wing and tail bubbles should be like an extra 1/4 to 1/2 off. Modern Gaming PC's now (year2016) could run a lot more hit bubbles, they are way faster to detect hits than boxes. The game code might allow more hit bubbles, treat them all with the same code and different data.

 

Flight Editor: (FlightEditor(11112003).7z 10.7kb)
by Mr Jelly.
...

 

Flight Model Data and Damage/Flight Model Editors: (FM+Dmtools+data.zip 43KB)
by Knegel and tools by Jel.
This is a description of all data's I know. Some descriptions are not complete, cause it would need a book to write the exact meaning down, cause many data's influence each other!!! Includes NewAirGridV2.exe and Flight Editor (FEdit).


Gun Editor v1.02 (EAWGunEdit.zip 200kb  or  GunEditv1.02.zip 209kb)
by: J. Van Soest.
An excellent program that lets you define the guns for a plane. It is very fun to play around with...It allows you to
edit the number of gungroups, gungroup data, gun positions and gun performance for each aircraft.

 

Loadout Editor: (LoadOutEditor(2003).zip 26.8kb)
by Mr Jelly.
...The included four text files are read by LoadoutEdit.exe to get the names of the mounts, planes, weapons and locations...

 

Mog Program: (MogProg.7z 13.4kb)
by Jel.
Switchslot utility to allow users to manually change the slot of a model by changing the file header. I included it in the Zip. so you don't have to do a long search through many pages to find it...

 

PICPAC Collision Detection: (PICPACCollisionDetection.zip 106kb)
by VonBeerhofen.
These files actually belong in the PicPac utillity. When edited, these files will execute the collision detection when the plane hits the water line. I guess there may be more to follow. These ingame files can not be translated with picpac.

 

 

 

Armor Boost: (ARMBOOST.EXE ??kb  and  ARMBOOST.TXT)
by Paulo Morais
A treat for EAW hard core players! a program to boost all EAW armor values by 50% as a v1.2 fix for too-easy kills. It is a DOS window program. It changes your files. It has save, restore and apply. Read the directions before using! If you use this online, all others need to be using this as well. You can use restore to get your old config back, then apply to have the boost.

 

Hitbox & Armor Tweaker: (eaw_tw.zip 201kb and source code eawtw_c.zip 35k)
by Neal Orr aka WWMaxGunz.
...This is the older version from 1999...

 

MASREDUX: (?? ??kb)
by ??Paulo Morais??
...can reduce mass of planes...

 

 

 

SKIN TOOLS

Related Download Links:
-tools-edit-skin

TPC Textures; All textures used by EAW are in a custom compressed TPC file format developed by MicroProse. While this compression reduces file size, direct editing is no longer possible in this form. TPC textures are used for a variety of purposes in the game - for example for aircraft skins, terrain tiles and menu screens. Sometimes TPC files are renamed to indicate their purpose in the game - e.g. the terrain tiles are nothing but TPC files renamed to get the file extension TER or the menu screens with the file extension PIC. Once you know the pixel size / resolution of a texture and apply a proper PAL color palette, you can create your own replacement using any graphics application. PICPAC is used to convert editable PCX image templates to TPC files the game can use - while the filename will indicate what your texture is used for in EAW. PCX templates can also be found in many, already existing user-made mods.

 

3DZ Map: (3DZ_MAP.zip 61.9kb)
by Paulo Morais.
...3DZ_MAP.EXE generates a standard 3D *.DXF wireframe file of EAW 3DZ files, which can be viewed in any 3D viewer or CAD program, and is very useful for editing 3DZ files.

 

3dz 2 bmp: (3dz2bmp.7z 21.1kb)
by ?.
...

 

gpmGUI: (gpmGUI.zip 914kb)
by RAF_Roy.
a GUI for gpmTpc2Pcx...no batch files...
1. unzip the gpmGUI.zip and make a shortcut on your desktop for the program - (my readme's confusing - just be sure to always put files you want to unpack in a new folder each time and np! you will have no overwriting issues - you won't need any configuration to use default mode - just ignore the readme for now).
2. Launch the program - you will get a 'Browse for folder' box. Find the folder containing files you wish to unpicpack.
3. Next a little text box lists the files in the folder. Select files by mouse and/or shift + arrow key to multi-select or control + mouse to select individual non-sequential odd files if needed. Click OK
gpmGUI triggers the gpmTpc2Pcx (included in the zip) - you will see a DOS box open and the files unpicpacing
Then a short delay prompt 'please wait' while the program cleans up, and you are done!

 

Ground PCX: (GroundPCX.zip 271kb)
by VonBeerHofen.
These are the PCX files from the groundobjects in EAW with added pallette. Maybe they could be incorperated in the PICPAC utillity too, since I have not been able to find these PCX's anywhere and they can not be retrieved from the game since they lack colour information. With these files anyone can edit any groundobject to his own liking (PICPAC needed) and EAW may get even better.

 

Paint Kit: (MPS_eawpixpac.zip 5,166,486 bytes / 5046kb / 4.92MB)
by MicroProse.
...Art Kit...PicPac...Aug 4, 1999.
PicPac is an essential MPS tool for creating skins, terrains, sprites and any other texture in EAW.

Paint your own plane exteriors, cockpits and terrain. Please note that modifying the EAW art files is an unsupported feature. This Art Kit is Not for the German version of European Air War. This is a released free program (PICPAC 48kb) that allows you to edit and repaint the planes to make new skins in EAW, to better represent a chosen squad...Converts PCX images to TPC texture files. (All textures used by EAW are in a compressed TPC file format developed by MicroProse. While this compression is reducing file size, direct editing is no longer possible. This file archive contains the textures of the planes in PCX format as well as a utility intended to convert them to the TPC format.  Once the PCX file is converted, simply copy it to the EAW main directory.
TPC textures are used for a variety of purposes in the game - for example for aircraft skins, terrain tiles and menu screens. Sometimes TPC files are renamed to indicate their purpose in the game - e.g. the terrain tiles are nothing but TPC files renamed to get the file extension TER or the menu screens with the file extension PIC. Once you know the pixel size / resolution of a texture and apply a proper PAL color palette, you can create your own replacement using any graphics application. PICPAC is used to convert editable PCX image templates to TPC files the game can use - while the filename will indicate what your texture is used for in EAW. PCX templates can also be found in many, already existing user-made mods.)

*There Is a typo in the readme file shipped with PICPAC, The "P####TXS.tpc" filenames are actually the result of a typographical error. (Note: P#### stands for the aircraft code). When the PICPAC utility was released by MicroProse, the Readme that MicroProse included misidentified the "TES" files as "TXS". Nobody caught it for a long time, files like P####txs.tpc have to be renamed to P####tes.tpc to work correctly in the game. While the P####TEX.TPC represents the aircraft texture at a close distance, the P####TES.TPC (note the S) represents the long distance lower resolution texture. There may still be a few VERY old add-on skins around which contain "TXS" files. If you need to use one of these, you can simply rename the "txs" portion of the filename as "tes" to work correctly.

*If you repainted an aircraft texture and transformed it to TPC with PICPAC.EXE. But it doesn't seem to run or is appearing in strange colors in the games flight screen then make sure you have the correct filenames applied to let the new files substitute the EAW default ones in the games main folder. If the aircraft appears in strange colors, try to re-use PICPAC.EXE on your PCX template with the -P option. This will correct the palette (it is limited to 256 colors - at least when using a 3Dfx graphics card or when running EAW in Software Emulation mode.)
'MajorLee 11-04-1999 Gave the original idea of a petition to Stephen White webmaster of EAW Online, asking Microprose to release a patch and some kind of Paint Utility. The petition idea was put down immediately by those who said that we could not influence MPS into doing anything. They were wrong! Martin deRiso, the Producer of EAW went and helped get Picpac released!'

How to use the EAW paint kit
You can fly with a custom paint job. Although if you change the paint job of a single aircraft with this kit, all of the same aircraft appearing in the EAW will also change with the new paint job. In other words, painfully repainting the P51 Mustang and flying it with EAW then, the other P51 is also wearing the same paint job or skin. That's why the degree of excitement had declined shortly after the first skins where made by the community. There was no single planes with single paint jobs/skins. However I will explain an introductory set of steps on how to use it from now on.

1 What you need
-EAW Paint Kit
-Paint software that can edit image files of * .PCX (You can use with PhotoShop or PaintShopPro if you want).
 

2 Extracting EAW PaintKit
-After downloading EAW PaintKit, unzip it into a suitable folder.
-After decompressing, you will see that it has the following directory structure
 \EAW Textures \Cockpits \Planes \Terrain

The cockpit texture is in the "Cockpits" folder,
The "Planes" folder contains a texture of the appearance of the aircraft for each model.
The "Terrain" folder contains the texture of the terrain.


3 What kind of files are in it?

When you expand the "Planes" folder, there is a folder for each model.
For example, let's look at the "B17" folder in this. There are three files as listed below. Of these, Pbb 17
n . pcx is a texture of nose art ( attention to " n ", meaning of NoseArt), these are only in B 17 and B 24.
Other aircraft are
       * tex. pcx (texture file of airplane appearance) and
       * tra. pcx (filter file that defines transparent part)
It is only two kinds. (The filename part "*" will be a different name for each model.)

Basically, after making changes to this "* tex.pcx" file, we use the utility PicPac.exe included in PaintKit to generate a compressed file that EAW can recognize.
        

4 Procedure for changing the texture file
Let's show the specific change procedure with B17 as an example where we know what kind of files are.

(1) Create a working folder (eg c: \ Work), and change the texture file of the airplane you want to change (Pbb 17 tex.pcx in this example) and PicPac. Copy the exe command.

(2) Edit the texture file using paint software that can edit pcx file.

Original texture file
Pbb 17 tex. pcx

This is the original content before editing.

The parts of the aircraft are mixed up and collected.

It is a file of 256 × 256 pixels.

Pbb 17 tex after editing. pcx
I applied a red flight identification color to the wing tip and the vertical tail. I think I noticed, but there is only a texture on one side of the aircraft! Except for nationality marks, changes on one side are reflected in opposition. Also, since it is unclear how far it is the target part of the aircraft, there are trial and error and skill to finish it perfectly.

(3) When your done painting , save it with the same name as the original name ( Pbb 17 tex.pcx ). This makes texture for high resolution possible.

(4) Using a paint software, convert a texture of 256 × 256 pixels to 128 × 128 pixels to create a low resolution texture (used in the middle range). This is called Pbb 17 tes. Save it as pcx . Although this work may be omitted, EAW uses the original data if there is no medium for medium range, so if the new paint color and the original paint color are quite different, as the airplane approaches You will feel as if it replaced.

(5)
 Now , two files, Pbb 17 tex. pcx (256 × 256 pixel high resolution version)
 Pbb 17 txs. pcx (128 x 128 pixels low resolution version)
 is made.

Here, open the DOS window and move the current directory to the work folder (in this example, C: \ work).                  Type
   CD c: \ work
   C :.
 Purpose file Pbb 17 tex. pcx, Pbb 17 txs. pcx and utility PicPac. After confirming that exe exists, type as follows.
  PicPac - p Pbb 17 tex. pcx Pbb 17 tex. tpc    (convert to high-resolution compressed file)
  PicPac -p Pbb 17 txs. pcx Pbb 17 txs. tpc    (converted to a compressed file for low resolution)

(6) The two compressed files Pbb 17 tex. Generated in (5). tpc and Pbb 17 txs. Copy tpc to the EAW folder.



That is the end.
The way of changing cockpit texture, topography texture is also the same way.

There are some files not released in Microprose Pic-Pac utility, but are .TER files in the CDF for the game.

(use 128x128 pix)

They are:

Highest cloud layer..no plane can reach
BNcltra0.ter
BNcltra2.ter

Overcast clouds:
BNcloud0.ter
BNcloud1.ter
BNcloud2.ter

Verious clouds scattered.
Cloud0.ter
Cloud1.ter
Cloud2.ter

Horizon:
BNHorizn.ter
Horizn.ter

Sky:
Skyblu.ter
BNSkyblu.ter

When working with the Horizon files you must blend the fog layer to your new color or you will get a box effect around the earth.

 

PicPac GUI: (PicPacGUI_12a(Win9x).zip 260kb)
by Walter "Waldo" Knödgen.
Final version. This little tool allows you to convert pcx-files with PicPac by a Windows-based menu-screen, more convenient than with DOS-command line parameters, etc. There are also switches for other features of PicPac, but not necessary for EAW, please check the readme for further information about the program.

 

PICPACW: (PICPACW.zip 131kb)
by ?.
...batch files and the gui program for picpac. It needs 3 additional files in it's own folder to work: COMMDLG.DLL, VBRUN300.DLL, CMDIALOG.VBX

It doesn't convert TPC's to PCX files, which is a bit of a drawback. Such conversions can be equally problematic due to the format used when the TPC's were created.

We're not using all possible switches for output though but I have used conversions with and without palettes. The no-palette option will save 768 bytes in the created file but requires additional knowledge on which palette was used for the drawing so it can be attached and the drawing made visible.

There's also an LZW table switch which is for creating animations in the .CPT files, but I think only C.J. may have used that option once for the horizontal compas in the Spitfires. The table needs the cockpit editor for importing the animations into the .CPT file. -VBH

 

Skinning Palette Pack V2: (SkinningPalettePackV2.zip 458kb / 903kb)
by VonBeerhofen.
these palettes have been optimised for use in Photoshop to get rid of conversion errors once and for all and consist of the stock EAW palette (DAY_FADE.PAL) combined with each plane's slot specific colors (P****VIEW.CPT) into a single palette using the exact RGB values as found by hexediting (no conversion involved).

 

Picpac Skin Worker: (skinworker.zip 26.7kb)
by Pisis.
If you make skins, you must know that the picpac process is quite long and sometimes problematic. I have created these files which does your work for you.

 

TPC to PCX Converter: (TPC2PCX.zip 84.9kb)
by gmpwalp.
gpmTpc2Pcx, the "unpicpacking" tool...utility, which converts any EAW *.TPC file into its *.PCX file, for re-painting. The reverse of PICPAC, it is very useful for extracting a PCX file from a non-standard *.TPC file.
Readme:
In following description "" means "value of xxx" and "[yyy]" means "yyy is optional"

How gpmTpc2Pcx uses from command line:
The form of is:
[drive][path]basefilename[extension]

If "extension" is NOT supplied, "gpmTpc2Pcx" checks if file specified by (without extension for now) exists and if so, tries to use it. If not, it appends ".tpc" to and tries again.
If extension is supplied, "gpmTpc2Pcx" will use it whatever it is.

How gpmTpc2Pcx uses from command line:
The form of is:
[drive][path][basefilename][extension]
(So as you see the output file may not be delivered at all.)

If "outputfile" IS delivered it used without any changes. (But if it contains "path", it MUST exist. "gpmTpc2Pcx" do not create directories)
If "outputfile" is NOT delivered,"gpmTpc2Pcx" creates file with name ".cip". (As you see, file is created in current working directory.)

It works with ".ter", ".spt", ".mpc" files too. In fact this files are ".tpc" files whith changed extension.

 

As an example, let's convert a P-51D Mustang texture file ("Pp51dtex.tpc") back into a .pcx file.

What you will see in the DOS command box will be in bold type; what you should type will be in normal text; an underscore represents a space [Do NOT type an underscore, hit the spacebar instead!); and the word "Enter" in italics is the command to hit the Enter key on your keyboard.

C:\EAWconversions>
C:\EAWconversions>gpmTpc2Pcx_Pp51dtex.tpc_Pp51dtex.pcx Enter


Now underneath this line you should see:
gpm unPICPAC
ALFA 2 version dated: Nov 20 2001, 16:19:03

OK! That's it! You should now have a PCX file in your "EAWconversions" folder named "Pp51dtex.pcx".


In order to make a conversion to some other file type extension (such as .spt, .mpc, etc.), ASSUMING it is a compatible file type, you would do everything exactly the same as above, EXCEPT you will use filetypes with whatever extension you are tying to make. So, if you want to "unPicPac" the "Person1.spt" file, it would look like this:

C:\EAWconversions>
C:\EAWconversions>gpmTpc2Pcx_Person1.spt_Person1.pcx Enter
gpm unPICPAC
ALFA 2 version dated: Nov 20 2001, 16:19:03
 

Also, SagginB and others has made a bunch of batch files. One for single conversions, and one that changes all the ter files in the folder to pcx files, all with just one click! You can also make your own easy, just open a .txt file with notepad, type this in for an example: gpmTpc2Pcx.exe Europe1.pic Europe1.pcx  Then save and rename a copy  with the file extension as .bat instead of text

 

TPC2PCX2TPC Batch File Tools: (TPC2PCX2TPC-Batchfiletools.zip 130kb)
by Shawn Griffin aka Sagginb and gpmwapl.
PCX CONVERSION TOOL
This is a batch file that enables transformation of files to PCX format and from PCX format. The enclosed readme file gives full instructions and examples, includes files for all 30 plane slots.

 

TPC2PCX Conversion Program & Batch: (TPC2PCXConversionProgram&Batch.zip 84kb)
by MailPin and program by gpmwapl.
This directory contains a set of MS-DOS batch files to automate compression and extraction of .tpc texture image format files used in EAW. tpc2pcx.exe convertor program included.

 

TPC to PCX Conversion Program & Batch File: (TPCtoPCX.zip 84.9kb)
by gpmwapl and Batch files by SagginB.
TPC to PCX Conversion Program & Batch File.

 

 

 

 

PicPac: (Picpac.zip 29kb)
By Microprose.
program for converting *.PCX files into the *.TPC files used by EAW. Essential for creating or changing aircraft skins. Note that this zip file contains only the PICPAC.EXE file and its explanatory text file. The full PICPAC download (some 5 Mb in size), has all the EAW *.PCX files enclosed.

DOS command "picpac/?" gives the following result:

PICPAC v6.01 10/25/96
Usage: PICPAC [options] inputfile [outputfile]

Options: (Can use a '-' or '/')
-h,-? This help screen
-p Save Palette (has no effect on .col files)
-nox Null out Image
-b Force output to be bitmaped
-raw Force output to be bitmaped with no header
-sw,h Clip output size to width by height
-sega Sega Output, and 8 bit pal
-8 Keep pal 8 Bits
-w[2|4|8|16] Specify LZW table size (in k)
-q Quite Mode

Notes:
Input file can be a gif, pcx, lbm, bbm or col.
Output filename is input filename with .pic for the ext.

 

????: (texgrid.zip ??kb)
by Cortilein.
Tool for PAW skinners, read on: This "funny" texture may find use as a skinner tool to determine the position of the textures when painting PAW aircraft textures "from scratch". Just rename the TPC file to Pxxxxtex.tpc, where xxxx is the code of the slot the aircraft you wish to paint will occupy (due to ECA Panel settings). In EAW the aircraft will then be covered with a texture skin that allows you to determine the relative position of the single part coverings as follows:
Black lines horizontal position in the PCX/TPC file
Yellow lines vertical position in the PCX/TPC file
White squares upper left position in the PCX/TPC file
Red squares upper right position in the PCX/TPC file
Grey squares lower left position in the PCX/TPC file
Black squares lower right position in the PCX/TPC file

By filling the squares one by one you could then locate the edges of the coverings. Maybe you find this useful to shorten work time when skinning a PAW aircraft for EAW. 

 

 

 

SOUND TOOLS

Related Download Links:
-tools-edit-sound

The sound effects and radio chatter you hear in EAW gameplay are stored in a special SND sound file format developed by MicroProse. Before you can edit or substitute those files, you will have to convert them into the very basic RAW sound file format using the tools below. Good sound editor applications are able to read and modify RAW sound files. If you have a WAV source as a substitution, you will have to convert it into RAW format first before doing the last conversion step to SND format with the tools below. Unlike WAV files, RAW files do not store their frequency, bitrate and number of channels inside the file - so you have to keep track of these three values and provide them during RAW file opening and SND file creation as well. The BGM background music files, however, that are stored in the "music" subfolder of EAW are simply renamed WAV files - no additional conversion is needed when substituting those.

 

EAW Sound Utility v1.13 Update: (SoundUtillityUpdate-EAWSU113UP.zip 401kb)
by NightCrawler aka NCrawler.
...requires the basic utility to update.

 

EAW Sound Utility v2.0: (EAWSoundUtilityv2.0.zip 1.49MB)
by NightCrawler aka NCrawler.
...

 

EAW Sound Utility v2.07 WinXP: (SoundUtillity2WinXP-EAWSU207.zip 1.49MB  or  EAWSU207.zip 1314kb)
by NightCrawler aka NCrawler.
EAW Sound Utility is most convenient for hearing the sounds and also to convert .wav files into and out of .snd and .wsd. This tool is only able to open uncompressed Windows .wav files (PCM), and not compressed Windows .wav files (ACM).

 

GoldWave: (gwave570.exe 7.77MB)
by
...old enough sound editor to be compatible with EAW sounds...

 

RAW 2 SND 2 RAW Batch: (RAW2SND2RAWBatch.7z 34kb)
by Paulo Morais, Cord, Col. Gibbon
DOS Tools, SND2RAW Convert SND file format to RAW sound data files and RAW2SND Convert RAW sound data files to SND file format. ...includes batch files and sound list.

 

 

German Translation Bugfix: (EAWdeu.zip 8kb)
by Tannethal.
Patches various translation errors in the German Version of EAW.

 

SND Converter Tools: (sndutils.zip 38kb)
by Paul Morais.
DOS Tools, SND2RAW (35kb) Convert SND file format to RAW sound data files and RAW2SND (35kb) Convert RAW sound data files to SND file format.

 

 

 

 

 

STRING TOOLS

Related Download Links:
-tools-edit-str

EAW stores the text strings that show up in the game in a special STR file format developed by MicroProse. These files contain various information, e.g. the labels for aircraft names, squadron names and descriptions, subtitles, weapon names etc. organized in several STR files. Use the tools below to extract the data from STR files into editable ASCII text files, apply your changes with any text editor and finally convert the result back to STR format.

 

STR Converter Tools: (DumpEditBuild-Stredit.zip 26.4kb)
by Paulo Morais and Batch files by SagginB.
Allows for easy editing of str files. To make your own .str files using "dumpstr.exe" and "buildstr.exe"...

DUMPSTR (18kb) DOS Tool, Write STR file content into TXT files  and   BUILDSTR (20kb) DOS Tool, Write TXT file content into STR files

Dumpstr so far directs the output to the screen unless otherwise is specified.
To get a file editable with notepad use this command line.

dumpstr name.str > name.txt


The resulting txt file then can be edited with notepad, add new sentences remove other ones, translate the whole thing and so forth and so far.


After you have done this use buildstr to apply these changes to the str file.
It's important that the str file and your edited file reside in the same directory otherwise buildstr will fail.
Command line is just

buildstr name.txt

The information which file is to be edited is stored in the txt so it doesn't have to be specified.
old Versions: Madestr.zip 25.6kb , EditStr.zip 24.3kb

 

String Mod Edit Utility: (StrEdit(9-4-2006).7z 9.34kb)
by Paulo Morais.
Allows for easy editing of EAW str files...

 

String File Maker: (StringFileMaker.zip 15.4kb)
by ?.
...

 

 

 

TARGET TOOLS

Related Download Links:
-tools-edit-target

 

2 DATs Checker: (2datscheck.zip 368KB)
by RAF_Roy.
Compares targets.dat and airfield.dat for Acodes, Tcodes and Tardata pointer.

 

Blank EAW TTD.DAT: (EAW-TTD-dat.zip 1KB)
by RAF_Roy.
a blank EAW_TTD.dat. Used with BaseGrid tiles to see tardata objects placement, so city buildings, etc. don't appear.

 

Default Object Editor 1.0: (DefaultObjectEditor-TTD1Full.zip 2.70MB)
by Gurney.
An editor for the default objects (DOs) that appear on each of the ground tiles in EAW. Target editor...

 

Editing Notes On Terrain And Airfield/Ground Target Files: (DOMNotes+Tools.zip 503kb)
by Dominique "DOM" Legrand.
...Includes Tools; EAWK3.wdb, (Blankfiles; GRIDATA.DAT, TARGET.DAT), (Targetset; CONVERT.EXE, VERTCON.EXE), README.RTF, Frontline Generator...

 

EAWK3: (EAWK3.zip 19.1kb)
by Dominique "DOM" Legrand.
...EAWK3wbd.html...

 

Tile Target Editor(8-29-1998): (MPS_TileTargetEditorGeoTool(8-29-1998).zip 4.15MB)
by MPS.
...with GeoTool.exe...

 

Target Centerer v1: (TarCenter.zip 366KB)
by RAF_Roy.
Centers your Targets and Tardata Base. Read my Tutorial...also included in the TeaTools2v2.

 

TardataBlockAdd v2.0: (TardataBlockAddv2.0.7z 571kb)
by RAF_Roy
...

 

TardataBlockAdd v2.2: (TardataBlockAddv2.2.zip 511kb)
by RAF_Roy
...

 

Source Code For Tardata Block Add v2.2: (TardataBlockAddv2.2SourceCode.zip 6.39kb)
by RAF_Roy.
The file "TardatBlockAdd.wbt" contains the sourcecode.

 

TargetBlock2Dax v1.0: (Targetblock2daxv1.0-tb2dax.zip 347kb)
by RAF_Roy.
This program reads a block from a base record from Tardata.dat and makes a .dax out of it. You must provide the block from Tardata....

Target Editor(2004): (TargetEditor(2004).7z 1.95MB)
by Gurney.
...This is the first release version of the EAW Target Editor...

 

Target Editor Win98: (TargetEditor98-TEdit98.7z 2.32MB)
by Gurney.
...installer...

 

Target Editor Sample Projects: (TargetEditorSampleProjects-EAW.zip 256kb)
by Gurney.
...

 

Target Editor WinXP: (TargetEditorXP-TEditXP.zip 2.35MB)
by Gurney.
...installer...

 

Targ PicPac: (TargPicPac.zip 68kb)
by ?.
...

 

Column and Line Tile Loc: (TColLineTM.zip 368kb)
by RAF_Roy.
see EAW Column, Line and eaw.tm tile loc of record in your targets.dat.

 

Target Copy: (tcopy.zip 365kb)
by RAF_Roy.
Not really a 'copy' program , as it remakes your tardata and targets.dat

primary use;
The program effectively shrinks your tardata.dat if possible.
Reorders the tardata records.

It makes a new tardata.dat and targets.dat from the old.
The originals will be untouched.

 

Tea Tools v1.0: (TeaTools.zip 3.41MB)
by RAF_Roy.
The program is similar in function to TardataBlockAdd and contains some of its code.

 

Tea Tools 2 v2: (TeaTools2v2.zip 6.88MB)
by RAF_Roy.
Tools For Tardata Editing Updated Version, Tools for Tardata editing,includes new tools: June 2 2007 *also added new TarCenter program, and RAF_RoysTools2Tartorial.pdf* TarBaseSnagr, TSetAdd2, TarBlock2dax2, alt-TSDM-tiles, BaseGrid Pack

 

Target ttd Check: (Tgttdcheck.zip 370kb)
by RAF_Roy
...To use: Put your targets.dat (yes targets.dat !) into the same folder and run the program...This little tool reads your targets.dat and reads the "pointer" for each base. The "pointer" is the address that refers to the tardata address. Useful for error checking your pointers or general info.

 

wilx34i.dll: (wilx34i.zip 19.4kb)
by ?.
...This wilx341.zip contains the wilx341.dll , it is used by some of my (RAF_Roy) programs, but due to error during compiling some (like version 1 of TColLineTM.exe) did not get the .dll included. So the fix is simply unzip this .dll to that program's own folder, and thereafter it will work.

 

 

 

 

Base Area Viewing: (BaseViewTM.zip 3.7MB)
by RAF_Roy.
Base area Viewing Tool and tiles. Note: Update June 2, 2007; the Centering function not recommended as code in Baseview is obsolete. Use my new TarCenter to center bases!

 

TarSetMaker: (TSDMtiles.zip 15.5MB)
by RAF_Roy.
512 x 512 size tiles for use with BaseViewTM program for optional tiles for TarSetDataMaker.

 

Target Editor: (??? ??)
by MrJelly.
...the targets can be divided throughout the campaign and made visible too. When all targets/airfields are properly on the map, online games will behave as stock EAW as long as a few rules are maintained one of which is that all targets/bases need to have at least one object placed (shipyard/railway and some unknown ones) which will make an interdiction choice available. Online carrier takeoffs have already been extensively tested as were the several mission types. All worked like a charm.

 

 

 

TERRAIN TOOLS

Related Download Links:
-tools-edit-terrain

 

Base grid Pack: (BaseGridPack.zip 396kb)
by RAF_Roy
...contains both the BaseGridTool and the BaseGridTiles...

 

Hi-Res EAW Terrain Batch Utility - hiresmod.bat: (hiresmod.zip 2.13kb)
by Max188.
This very simple utility will rename EAW add-on terrain set files to use hi-resolution 256x256 tiles.  This results in higher detail being visible with less terrain jaggies.  Can be used on any add-on terrain.  (Note: many terrains available for download may likely be hi-res by now).

 

MapEdit(Photon)-TerrainEditingPack: (MapEdit(Photon)-TerrainEditingPack.7z 577kb)
by Photon, and
...

 

MapEditor(Photon): (MapEditor(Photon).zip 273kb)
by Photon.
...

 

MapEditor-ME TILES: (MapEditor-ME TILES.zip 259kb)
by ?.
...EAW Tiles BMP...

 

Map Elevation Editor: (MapElevationEditor-Mapenh.zip 23.4kb)
by Paulo Morais.
...

 

Map Editor (2-02-2005): (MPS_MapEditor(2-02-2005).zip 339kb)
by MPS.
...

 

Map Editor OGL(12-22-2004): (MPS_MapEditorOGL(12-22-2004).7z 1.96MB)
by MPS.
...

 

Map Editor OGL(12-23-2004): (MPS_MapEditorOGL(12-23-2004).7z 1.98MB)
by MPS.
...

 

Map Editor OGL v3(12-07-2007): (MPS_MapEditorOGLv3(12-07-2007).zip 1.19MB)
by MPS.
...

 

Tile Map Editor: (MPS_TileMapEditor.7z 2.04MB)
by MPS.
...

 

Random Tile: (RandomTile.zip 52.6kb)
by Gurney.
...

 

TPC to PCX Conversion Program - Hi-Res EAW Terrain Utility: (TER2PCXTerrainConversion.zip 88.3kb)
by gpmwapl and max188 and SagginB.
The batch files in this folder will create pcx files out of terrain (ter) files and vice versa.
This very simple utility will rename EAW add-on terrain set files to use hi-res tiles. EAW was built with 2 different resolutions of terrain tiles. If you are using an add-on terrain, these tiles have been created as separate low-res and hi-res tile files. The low-res tiles are 128x128 pixels and named lr*.ter. The hi-res tiles are 256x256 pixels and named bn*.ter. To make these out of the bn*.ter files just use Max188's "hiresmod" batch file which is included in this folder for your convenience.

 

Terrain editor v 1.1 Beta Readme: (TerrainEditorv1.1Beta-readme.zip 1.67kb)
by
...

 

Terrain Editor v1.3: (TerrainEditorv1.3.7z 4.12MB)
by woolfman.
...

 

Terrain Editor v1.3 Final: (TerrainEditorv1.3Final.7z 4.34MB)
by woolfman.
...

 

Terrain Editor v1.4: (TerrainEditorv1.4.7z 1.57MB)
by woolfman.
...Terrain editor is a Visual Basic 6.0 application that helps to easily and quickly build terrains

 

Terrain's Editor Patch 10 to 14: (Terrain'sEditorPatch10to14.zip 23.2kb)
by woolfman.
...

 

Terrain Tools: (terraintools.zip 138kb)
by
...

 

 

 

MINI PICTURE TOOLS

Related Download Links:
-tools-edit-wsp

WSP Sprites: The non-static components of EAW menu screens like the menu items, aircraft mini-pictures, medals and other artwork are not part of a simple (renamed) TPC texture. Instead, MicroProse has used a certain bitmap sprite file format, the WSP files. Those files contain a single image or multiple images - byte #9 inside the WSP file indicates the total number of images inside that particular WSP file. Bytes #5-#6 contain the image width and bytes #7-#8 contain the image height - while these are the same for all images contained in the same WSP file. These tools allow you to extract one or more images from these WSP files and store them as RAW images - readable with a good graphics utility. The height and width values and the PAL color palette have to be provided manually when opening RAW images, because that data is not stored inside the RAW files. After editing or substituting the RAW images, you can pack them back inside the WSP files at the given image position using these tools.

 

EAW Batch Tools: (btools.zip 86.9kb)
by MailPin and gpmwapl.
This archive contains a set of MS-DOS batch files to automate compression and extraction of .raw minipic files from/to fsmplane.wsp EAW file (requires dump_wsp.exe tool by Paulo Morais). Also Contain a set of MS-DOS batch files to automate compression and extraction of .tpc texture image format files used in EAW. Includes tpc2pcx.exe convertor program written by gpmwapl.

 

Dump And Patch WSP Batch: (DumpAndPatchWSPBatch.zip 16.4kb)
by Paulo Morais.
...batch files for...



Fsmlogo Editor: (fsmlogowsp.zip 262kb)
by Knug.
This is the 'fsmlogo.wsp' modification utility for the Air Force logo's on the mission parameter screens. Description on how to modify fsmlogo.wsp (The same procedure applies to other .wsp files as well) The fsmlogo.wsp holds 3 sprites. These are the "logo" of the airforce in the mission parameters screen. They can be extracted to raw format using the dump_wsp utility.


Nation WSP Editor: (nationwsp.zip 242kb)
by Knug.
The 'nation.wsp' modification utility. Description on how to modify Nationc.wsp (The same procedure applies to other .wsp files as well) ....The nationc.wsp only holds 3 sprites and the wsp utillity will tell you what their size is when you unpack the file. Yes the map icons (airfields) are in there. The other nationt.wsp and nationw hold the same icons for the briefing/mission screens, so you may need to look at those too....

 

NO WSP In Hanger Menu Mod: (noWSPmod.zip 970kb)
by Julien "Frenchminem" Baud.
In order to be able to compact those blank wsp into CDF archieves , I've been obliged to re-worke them all. Simply made black (0,0,0)pics in RAW file format , keeping the number and resolution for each sprtie cuz that's what wrong with the last mods. this mod will be use by myself to make addon on cd's , with ALL files on CDF archieve's...

 

WSP Editors(2): (WSPeditZ(2).zip 202kb)
by CSÁSZÁR ZOLTÁN, Mr. Johnson, Paulo.
...includes Paulo's Notes for WSP Editing files...

 

WSP Editors: (WSPeditZ.zip 191kb)
by Mr Johnson and CSÁSZÁR ZOLTÁN.
...WSP converter utility...

 

WSP Extractor Tools: (WspSpriteEdit.zip 17.2kb)
by Paulo Morais
DUMP_WSP (14kb) Extract RAW images from WSP files  and  PTCH_WSP (14kb) Include RAW images into WSP files. Includes instructions on how to use them.

 



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