How to Test Assets on Maps (Basic Workflow)

This guide provides essential steps for testing assets on maps. Note that there are differences between War Thunder and daNetGame-based projects.

Build Changes in Assets

If you’ve made changes to an asset, open it in Asset Viewer and build the corresponding components:

  • Material changes: Build the asset group (grp)

    ../../../_images/how_to_test_assets_on_maps_01.jpg
  • Collision changes: Build the collision group (grp)

    ../../../_images/how_to_test_assets_on_maps_02.jpg
  • Texture changes: Build the texture bin

    ../../../_images/how_to_test_assets_on_maps_03.jpg
  • Multiple changes or uncertainty: Build the entire folder (this may take longer depending on the number of assets and packs in the folder/subfolders)

    ../../../_images/how_to_test_assets_on_maps_04.jpg

Export the Map with the Asset

  1. Launch daEditor and open the map you want to modify. In the Landscape tab, place the asset using the Create entity tool.

    ../../../_images/how_to_test_assets_on_maps_05.jpg
  2. Export the map via Project ▸ Export to game (PC format).

    ../../../_images/how_to_test_assets_on_maps_06.jpg
  3. Confirm all dialog boxes and choose the place to export level. A successful export will replace the current map file.

    ../../../_images/how_to_test_assets_on_maps_07.jpg

Launching the Level

The method for launching the level varies by project.

daNetGame-based projects

The following steps related to daNetGame-based projects are described using the Enlisted project as an example.

To see your map in the game, you should launch the scene that includes your map, which is a .blk file. There are two main approaches:

Using the Launcher:

  1. Run /enlisted/game/z_enlisted_launcher.bat

  2. Select the correct mission from the dropdown (the one with your exported map). Customize mode, graphics settings, etc., if needed.

  3. Click Play to launch the game.

Manually:

  1. Create a .bat file in the /enlisted/game/ directory.

  2. Open it with a text editor (e.g., Notepad, Notepad++, VSCode).

  3. Add the following line:

    @start win64\\enlisted-dev.exe -scene:gamedata/scenes/<your_scene_path>.blk -config:disableMenu:b=yes
    
  4. Save and run the .bat file to launch your scene.

While the launcher is the preferred method, manual execution is useful for testing new scenes that haven’t been added to the launcher yet.

Enlisted CDK

  1. Launch /Enlisted/modsEditor.bat

  2. Select your scene. Choose the team, mode, and other settings using the wrench icon.

  3. Click Load or double-click the scene name to open it.

War Thunder

In War Thunder, you will use the Mission Editor, which daNetGame-projects do not have. You will have to create your mission using the following steps:

  1. Select Vehicle Type from the dropdown:

    • armada: Aircraft

    • tankModels: Tanks

    • ships: Ships (Others are non-playable.)

    Place the unit on the map using the Create Unit button, then click the map to position it.

    ../../../_images/how_to_test_assets_on_maps_08.jpg

    Note

    Aircraft will appear in the air, while tanks and ships will be placed on land.

  2. Change Vehicle Properties: If the wrong vehicle type is selected, modify it in the Properties panel (press P after selecting the unit).

    ../../../_images/how_to_test_assets_on_maps_09.jpg

    After that you will have to choose:

    • Vehicle model

    • Weapon type (you may set to default)

    • Bullets (usually HE or default)

    • Bullets count

    It can be done in the same unit’s Properties panel:

    ../../../_images/how_to_test_assets_on_maps_10.jpg
  3. Configure Mission Properties:

    • Find your unit’s army number (different parties - different armies in pvp) in unit’s Properties panel.

      ../../../_images/how_to_test_assets_on_maps_11.jpg
    • Assign the unit’s army number to Team A in Mission Settings panel (deselect unit and press P button).

      ../../../_images/how_to_test_assets_on_maps_12.jpg
    • Specify your unit in wing inset.

      ../../../_images/how_to_test_assets_on_maps_13.jpg ../../../_images/how_to_test_assets_on_maps_14.jpg ../../../_images/how_to_test_assets_on_maps_15.jpg

    In the same Mission Settings panel:

    • name: give the name to your mission;

    • type: select singleMission;

    • level: choose the location where the mission will start (otherwise, your vehicle will spawn on default water location by default).

      ../../../_images/how_to_test_assets_on_maps_16.jpg
  4. Save the Mission: Save your mission in <project_name>/develop/gameBase/gameData/missions.

    ../../../_images/how_to_test_assets_on_maps_17.jpg

    Important

    Be sure to save after every change – there is no autosave.

  5. Play the Mission: Once ready, click the Play button.

    ../../../_images/how_to_test_assets_on_maps_18.jpg