Object Editor: Unzip the above to a sub dir called PEtools (or any other name less then 8 characters) of your c:\ drive and create a shortcut for the exe file. This file is used to skin (apply textures) , attribute models i.e. gun muzzles, tracks, turret smoke, as well as import 3ds files to be converted to rrf, PE's file format.

Object Editor Documentation: This is a zip file of the documentation from WingsSimulations. Unzip and read.

It is important that you understand the original PE model requirements before moving on to PE-X standards.
Below, is an unfinished tutorial for editing PE objects. It is limited to the knowledge of the time and the requirement of 256 color graphics.

Object Editor Procedures For Texturing PanzerElite 3D Models  by Geezer and Aldo.  Be sure to read the documentation that came with the Object Editor FIRST.

Warning:  Some systems receive memory errors when the Scenario Editor and the Object Editor are installed at the same time.
 Patch 1.2 for Panzer Elite should be re-run after installing the scenario editor and/or the object editor.

  PE:     Panzer Elite version 1.2
  PE\:    The folder where you installed Panzer Elite
  PEx:   PEDG's modified version of the Panzer Elite game engine   version 1.05
  OE:    Panzer Elite's object editor
  TLB:  Texture Library file that contains the artwork use by the game engine
  RRF:  Panzer Elite 3D model

The following procedures describe how to use the Panzer-Elite Object Editor:
  1)   Overview of OE (bmp, rrf, and tlb files)
  2)   Layout and explanation of controls
  3)   Creating and working with texture libraries:
  4)   Altering the shading setup
  5)   Importing a new 3D model
  6)   Attributes of an object (vehicle, house, etc.)
  7)   Texturing an object (vehicle, house, etc.)
  8)   Editing geometry of an object (vehicle, house, etc.)
  9) Loading new/altered tlbs and rrfs into the game


The basic artwork is developed as a 24 bit bmp file.  The 24 bit bmp is then reduced to 8 bit for PEPEx can use 24 bit or 8 bit.  The artwork applied to the surface of a 3D model is called a texture.  The tlb file contains the texture information.  This includes the location on the artwork, size of the texture and numerical ID of the texture.   The 3D objects (vehicles,houses, etc.) are rrf files. Hereafter, tlb will be refering to a combination of the bmp and tlb files.

Once a texture has been loaded into the tlb and applied to a rrf, the game will remember the location of the texture on the 3D model.  You can change other textures in the tlb without affecting the textures that you have applied to a  rrf.  Editing the bmp with a paint program does not require the texture to be reloaded into the tlb.

A scenario has seven dedicated tlb files to function.  The original game assigned the tlbs in the following manner:
  tlb1 - Axis vehicles and guns
  tlb2 - Allied vehicles and guns
  tlb3 - Foliage
  tlb4 - Figures (Allied and Axis combined)
  tlb5 - Buildings
  tlb6 - Buildings and damage levels
  tlb7 - Vehicle interiors
  tlb8 - Not enabled in the original game, but available with patch 1.08 of PE
  PEx allows for as many at 32 tlbs, depending on the build version.

Each tlb has a color palette of 256 colors.  This color palette is calculated from the 24 bit bmp used to import the textures.  Wings chose to group the libraries the way they did because the items in each use basically the same 256 colors.

Texture library 7 MUST be used for vehicle interiors, also 23 for PEx.
Texture library 4 MUST be used for infantry sprites in PE.
Texture library 10 and 26 MUST be used for infantry sprites in PEx.
The rest contain some flexibility.

Each tlb is limited to 256 x 4096 pixels in size.

There is a maximum number of textures that a may be used.  The number is under 1900 , including ground textures, for PE.  Code changes in the MY code MOD and Brit44 allow for a maximum of 4000 textures.   With the advent of DirectX 7, it is possible to use both verticle and horizontal sections.   PEx recomends using 256x256 textures to avoid this problem.  The game will not launch after this maximum is reached.

All 3D models are imported to the OE from 3D Studio Max 3.0 3DS format files.
3D models have a maximum of 32 objects in PE.
3D models have a maximum of 40 objects in PEx.

Note: There is less confussion if you do not work in the game's folders, otherwise you will go crazy keeping track of the different tlb variants.  Create a new folder for the OE and transfer a copy of the OE into this new folder.  Create a sub-folder named "Textures".   This is where you will place your tlbs.   Send a copy of the OE icon to your desktop.  Now, create a new folder for each subject based loosely on the campaign theater (Axis Desert vehicles, Allied Normandy vehicles, Italy houses, etc.).


Punch your desktop OE icon (three screens should appear).  At the top is the main menu.  Below the menu is a large 3D screen for viewing the objects.  To the right of the 3D screen is the texture library.
PE: Object Editor  (52Kb)   PEx: PEx Object Editor  (66Kb)
All three can adjusted by dragging the lower right corner to enlarge or reduce the size of the screen.
Note:  Resizing the PEx 3D window throws off the screen alignment when selecting polygons with the mouse.

Menu Window Commands:


    PE: File menu  (26Kb)   PEx: PEx File menu  (34Kb)
    PE: Edit menu  (30Kb)   Note:  PE Only.   Edit:
    PEx: PEx Edit menu  (35Kb)   Note:  PEx Only.   Inspect:
    PEx: PEx Inspect menu  (30Kb)   Note:  PEx Only.   Window:
    PE: Window menu  (23Kb)   PEx: PEx Window menu  (35Kb)
    PE: Assign menu  (29Kb)   PEx: PEx Assign menu  (33Kb)
    PEx: PEx Selection menu  (30Kb)   Note:  PEx Only.
Menu Window Boxes and Buttons:
  There are three horizontal selection boxes arrayed across the lower menu:  group, material, and attributes.
    PE: Main menu  (23Kb)   PEx: PEx Assign menu  (29Kb)
  The remaining buttons are:
    PE: Main menu (25 Kb)    PEx: Apply Texture (34 Kb)   Information for the selection is shown along the bottom of the window.
    PE: Menu (37Kb)    PEx: Menu (52Kb)

3D Viewing Screen:
  The viewing screen must beselected to be active. Note:  Left click with the mouse to activate.
Texture Library:
Texture Window Commands:
       Texture Window Menu (13 Kb)
       Texture Window Menu (13 Kb)

Texture Window Boxes and Buttons:
    PE: Texture Library (22 Kb)    PEx: PEx Texture Library (52 Kb)


Panzer Elite texture libraries consist of 3 files.  The primary file is the tlb file.  This file contains the information about the library.  The information consists of the texture location, texture size, texture ID and any animation information.  The remaining file are 8 and 24 bit bitmaps.  The bmps are 256 pixels wide by 4096 pixels tall.  The PE game engine uses the 8 bit bmp for rendering.  The PEx game engine uses the 24 bit bmp for rendering.  The PE OE uses the 24 bit bmp to determine the color palette of the 8 bit and renders using the 8 bit.  The PEx OE renders using the 24 bit bmp.  The bmps are standard Windows bit maps and can be edited with any paint program.

To start, select which "slot" button you want to work with. PEx allows for 32 texture libraries. To access numbers 17 through 32, select the "Library Toggle" button.
    PE: Texture Library (22 Kb)    PEx: PEx Texture Library (52 Kb)
Note:  When creating or editing tlbs, it is not necessary to be loaded in the correct "slot", but it MUST be in the correct slot for texturing the 3D model.

Next, use "New" or "Load" from the texture libraries's edit pull down menu to start a new tlb or edit an existing one.  You are now ready to begin working with the tlb.

Before you can add a new texture or replace an existing texture you have to place a texture into the Window's clipboard.  The new texture must be a some factor of 16 pixels.  The smallest size allowed is 16 x 16 pixels.  The largest size allowed is 256 x 256 pixels.  With the advent of DirectX 7 you can use vertical and horizontal sub-sections of a texture.  The PE OE will not properly display horizontal sub-sections, but the game will properly display the sections.  PEx recommends that non animated textures be 256 x 256 pixels, with the artwork filled using a paint program.

Use "Load Image" from the texture libraries's file pull down menu or the "Load Image" button to open the add texture window.  You will be prompted to select a bmp file and then the window will open.  The selected bmp will be displayed in the image area of the window.  Set the selection size.  You can set a snap grid for the for selection.   Use the mouse to select the upper, left corner of the selection.  When you are happy with the selected area, select "Copy" from the add texture window's edit pull down menu.  Choose "Paste" from the texture libraries's edit pull down menu to add a new texture, or "Replace" to replace the texture library's selected texture.  The texture will be placed in the first unused area of the tlb where it will fit.  If you are using the PE OE and wish to save the 24 bit artwork created by editing the tlb, use "Export Image" from the texture libraries's file pull down menu.

Add Texture Window:
 The window consists of a menu, 2 size boxes, 3 speed buttons and an image window.
    Add Texture Window: Add Texture (62 Kb)     Add Menu Tool: Add Texture Menu (13 Kb)     Add Menu Edit: Add Texture Menu (15 Kb)

  Add Texture Window Boxes and Buttons:
   There are two horizontal selection size boxes:  X-Size and Y-Size.  Use the small buttons to the right to change the size.
   There are three buttons. These set the selection area to the displayed size.

To delete a texture, select the texture and use "Delete" or "Cut" from the texture libraries's edit pull down menu.  Cut functions the same as delete with the exception that the removed texture will be added to the Window's clipboard.

When you are done editing the tlb, use "Save" or "Save As" from the texture libraries's file pull down menu.

Note:  The OE will not close the add texture window.  You must close the window by clicking the "X" in the upper, right corner.
Note:  Texture IDs are not released when deleting or replacing textures.
Note:  If you are trying to edit the artwork that is already defined, or within the confines of a defined texture, you do not need to replace the texture.   You can edit the bmp with any paint program.  The tlb file tells the game engine how to use the bmp.  The game engine does not care what the bmp looks like.

Transparent and Translucent Textures:

PE has the option for transparent sections of a texture.  PEx has the option of transparent or translucent sections of a texture.  PE and PEx use the first indexed color of the color palette as a transparent texture for 8 bit textures. This is normally RGB(256,256,256), but you can use your paint program to set it to any color you wish.  24 bit uses RGB(256,256,256) as translucent and RGB(256,0,256) as transparent.  These colors are hard coded and can not be changed.  Note:  Translucent and 24 bit textures are PEx Only.

    8 bit: Texture Library (100 Kb)    24 bit: PEx Texture Library (47 Kb)

Animated Textures:

There are two types of animations.  Both start by selecting a texture and opening the animation settings window.  Animation settings affect the entire texture, so you must use a new texture for each animation settings.  You can assign a portion of an animated texture to a polygon.  The text box labeled texture size determines what type the animation will be.  Scroll down through the attribute choices.  The valid selections for a gauge type start with "Disp".  The valid selections for a track type start with "Track".  The type of track determines how many vertical pixels will be used before cycling.  The slider named animation speed is used to determine the sequence for gauge types and the vertical scrolling speed track types.  The okay button is used to save your changes to the tlb and close the window, while cancel will loose all changes and close the window.  You must save the tlb for the changes to be permanent.   Note:  A useful example of assigning a portion of an animated texture would be 3D tracks.

Use "Animation" from the texture libraries's edit pull down menu to assign animations to a texture. The window consists of 1 text box, 1 slider and 2 buttons.  Note:  There are two types of animation. Both use the same menu.

    Gauge Animations: Texture Library (68 Kb)    Track Animations: PEx Texture Library (57 Kb)


PE shading consists of 16 programmable ambient lights that are assigned to the texture libraries.  The first light is used by the landscape textures.  The settings for the lights are stored in the MType.dat file.  PEx uses a separate MType.dat file for each of the cloud settings.  The OE uses the MType.dat file located in the same folder as the OE executible.  PE uses the MType.dat file found in the PE\Data\Misc folder.  24 bit tlbs use the light from the first entry of the palette.  8 bit tlbs can use a separate light for each color of the palette.

The first step is to define the lights.  Use the shading editor to define the lights.  Each light can be named, but the name has no affect.  Adjust the sliders to determine each type of light.  There is no documentation for the affects of each slider, so this is a trial and error process.

Shading Editor:
  Use "Shading Setup" in the menu window's file pull down menu to access the shading editor.  The shading editor consists of 3 windows, 3 sliders and 2 buttons.
       Shading Editor (26Kb) Once you have defined the lights, the next step is to assign the lights to the tlbs.  Lights are applied to the tlbs with the palette editor.  The color to be assigned a light is chosen by clicking any mouse button over the small box next to the desired color.  You can select all colors at one time by selecting none and then using the invert button.   If the color is selected, the box is dark.  If the color is not selected, the box is white.  The assigned camera number sits above the color.  24 bit tlbs use the entry for the upper, left most color.  Once you have selected the desired colors, you then double-click the desired light from the light selection window.  You will be asked to confirm your selection.  Once you are done editing the palette, apply the changes by clicking the okay button.  Clicking the cancel button will erase all changes.  You must save the tlb for the changes to be permanent.

Note:  If PEx finds a tlb using light number 0, the first light, it will default to using light number 1, the second light.
Note:  You can edit the actual colors of your palette by editing the color palette of the 8 bit BMP with your paint program.

Palette Editor:
  Use "Setup Palette" in the texture library window's file pull down menu to access the palette editor.   The palette editor consists of 2 windows and 4 buttons.
       Palette Editor (109Kb)

Panzer Elite games use the MType.dat file located in the PE\Data\Misc folder.  To View the lighting changes while playing Panzer Elite, the file MType.dat must contain your changes.  The OE saves it's MType.dat in it's root folder each time you make changes and close the object editor.  You can determine the root folder by looking at the 'start in' properties of your OE desktop icon.

Note:  The default location for PE and the OE is C:\Program Files\PanzerElite.
Note:   PEx uses a separate MType.dat file for each of the cloud settings, check the PEx modding manual




To be continued
Generally, only two defined materials are needed to cover most rrfs. Material Test Phong and Masked 2 Sided are the default.  
- To reduce your computer’s workload, most polygon are only textured on one side.  Select the appropriate polygon on the rrf, select [b]normal[/b], and then punch the button marked with the Greek-looking “[b]E[/b]”.
- For polygon that must have [b]transparent areas[/b] (such as wheels), select the appropriate poly, select [b]masked 2 sided[/b], and then punch the Greek [b]E[/b].  Note that this will result in a slight color shift to the applied texture, so a slightly lighter texture should be used if available.
Note:[/b] During your work session, an error box may appear that will say “Address violation at xxxx”.  [b]Don’t panic![/b]  This is an artifact from the early days of DOS (file names could only have eight characters).  Just punch [b]OK[/b] and continue on.

1)        Activate the OE by punching the [b]icon[/b] on your desktop (three screens appear).
2)        Punch appropriate [b]slot button[/b] (example: punch 1 to load Normandy1).
3)        Go to Texture Library/Menu and select [b]load[/b] (address box appears).
- Select address and file name of [b]tlb to be loaded[/b] (artwork appears in Texture Library viewing screen).
4)        [b]Right click[/b] the 3D viewing screen while moving mouse slightly (screen turns black).
5)        Go to Object Editor menu (at top) and select File/Load (address box appears).
- Select address and file name of [b]rrf to be loaded[/b] (object appears in 3D Viewing screen).
6)        To [b]rotate object[/b], hold down right mouse button (object rotates depending on mouse movement).
7)        To [b]position object[/b] (on the screen), hold down Shift [u]and[/u] hold down right mouse button (object moves across screen depending on mouse movement).
8)          To [b]zoom in/zoom out[/b], hold down Shift and Ctrl keys and hold down right mouse button (object shrinks or grows depending on mouse movement).
9)        [b]Select poly[/b] of object (poly is outlined in red).
10)        Scroll up/down screen in Texture Library box to locate desired texture.  [b]Select texture[/b] (texture is outlined in light blue).
11)         On Object Editor menu (at top), punch button marked with [b]paint brush[/b] (selected texture appears on selected poly).
a.        To [b]rotate texture[/b], punch either button (marked with arrows) located to right of paintbrush button.
b.        To [b]flip poly[/b] (if no texture appears) punch flip button (marked with circular arrow) located below paintbrush button.
12)         [b] Repeat steps 8 - 10[/b] until object is completely covered.

[b]WARNING:  Ensure file name and address are correct or you may accidentally overwrite an rrf in the main game folder![/b]

13)          To [b]save work[/b], go to Object Editor menu (at top) and select File/Save (address box appears).
a.        Punch [b]save[/b] button.
      14)   Punch [b]X[/b] at upper right hand corner of Object Editor menu to [b]end session[/b].



correct folder
correct names
rri file not needed