Overview:
The tool is under development, as is the documentation. Here is a video update on the progress:

Please check back soon for more information.
Enemies and other sprites in Dark Forces are in the WAX file format. Effectively they are a series of bitmap images, adhering to a set palette, with position data and ordered in to sequences - ie attack front, movement right-side 90, and so on. Editing these or creating a new one from scratch has generally been a very time consuming process. Especially with early tools available to the mod community. The goal of the Wax File Generator is to streamline that process with a purpose built collection of rigged 3D models, easy customisation options and templates for the various enemy types in the game, with added idle loop options for animated background characters.
While it is a Blender based tool, it has been created to be simple for users with no prior 3D knowledge required. All the core functionality is in a custom UI panel on the right hand side of the main 3D viewport. Switching enemy animations, randomising full outfits, selecting a specific alien species - it's all there.
Before we begin, there are a few things to download.
Download Requirements:
Before we get started, there are some tools to download:
1) Blender: https://www.blender.org/download/ - current version (4.4 at time of writing, multi platform)
or if need be https://download.blender.org/release/ for any and all previous releases.
2) WAX/FME Convertor (by Jereth Kok): https://df-21.net/downloads/utilities/waxconverter/waxconverter.zip (Windows specific)
Note: Requires .NET 6.0 - Version 3.2 - June 2024 Release
3) The template files, available here: (Insert link here when files complete)
The template files consist of one main Blender file and a 'Render' subfolder. Inside the 'Render' are a series of specifically named _***_Template folders. Please do not rename these as the folder naming structure is referenced by both Blender and Wax Convertor for this process to be as smooth as possible.
The general process is as follows:
- Load the Blender file and use the script to create a character combination you want for your level
- Render out the frames - the script should select which render sub folder for you automatically
- Run the Photoshop / Gimp script to trim the images before loading Wax Convertor
- Open the render sub folder - for example \Render\_TROOP_LH_Template - and open _TROOP_LH_Template.wproj in Wax Convertor
- (Optional) Make any minor tweaks required to position / colour palette file selection, defaults should generally be fine
- Click 'Create WAX!'
The Blender file and "WAX File Generator" UI:
First things first, install Blender on your machine. This can be as simple as downloading the .zip option and extracting to a folder on your desktop if you don't intend to use Blender often. Once that is done, there are two settings to check in the preferences to make the process smoother.
Go to 'Edit - Preferences' from the top menu bar. Select 'System' on the left, then choose a Cycles Render Device up the top if available. Cycles will run fine on a CPU only, but it's faster if one of these options are available.
Select 'Save & Load' on the left, then check 'Auto Run Python Scripts'. If not selected, you will need to run the rig ui script and character ui script each time you load the Blender file.
Blender will automatically save these preferences for future use, so you can now load the Blender file.
Current Species Head Options:
| Twilek | Duros | Rodian | Sullustan | Twilek (Alt) | Ithorian |
| Mon Calamari | Gran (Ree-Yees) | Quarren | Bith | Devaronian | Arcona |
| Trandoshan | Kubaz (Garindan) | Pyke (Syndicate) | Bothan | Chagrian | Gand (Zuckuss) |
| Wequay | Togruta | Aqualish (Ponda Baba) | Yarkora | Human | Falleen (Xizor) |
| Mirialan | Chiss (Thrawn) |
Current Imperial Personnel Options:
| ATAT Pilot | Imperial Army Trooper | Imperial Navy Commando | Imperial Officer | Juggernaut Transport Driver |
| Patrol Trooper | Sandtrooper | Scout Trooper | Shore Trooper | Snowtrooper |
| Stormtrooper (Standard) | Swap Trooper | Tie Pilot |
Female variations are planned, but not yet included.
Wax Convertor Template:
Wax Convertor is the program that will take the sequence of png images rendered out of Blender, give them placement coordinates and assign images to sequences, and sequences inside actions. This should already be set up and ready to go for you! However, some background information on how it all works in case you need to make minor adjustments.
TROOP Replacement Template - Frame Ranges:
| Sequence | Frames | Action | Sequence | Frames | Action | |
| 0 | 0-7 | Walking Front | 34 | 132-135 | Dying v2 | |
| 1 | 8-15 | Walking Front Angle Left | 35 | 136 | Idle (single frame) Front | |
| 2 | 16-23 | Walking Side Left | 36 | 137 | Idle (single frame) Front Angle Left | |
| 3 | 24-31 | Walking Rear Angle Left | 37 | 138 | Idle (single frame) Side Left | |
| 4 | 32-39 | Walking Rear | 38 | 139 | Idle (single frame) Rear Angle Left | |
| 5 | 40-47 | Walking Rear Angle Right | 39 | 140 | Idle (single frame) Rear | |
| 6 | 48-55 | Walking Side Right | 40 | 141 | Idle (single frame) Rear Angle Right | |
| 7 | 56-63 | Walking Front Angle Right | 41 | 142 | Idle (single frame) Side Right | |
| 8 | 64-66 | Ranged Attack Front | 42 | 143 | Idle (single frame) Front Angle Right | |
| 9 | 67-69 | Ranged Attack Recoil Front | 43 | 144-146 | Melee Attack Front | |
| 10 | 70-71 | Ranged Attack Front Angle Left | 44 | 147-149 | Melee Attack Recoil Front | |
| 11 | 72-75 | Ranged Attack Recoil Front Angle Left | 45 | 150-152 | Melee Attack Front Angle Left | |
| 12 | 76-78 | Ranged Attack Side Left | 46 | 153-155 | Melee Attack Recoil Front Angle Left | |
| 13 | 79-81 | Ranged Attack Recoil Side Left | 47 | 156-158 | Melee Attack Side Left | |
| 14 | 82-84 | Ranged Attack Rear Angle Left | 48 | 159-161 | Melee Attack Recoil Side Left | |
| 15 | 85-87 | Ranged Attack Recoil Rear Angle Left | 49 | 162-164 | Melee Attack Rear Angle Left | |
| 16 | 88-90 | Ranged Attack Rear | 50 | 165-167 | Melee Attack Recoil Rear Angle Left | |
| 17 | 91-93 | Ranged Attack Recoil Rear | 51 | 168-170 | Melee Attack Rear | |
| 18 | 94-96 | Ranged Attack Rear Angle Right | 52 | 171-173 | Melee Attack Recoil Rear | |
| 19 | 97-99 | Ranged Attack Recoil Rear Angle Right | 53 | 174-176 | Melee Attack Rear Angle Right | |
| 20 | 100-102 | Ranged Attack Side Right | 54 | 177-179 | Melee Attack Recoil Rear Angle Right | |
| 21 | 103-105 | Ranged Attack Recoil Side Right | 55 | 180-182 | Melee Attack Side Right | |
| 22 | 106-108 | Ranged Attack Front Angle Right | 56 | 183-185 | Melee Attack Recoil Side Right | |
| 23 | 109-111 | Ranged Attack Recoil Front Angle Right | 57 | 186-188 | Melee Attack Front Angle Right | |
| 24 | 112-113 | Pain Front | 58 | 189-191 | Melee Attack Recoil Front Angle Right | |
| 25 | 114-115 | Pain Front Angle Left | 59 | 192-203 | Idle (animated) Front | |
| 26 | 116-117 | Pain Side Left | 60 | 204-215 | Idle (animated) Front Angle Left | |
| 27 | 118-119 | Pain Rear Angle Left | 61 | 216-227 | Idle (animated) Side Left | |
| 28 | 120-121 | Pain Rear | 62 | 228-239 | Idle (animated) Rear Angle Left | |
| 29 | 122-123 | Pain Rear Angle Right | 63 | 240-251 | Idle (animated) Rear | |
| 30 | 124-125 | Pain Side Right | 64 | 252-263 | Idle (animated) Rear Angle Right | |
| 31 | 126-127 | Pain Front Angle Right | 65 | 264-275 | Idle (animated) Side Right | |
| 32 | 128-130 | Dying v1 | 66 | 276-287 | Idle (animated) Front Angle Right | |
| 33 | 131 | Dead (Corpse frame) |
- Next Section: Wax Convertor
(Note: If making animations to be compatible with the original game, avoid re-using individual frames.)