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In plain wordsIn einfachen Worten

The WolfSDK Studio is the modding tool in the Studio download of WolfSDK 0.3.1. It shows the maps, videos, sounds, textures, texts and 3D models of Wolfenstein II: The New Colossus and Wolfenstein: The New Order, and exports them, for example models as GLB, glTF or OBJ. Replaced textures, normal maps, texts, decls, sounds and videos, and edits to Kiscule mission scripts, are never written into the game directly: each change is saved as a mod that the WolfSDK Loader applies. New in 0.3.0: animations in the model viewer, replacing sounds and videos for The New Colossus (not yet tried in game) and a read-only Youngblood preview.

  • Applying and reverting Studio mods through the Loader is confirmed in game.
  • The model viewer shows the 17,315 models of The New Colossus; the export is the base pose only, without skeleton or animations.
  • Normal maps (BC5) can be replaced if the PNG has exactly the texture's size and a DirectX green channel; not yet confirmed in game.
  • The script editor opens the 3,010 Kiscule scripts of The New Colossus with all 205 node types and can add or remove mission objectives; not yet confirmed in game.
  • Sounds and videos can be replaced for The New Colossus since 0.3.0, but this is not yet tried in game; models and scripts work for The New Colossus only.

Das WolfSDK Studio ist das Modding-Werkzeug im Studio-Download von WolfSDK 0.3.1. Es zeigt Karten, Videos, Sounds, Texturen, Texte und 3D-Modelle von Wolfenstein II: The New Colossus und Wolfenstein: The New Order und exportiert sie, Modelle zum Beispiel als GLB, glTF oder OBJ. Ersetzte Texturen, Normal Maps, Texte, Decls, Sounds und Videos sowie Änderungen an Kiscule-Missionsskripten schreibt es nie direkt ins Spiel: Jede Änderung wird als Mod gespeichert, die der WolfSDK Loader anwendet. Neu in 0.3.0: Animationen im Modell-Viewer, Sounds und Videos ersetzen für The New Colossus (im Spiel noch nicht ausprobiert) und eine Youngblood-Vorschau (nur lesend).

  • Das Anwenden und Zurücksetzen von Studio-Mods über den Loader ist im Spiel bestätigt.
  • Der Modellbetrachter zeigt die 17.315 Modelle von The New Colossus; der Export enthält nur die Grundpose, ohne Skelett und Animationen.
  • Normal Maps (BC5) lassen sich ersetzen, wenn das PNG genau so groß wie die Textur ist und einen Grünkanal nach DirectX-Art hat; im Spiel noch nicht bestätigt.
  • Der Skript-Editor öffnet die 3.010 Kiscule-Skripte von The New Colossus mit allen 205 Knotentypen und kann Missionsziele hinzufügen oder entfernen; im Spiel noch nicht bestätigt.
  • Sounds und Videos lassen sich seit 0.3.0 für The New Colossus ersetzen, das ist im Spiel aber noch nicht ausprobiert; Modelle und Skripte gibt es nur für The New Colossus.

Technical detailsTechnische Details

Der technische Teil ist auf Englisch – so, wie er im Wiki steht. Unterstrichene Begriffe haben eine Erklärung auf Deutsch.

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WolfSDK Studio

Studio: what the WolfSDK Studio is (modder guide)

The WolfSDK Studio is the modding tool of WolfSDK 0.3.1. The Studio browses the assets of Wolfenstein II: The New Colossus and Wolfenstein: The New Order: maps, videos, audio, textures, texts and 3D models. In the Studio you view and export them, replace textures, normal maps, texts, decls, sounds and videos, and edit Kiscule scripts and missions. The Studio never writes the game: each Studio change is saved as a mod that the WolfSDK Loader applies.

Keywords: wolfsdk studio, studio, what is the studio, about the studio, studio explained, studio for modders, modding tool, asset browser, modder guide, was ist das studio, studio erklärt

Studio: download and requirements (WolfSDK-Studio-0.3.1.zip)

Download WolfSDK-Studio-0.3.1.zip from the release page. It contains the full Loader plus the Studio; the player package WolfSDK-Loader-0.3.1.zip has no Studio. Extract it into a normal folder and start WolfSDK.cmd, as for the Loader. Python is bundled.

The Studio needs Wolfenstein II: The New Colossus (Steam version, Windows). It finds The New Order by itself if that is installed too.

Keywords: studio download, studio zip, requirements, needs new colossus, install studio, studio herunterladen, voraussetzungen

Studio: open the Studio (Open Studio)

  1. Start the loader with WolfSDK.cmd.
  2. Go to the Studio tab and click Open Studio.

The Studio is a local page, served by the loader on 127.0.0.1; nothing goes online. It opens in its own full-screen window in Edge or Chrome, otherwise in your default browser. The Studio keeps running while its window is open, also after the loader window is closed. Without the loader window: run python\python.exe -m wolfsdk studio in the extracted folder (Ctrl+C quits). Apply mods, Revert and Install map… close the Studio, because it keeps the game files open; open it again afterwards.

Keywords: open studio, start studio, launch studio, studio window, browser, 127.0.0.1, studio öffnen, studio starten

Studio: the tabs (Maps, Video, Audio, Textures, Texts, Models, Scripts)

The top bar has seven tabs:

  • Maps: the levels in 3D.
  • Video: cutscenes and other videos.
  • Audio: sounds and music.
  • Textures: every image.
  • Texts: decls, string tables and other text files.
  • Models: the 3D model viewer.
  • Scripts: the Kiscule script and mission editor.

TNC, TNO and YB switch the game (YB only when Youngblood is installed); Models and Scripts work for The New Colossus and, read only, Youngblood. Fullscreen (F11) and Support are on the right. "Search …" filters the list.

Keywords: studio tabs, studio interface, maps, video, audio, textures, texts, models, scripts, tnc, tno, studio oberfläche, reiter

Studio: walk through maps in 3D (Maps tab)

The Maps tab shows every level in 3D with textures. Pick a map from the list. Orbit turns around the map; Fly mode (F) moves with W A S D, Q/E down and up, Shift faster, Esc releases the mouse. Layers switch walls and furniture, movable objects, sky and collision on and off. Markers show entities; click one for its class, template and position. "Cut from above" slices the map so you can look inside. Keys: H panel, T textures or flat shaded, F11 fullscreen.

Keywords: maps tab, 3d map viewer, fly through a map, level viewer, collision, markers, entities, karten ansehen, 3d karte, level ansehen

Studio: play videos and sounds (Video and Audio tabs)

Video plays the cutscenes with their sound in sync with the picture. Download video file saves the video, Audio as WAV its sound. Audio plays sounds with a waveform; Download saves the sound. Both tabs also show Replace… for The New Colossus: see replacing sounds and videos.

Keywords: video, cutscenes, audio, sounds, music, play cutscene, download video, export sound, wav, zwischensequenzen, sounds anhören, musik

Studio: browse and export textures and texts

Textures shows every image in a grid. Click one to look at it (Fit, 1:1, mouse wheel zooms, drag pans, ← / → browses); Download PNG saves it at full size. Texts shows decls, string tables and other text files, with "Search in text …", Copy all, Copy line and Download file. Export ZIP in the list exports every hit of a search and folder as one ZIP.

Keywords: textures, export texture, download png, texts, strings, decls, export zip, extract assets, texturen exportieren, texte exportieren

Studio: 3D model viewer (Models tab)

The Models tab shows the 17,315 models of The New Colossus with textures: weapons, enemies, characters, vehicles and props. Drag rotates, mouse wheel zooms, right mouse button pans, double-click fits, ↑/↓ browses. Surfaces switch parts on and off: All, None, or Default (as in the model's definition, with gore, gear and spare heads off). Wireframe shows the mesh. Models of The New Order are planned.

Keywords: models, 3d viewer, model viewer, weapons, enemies, characters, surfaces, wireframe, 3d modelle, modell ansehen, modellbetrachter

Studio: export a 3D model (GLB, glTF, OBJ)

In the Models tab, under Export, pick a format and click Export:

  • GLB (one file): glTF 2.0 binary with the textures inside, for Blender, 3D Viewer or Sketchfab.
  • glTF + PNG (ZIP): .gltf, .bin and the textures as PNG.
  • OBJ + PNG (ZIP): .obj, .mtl and the textures as PNG.

The export holds exactly the surfaces that are switched on, with your custom skin if one of them wears it. Base pose only: skeleton, weights and animations are not exported. The file lands in the browser's download folder.

Keywords: export model, glb, gltf, obj, blender, 3d export, sketchfab, modell exportieren, nach blender, 3d modell herunterladen

Studio: how a change is saved as a mod (Save as mod)

Every replacement in the Studio ends in Save as mod:

  • New mod: give it a name, and an author if you like.
  • Add to one of my Studio mods: puts the change into a mod the Studio made before.

Click Save as mod. The message "Saved as mod: … Tick it in the loader under Mods and apply." follows. The mod is a new folder in the loader's mods folder. Then in the loader: Mods tab → Reload → tick the mod → Apply mods → Start game.

Keywords: save as mod, studio mod, new mod, add to mod, mods folder, apply studio mod, als mod speichern, mod erstellen, eigene mod

Studio: replace a texture (Replace with PNG…)

  1. In Textures, open the texture and click Replace with PNG….
  2. Click Choose file… and pick an 8-bit RGB or RGBA PNG without interlacing, at most 8192 pixels a side.
  3. Compare "In the game" and "Yours", then save it as a mod.

The New Colossus: BC1 colour and specular maps; a PNG of any size is scaled to the texture's size. Textures that ship only in a DLC archive, cube maps, and BC7, BC4 or BC6H images cannot be replaced yet. Textures that share the same data change together; "Also the blood variant" covers the bloody version. The New Order: the PNG is resized to the original's size.

Keywords: replace texture, texture replacement, retexture, skin, png, bc1, own texture, textur ersetzen, eigene textur, skin erstellen

Studio: replace a normal map (BC5, DirectX green channel)

Normal maps (BC5) are replaced like any other texture, with Replace with PNG…, but with stricter rules:

  • The PNG must be exactly the texture's size, and both sides are powers of two (for example 1024 × 1024). Normal maps are not rescaled.
  • The green channel uses the DirectX convention (green pointing down). From Blender or another OpenGL tool, invert the green channel first.

Status: Not yet confirmed in game.

Keywords: normal map, normalmap, bc5, green channel, directx, opengl, invert green, blender normal map, normal map ersetzen, grünkanal, grün invertieren

Studio: replace a text or string table (Texts tab, Replace…)

  1. In Texts, open the file and click Download file.
  2. Edit it in a text editor and save it as UTF-8.
  3. Click Replace…, then Choose file…, and pick your edited file. The dialog shows what changed.
  4. Save it as a mod.

The text must parse: balanced braces, no stray characters, valid JSON for .json files. Unchanged text is refused. For The New Colossus only files in base can be replaced, not texts that ship only in a DLC. While an applied mod changes the same text, the Studio refuses: click Revert in the loader first.

Keywords: replace text, edit strings, string table, translation, lang file, edit text, text ersetzen, übersetzung, texte ändern

Studio: change a decl (weapon, damage and other values)

Decls (the definitions of weapons, damage, AI and more) are in the Texts tab, grouped by type. Replace them like a text: Download file, change the values, Replace…, save as mod. When you only change values, the mod stores just those values (set), so comments and everything else in the decl stay as they are. When you add, remove or move fields, the mod carries the whole file instead. The format of such mods is on Mod Format.

Keywords: decl, edit decl, weapon values, damage values, change values, set, mod.json, decl ändern, waffenwerte, schaden ändern

Studio: animations, faster models and the Youngblood preview (new in 0.3.0)

  • Animations: in the model viewer, pick one of a model's clips and play it. This works for skinned models of The New Colossus.
  • Faster models: textures load as needed and the material maps are built in the background, so models open sooner.
  • Wolfenstein: Youngblood preview: if the game is installed, the Studio shows it read only: texts, scripts, videos, textures and models with animations. There are no maps, no export and no replacing.

Keywords: animations, play animation, model viewer, clips, youngblood, preview, faster models, animationen, animation abspielen, youngblood vorschau

Studio: custom skin on a 3D model (Custom skin)

In the Models tab, choose a surface under Custom skin, click Choose PNG… and see your picture on the model at once; Original takes it off again. Save as mod… saves it as a mod: the PNG replaces the colour map of that surface's material, with the same rules as Replace with PNG… for textures.

Keywords: custom skin, weapon skin, skin preview, own skin, choose png, model skin, waffenskin, eigener skin, skin vorschau

Studio: Kiscule script and mission editor (Scripts tab)

The Scripts tab opens the 3,010 Kiscule scripts of The New Colossus as node graphs, with all 205 node types. In the script editor you can:

  • change the parameters of a node, and wire or remove connections;
  • insert nodes with Add node (search the node types);
  • find a node with "Find node …";
  • show only the mission flow with Missions;
  • undo with Undo (Ctrl+Z); Delete removes the selection.

Scripts that ship only in a DLC archive are read-only. The New Order has no script editor. Background: Kiscule Scripting.

Status: Not yet confirmed in game.

Keywords: script editor, kiscule, mission editor, missions, node graph, scripts, nodes, visual scripting, skript editor, missionen bearbeiten

Studio: add or remove mission objectives (Scripts tab)

Mission nodes hold a list of objectives. Open the script in Scripts, click Missions to show only the mission and objective nodes, and select the mission node. In its parameters, + adds an objective to the list and − removes the last one. Mission nodes are amber; their roles are Mission start, Objective start, Objective complete and Active objective. Save with Save as mod….

Status: Not yet confirmed in game.

Keywords: mission objectives, add objective, remove objective, quest, mission node, objectives list, missionsziel, ziel hinzufügen, ziel entfernen

Studio: save script edits as a mod (edits accumulate)

Click Save as mod… in the Scripts tab. In "Save script as mod", choose New mod or Add to one of my Studio mods. The Studio checks every edit and refuses the whole save if one fails. Saving again into the same Studio mod adds the new edits to the copy in that mod, so edits accumulate over several saves. The Version picker shows a script "As in mod …", with the edits saved there.

An applied mod that changes the same script blocks editing: click Revert in the loader first, then edit and save.

Status: Not yet confirmed in game.

Keywords: save script, script mod, edits accumulate, script blocked, applied mod changes this script, revert first, skript speichern, bearbeitung gesperrt

Studio: replacing sounds and videos (New Colossus, since 0.3.0)

In 0.2.0 the Studio refused to replace sounds and videos, because Revert did not restore the replaced sound packs and video files. Since 0.3.0 Revert restores them, so the Studio replaces them for The New Colossus:

  • Sound: a 16-bit PCM WAV with the same channel count as the sound and at most its length. Open the sound in Audio, click Replace… and save it as a mod.
  • Video: a Bink 2 file made with RAD's tools, with the same size and frame rate as the game's video. Open it in Video, click Replace… and save it as a mod.

For The New Order, replacing sounds and videos is not supported. You can still play and save sounds and videos (Download, Audio as WAV, Download video file).

Status: Not yet confirmed in game (not yet tried in game). Back up first and keep Revert at hand.

Keywords: replace sounds, replace audio, replace video, custom sounds, own music, wem, bink, wav, pcm, sounds ersetzen, eigene sounds, video ersetzen

Studio: what is confirmed in game and what is not (0.3.0)

  • Studio mods are applied and reverted by the Loader; applying and reverting mods is Confirmed in game.
  • Replacing normal maps (BC5): Not yet confirmed in game.
  • Kiscule script and mission editor: Not yet confirmed in game.
  • Replacing sounds and videos: Not yet confirmed in game (new in 0.3.0, not yet tried in game).
  • Replacing textures, texts and decls: the release notes give no in-game status of their own for Studio-made mods.

Keywords: studio status, confirmed, tested, what works, not tested, studio bestätigt, getestet, was funktioniert

Studio limits: what the Studio cannot do yet

  • Sounds and videos can be replaced for The New Colossus only (not yet confirmed in game); not for The New Order.
  • The Wolfenstein: Youngblood preview is read only: no maps, no export, no replacing.
  • Textures: only BC1 images and BC5 normal maps of The New Colossus; no cube maps, no BC7, BC4 or BC6H images, nothing that ships only in a DLC archive.
  • Models and Scripts work for The New Colossus and, read only, Youngblood; the model export is the base pose only.
  • No new assets: the Studio replaces existing ones.
  • Planned: a map editor, map import from Blender (glTF), the models of The New Order, and adding new assets.

Keywords: studio limits, limitations, cannot, not supported, planned, roadmap, map editor, blender import, animations, grenzen, geplant

Studio troubleshooting: the Studio does not open or refuses a replacement

  • The Studio tab says "The Studio is part of WolfSDK Studio…": you have the Loader ZIP. Download WolfSDK-Studio-0.3.1.zip.
  • "Wolfenstein II: The New Colossus was not found": the Studio needs that game; choose its folder in the loader.
  • The Studio closed after Apply mods, Revert or Install map…: open it again.
  • "An applied mod changes this … right now": click Revert in the loader, then replace or edit.
  • "… ships only in a DLC archive": the loader writes base only, so it cannot be changed.

Keywords: studio does not open, studio error, replace refused, cannot be replaced, studio closed, studio öffnet nicht, ersetzen abgelehnt, fehler