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
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.
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)... As of
05-19-2001 I (Borges) repacked Studio Beta 2 with some missing files and add some
of Paulo Morais's tools, 3dzMap , CDWRF, 3dz2BMP etc. The Pascal code is also included. I will start a
JAVA 3D version, since Pascal is being harder and harder to program, even to
solve small bugs. The hardcore 3dz editor
may have all this files but it is useful to new-comers.
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.
...allows you to take an EAW .3dz file and convert it into text (Notepad)
format. This allows you to begin making modifications to the .3dz file that go
beyond what is possible in 3DZ! Studio. Some of the easiest modifications
include something like simply making some elements disappear. This is useful for
changing some .3dz shapes. However, more complex forms of modification are
possible, also. For instance, you can add elements to the .3dz file.
Unfortunately, adding elements is a complicated process, since you have to
overcome problems with the rendering sequence and normals. But Converter is how
elements are added. Many "new" .3dz models, for instance, use elements that were
added with Alessandro's Converter.
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?.
...
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.
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
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 Jel.
A little utility that lets you modify the planes available in Squadfiles such as
“Sqgr40.dat”. This makes sure that your “unflyable plane” will be available in a
single mission that you created using the mission editor.
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
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...
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.
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.
...
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.
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?.
...
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....
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.
..
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 ?.
...
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...
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.
...
Related Download Links:
-tools-edit-mission
Development Mission Files:
(developementmission.zip 150kb)
by RAF_Roy.
...I'm still planning to make some battlefields out of this set some day, but
for now hopefully someone else finds the files useful to hack out missions /
scenarios..but you're on your own!
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.
This utility makes and saves single mission files, even for the “unflyable”
planes!...
Single Mission Editor:
(SingleMissionEditor-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.
Related Download Links:
-tools-edit-movie
SmkTools: (SmkTools.zip 2.02MB)
by RAD.
...
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.
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...
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.
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.
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 ?.
...
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.
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
...
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.
[END]
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