# Adding a new 'Mech chassis — full workflow How to add a new playable 'Mech chassis to BattleTech: FireStorm (MW4/Gameleap 5.03 engine). Reconstructed 2026-07-01 from the repo itself; the previous maintainer ("MSL", MekTek-era) marked **every registration point** with the comment **`// MSL ADD MECH`** — when in doubt: ``` grep -ri "MSL ADD MECH" Gameleap\ ``` (~41 files; the authoritative checklist is the union of those sites, which this doc walks through.) ## The big picture A chassis is spread across **three layers**, and all three must agree on one number — the **Mech ID** (`M_`), an index into parallel arrays everywhere: | Layer | What lives there | What it takes to apply changes | |---|---|---| | Engine code (`Gameleap\code`) | ID defines, per-mech stat/UI tables, string resources | Rebuild `MW4.exe` (+ `MW4pro.exe`, `ScriptStrings.dll`, `MissionLang.dll`) | | Content source (`Gameleap\mw4\Content`) | The mech's asset folder, tables, build manifests, shell scripts | Repack resources (`-build` via a LAB_ONLY exe) + redeploy | | Loose runtime assets (`Gameleap\mw4\hsh`) | 2D bitmaps (selection image, target-MFD, HUD) | Copy files (loaded from disk, not packed) | Two spreadsheets in [BTFrstrm/](BTFrstrm/) support the process: - **`MechInfo_5.04.xls`** — the design source of truth (stats for every chassis). - **`scriptaddmech.xls`** (Frank Galatis) — a **generator workbook** with one sheet per target file (`MechLabHeaders`, `Conlobby.script`, `Netlobby.script`, `chassis.script`, `infobox.script`, `MechBay_Main.script`, `weapons.script`). It emits the tab-delimited per-mech rows you paste into those files, keeping all the index-aligned arrays consistent. Use it — hand-editing 10+ parallel arrays is how IDs drift. ### ⚠️ Mech IDs are positional — decide placement first Mech IDs are assigned **alphabetically** today (`M_Annihilator`=0 … `M_Zeus`=64, `NoMechID`=65), and every table below — the `.tbl` files, `mechspecs.cpp`, `huddamage.cpp`, `coord.cpp`, shell-script arrays — is a **parallel array indexed by that ID**. Two options when adding: 1. **Insert alphabetically and renumber everything after it** (what MSL did between releases — compare `MechLabHeaders_BK.h` where `M_Argus`=0 vs. current =4). Cleanest UI ordering; the generator xls exists precisely to make the renumber safe. Cost: saved player variants and old netgame compatibility break (acceptable between FireStorm releases). 2. **Append at the end** (new mech = old `NoMechID`). Preserves existing IDs, but the chassis list is no longer alphabetical and every list/table must still grow by one. Either way, **all clients in multiplayer must run the same tables** — the mech index travels over the wire (`m_nMechIndex`). --- ## Step 0 — Produce the art (external pipeline) This is the long pole. Everything else is bookkeeping. **3D assets** (per body part, exported from 3ds Max via the plugins in [Gameleap/mw4/Binaries/3DSPlug-ins/](Gameleap/mw4/Binaries/3DSPlug-ins/)): - Geometry `.erf` files, one per body part, **plus `_DAM.erf` damaged variants** (see [Gameleap/mw4/Content/Mechs/Argus/](Gameleap/mw4/Content/Mechs/Argus/) — note its parts are named `m3_*`: part meshes can be shared/reused across chassis). - A cockpit **cage** erf (`_cage.erf`). - Collision: `_Skeleton.obb` (hierarchical) + `_Skeleton_SOLID.obb`. - Skeleton/armature with the standard joint naming (`joint_luarm`, `joint_torsobelow`, …) and **weapon-mount sites** (`site_lmissileport`, `site_rugunport`, `site_light`, `site_eyepoint`, …). - Animations: `animation\*.mw4anim` (walk/run/fall/getup set) + a `.animscript` state script. - Textures registered in the texture pool (see Step 4). **2D assets** (this is what the [Finished HUDS from J&J/](Finished%20HUDS%20from%20J&J/) folder holds for ~13 pending chassis — MFD + Radar art): - `hsh\Mechs\.bmp` — mech-selection portrait (mechlab/lobby). - `hsh\MFD\.bmp` — target-damage MFD image (engine tiles these into a 1024×1024 atlas at 128×128 per mech — [render.cpp:1375](Gameleap/code/CoreTech/Libraries/GameOS/render.cpp#L1375)). - `hsh\hud\.bmp` and radar art under `hsh\radar\`. - `Content\textures\HUD\.tga` — the in-cockpit damage-readout texture (paper-doll). - (Optional) footstep decal textures (`footsteps\_default`, `_dirt`, … in the texture pool). **Practical route:** clone the folder of an existing chassis with the same body plan, get it in-game end-to-end, then swap in real art piece by piece. --- ## Step 1 — Create the content folder `Gameleap\mw4\Content\Mechs\\` plus a `_destroyed\` sibling (the wreck model has its own smaller `.data`/geometry). Files, using [Argus](Gameleap/mw4/Content/Mechs/Argus/) as the template (all text, INI-style, `!Include`-able): | File | Purpose | |---|---| | `.data` | The chassis definition: `Class=MechWarrior4::Mech`, `MechID=$(M_)`, `TechType`, `NameIndex=$(IDS_)`, tonnage/trade value, `CanLoadECM/AMS/JumpJets/...` flags, death entity, OBB refs, lighting, effects | | `.instance` | Runtime instance: pulls together Model/Armature/Subsystems/DamageObjects, power/armor/speed/heat ratings shown in UI | | `.armature` | Joint hierarchy: rotations/translations/child links for every `joint_*`/`site_*` | | `.contents` | Maps each joint to its part model in `armaturedata\*.data` (which reference the `.erf` meshes) | | `.subsystems` | **Default loadout**: `[Engine]`, `[Armor]` (zone multipliers), `[Sensor]`, `[Torso]`, heat sinks, and the stock weapons — each weapon section names its `WeaponSubsystems\...` model, mount `Site=`, `InternalLocation=`, ammo | | `.damage` | Damage zones per body part: armor values, splash scaling, **and the mechlab hardpoints** — `OmniSlots=`/`BeamSlots=`/`MissileSlots=`/`ProjectileSlots=` per zone define what the mechlab lets you fit | | `.engine` | Engine subsystem: heat sinks, upgrade steps (`MPSPerUpgrade`, `TonsPerUpgrade`) | | `.torso` | Torso twist/pitch joints, speeds, radii (uses `$()` macros from [MechTorso.defines](Gameleap/mw4/Content/Defines/MechTorso.defines)) | | `.animscript` | Animation state machine | | `armaturedata\`, `animation\`, `armaturevideo\` | Per-part `.data`, `.mw4anim` clips, support data | | `*.erf`, `*_DAM.erf`, `*.obb` | Geometry + collision (from Step 0) | `$(M_)` and `$(IDS_)` resolve because [ProjectSpecific.include](Gameleap/mw4/Content/ProjectSpecific.include) pulls in `Defines\MissionLang.defines` and `ShellScripts\MechLabHeaders.h` for all content parsing. --- ## Step 2 — Assign the Mech ID (three places, must match EXACTLY) The header itself warns: *"IF YOU CHANGE THESE, YOU MUST ALSO CHANGE THE CONSTANTS IN MWCONST.ABI!!! YOU MUST ALSO CHANGE THE CHASSIS LOOKUP TABLE IN MECH.HPP/MECH.CPP"*. 1. **[MechLabHeaders.h](Gameleap/code/mw4/Code/MW4/MechLabHeaders.h#L112)** — add `#define M_ `, bump `LastMechID` and `NoMechID` (and note `M_CameraShip`/ `EmptyMechID` float above `LastMechID` automatically). This file exists as **byte-identical copies** that must stay in sync: - `Gameleap\code\mw4\Code\MW4\MechLabHeaders.h` (compiled into the game) - [Gameleap/mw4/Content/ShellScripts/MechLabHeaders.h](Gameleap/mw4/Content/ShellScripts/MechLabHeaders.h) (`#include`d by shell scripts and by content `.data` parsing) - `Gameleap\mw4\Content\ShellScriptsDev\MechLabHeaders.h` (dev-scripts mirror) - `Gameleap\code\mw4\Code\mw4print\MechLabHeaders.h` (the mw4print tool keeps its own copy) 2. **[mwconst.abi](Gameleap/mw4/Content/ABLScripts/mwconst.abi#L470)** — the same `M_*` constants for the ABL scripting language (AI/bots use `GetMechType()` against these). 3. **Engine lookup tables** — Step 3 below. --- ## Step 3 — Engine code tables (rebuild required) All in `Gameleap\code`, each marked `// MSL ADD MECH`; every array is sized by `NoMechID`/`LastMechID+1`, so the compiler catches a missed row once the define is bumped. There is also a runtime guard: `gosASSERT(NoMechID == (LastMechID - FirstMechID + 1))` at [MW4Shell.cpp:14213](Gameleap/code/mw4/Code/MW4/MW4Shell.cpp#L14213). | File | Table | Content | |---|---|---| | [Mech.cpp:339](Gameleap/code/mw4/Code/MW4/Mech.cpp#L339) | `Mech::s_mechSlots[NoMechID]` | **Execution slot** — memory/animation slot; new mechs *share* a slot with a similar chassis (e.g. Argus shares with Catapult). Slot enum in [MW4.hpp:228](Gameleap/code/mw4/Code/MW4/MW4.hpp#L228) | | [mechspecs.cpp:4](Gameleap/code/mw4/Code/MW4/mechspecs.cpp#L4) | `g_aMechSpecs[NoMechID]` | `{ DNL_, topSpeed, tonnage, IDS_ML_CH_, DNL_, IDS_ML__INFO }` | | [huddamage.cpp:55](Gameleap/code/mw4/Code/MW4/huddamage.cpp#L55) | `texturename[]`, `texuv[][11][4]`, `offset[][11][2]` | Cockpit damage paper-doll: texture-pool name (`hud\`) + UV rects/offsets for the 11 damage zones of your HUD tga | | [coord.cpp:2](Gameleap/code/CoreTech/Libraries/GameOS/coord.cpp#L2) | `texuv2[65][11][4]`, `offset2[65][11][2]` | Same paper-doll zones for the **target MFD** bmp (bump the `65`s) | | [render.cpp:546](Gameleap/code/CoreTech/Libraries/GameOS/render.cpp#L546) | `mechnames[]` | Base filename list for the 2D art atlas (`hsh\mfd\.bmp`) | | [MWApplication.cpp:18447](Gameleap/code/mw4/Code/MW4/MWApplication.cpp#L18447) | `s_paMechNames[]` | Name list used by the CTCL/dedicated path | | [GameLobby.cpp:26](Gameleap/code/mw4/Code/mw4dedicatedui/GameLobby.cpp#L26) + `DedicatedUI.hpp` | `mechlist[64][256]` etc. | Dedicated-server UI mech list sizing | **String resources** (two DLL projects + their content-side mirrors): | Where | Add | Feeds | |---|---|---| | [StringResource.rc](Gameleap/code/mw4/Code/scriptstrings/StringResource.rc) + `resource.h` (scriptstrings project) | `DNL_ ""`, `IDS_ML__INFO ""` | `ScriptStrings.dll`; IDs mirrored in [Content/ShellScripts/ScriptStrings.h](Gameleap/mw4/Content/ShellScripts/ScriptStrings.h) for the scripts | | [MissionLangScript.rc](Gameleap/code/mw4/Code/MissionLang/MissionLangScript.rc) + `resource.h` (MissionLang project) | `IDS_` | `MissionLang.dll`; ID number mirrored in [MissionLang.defines](Gameleap/mw4/Content/Defines/MissionLang.defines) (used by `NameIndex=$(IDS_)` in the `.data`) | --- ## Step 4 — Content registration (tables, build manifests, texture pool) All in `Gameleap\mw4\Content`, all marked `// MSL ADD MECH`: 1. **[Tables/MechChassisTable.tbl](Gameleap/mw4/Content/Tables/MechChassisTable.tbl)** — `=Mechs\\.data`. **Row order = Mech ID order** (parallel array; the mechlab reads class/tech per row via `TBL_GetResNames`). 2. **[Tables/MechTable.tbl](Gameleap/mw4/Content/Tables/MechTable.tbl)** — same key → `...\.instance`. (The `.mpt` MechPak variants of both tables are **commented out** in `core.build` — the `.tbl`s are live; keep the `.mpt`s in sync only if reviving MekPak support.) 3. **[core.build](Gameleap/mw4/Content/core.build)** (packs `resource\core.mw4`) — the mech block: ``` //FireStorm: data=mechs\\.engine data=mechs\\.torso data=mechs\\.data data=mechs\_destroyed\_destroyed.data armature=mechs\\.contents subsystems=mechs\\.subsystems damage=mechs\\.damage instance=mechs\\.instance ``` (The `MWTable=` lines near the end of core.build already pull in the two `.tbl`s.) 4. **[textures.build](Gameleap/mw4/Content/textures.build)** (packs `resource\textures.mw4`) — one `File=Mechs\\.erf` line for **every** erf, including `_DAM` and the cage. 5. **[props.build](Gameleap/mw4/Content/props.build)** (packs `resource\props.mw4`) — `File=Mechs\\.animscript`. 6. **[textures/textures.hint](Gameleap/mw4/Content/textures/textures.hint)** — texture-pool entries: `[hud\]` for the cockpit damage tga (put the tga in `Content\textures\HUD\`), plus body textures and optional `[footsteps\_*]` entries. 7. **`hsh\` bitmaps** — drop `hsh\Mechs\.bmp`, `hsh\MFD\.bmp`, `hsh\hud\.bmp` (loose files, loaded from disk at runtime — no packing step). --- ## Step 5 — Shell scripts (mechlab + lobby UI) In [Gameleap/mw4/Content/ShellScripts/](Gameleap/mw4/Content/ShellScripts/) (and mirrored in `ShellScriptsDev\` if you use the dev shell). These ship as text with the deployment and are parsed at runtime — no exe rebuild, but a redeploy. **Generate the rows with `BTFrstrm\scriptaddmech.xls`** — each sheet matches one file: | Script | Per-mech data to extend | |---|---| | `MechBay\chassis.script` | `mech_num`, `class[]` (weight class per ID), tech arrays | | `MechBay\gs_chassis.script` | `mech_num`, `create_limit` (arrays fill via `TBL_GetResNames` callback from the .tbl) | | `MechBay\weapons.script` | `mech_num`, hardpoint label arrays (`special1_label[]`, …) and on-screen locations per zone (`head_location[]`, `leftarm_location[]`, …) | | `MechBay\armor.script` | `mech_num`, armor-bar screen positions per zone (`head_bar[]`, …) | | `MechBay\infobox.script` | `LAST_MECH_INFO_ID` + `temp_mech_id[]` info-string ↔ mech-ID mapping | | `MechBay\MechBay_main.script` | `mech_name[]` (localized `DNL_*` per ID) | | `ConLobby.script` | `MAX_ALLOWED_MECHS`, allowed-mech roster arrays, `ROOKIEMECH*` picks | | `NetLobby.script` | `mechlist[]` / `chassis_names[]` (localized names, index-aligned) | --- ## Step 6 — Rebuild and repack 1. **Rebuild code** (VC6 — see `CLAUDE.md` STEP 3): ``` msdev Gameleap\code\mw4\Code\MechWarrior4.dsw /MAKE "MW4Application - Win32 Release" /OUT build.log msdev Gameleap\code\mw4\Code\MechWarrior4.dsw /MAKE "MW4Application - Win32 Profile" /OUT buildpro.log ``` Release gives the shipping `MW4.exe`; **Profile gives `MW4pro.exe`, which you need because only LAB_ONLY builds can run `-build`**. `ScriptStrings.dll` / `MissionLang.dll` rebuild as dependencies. 2. **Repack resources** — run `build-env\build-resources.ps1` (wraps `MW4pro.exe -build`; also handles moving DDrawCompat's `ddraw.dll` aside). The `.dep` files make it incremental; `core.mw4`, `textures.mw4`, `props.mw4` repack because their `.build` manifests changed. Full details: [build-env/RESOURCE-BUILD.md](build-env/RESOURCE-BUILD.md). 3. **Redeploy the game** — `build-env\deploy-mw4.ps1` (fresh `C:\VWE\firestorm\MW4` with new exe + DLLs + repacked `resource\*.mw4` + shellscripts + `hsh\`). 4. The **editor** needs no changes (it reads the same content tree in place), but a repacked `core.mw4` means re-running it will pick the new chassis up for missions. ## Step 7 — Verification checklist 1. Game launches (the `gosASSERT` on ID-count consistency fires immediately if a list is off). 2. Mechlab: chassis appears in the list with correct name/class/tech/tonnage; info text shows; hardpoints match the `.damage` slot counts; default loadout matches `.subsystems`; armor screen bars sit on the artwork. 3. Instant action: mech spawns, animates (walk/run/fall/getup), weapons fire from the right sites, cockpit damage paper-doll regions light up correctly (the `texuv`/`offset` UVs), targeting another instance shows the MFD image. 4. Destroyed: kill it — wreck (`_destroyed`) appears. 5. Multiplayer smoke test: name shows in lobby/roster (`NetLobby` arrays), both clients agree. 6. Editor: place the mech in a mission, `-report` runs clean. ## Quick-reference: every touch point ``` ART Content\Mechs\\ + _destroyed\ (erf/obb/armature/anim + 9 text configs) hsh\Mechs|MFD|hud\.bmp Content\textures\HUD\.tga IDS code\mw4\Code\MW4\MechLabHeaders.h Content\ShellScripts\MechLabHeaders.h Content\ShellScriptsDev\MechLabHeaders.h code\mw4\Code\mw4print\MechLabHeaders.h Content\ABLScripts\mwconst.abi CODE MW4\Mech.cpp (exec slots) MW4\mechspecs.cpp (stats) MW4\huddamage.cpp (paper-doll UVs) GameOS\coord.cpp (MFD UVs) GameOS\render.cpp (2D art list) MW4\MWApplication.cpp (name list) mw4dedicatedui\GameLobby.cpp|DedicatedUI.hpp STRINGS scriptstrings\StringResource.rc|resource.h Content\ShellScripts\ScriptStrings.h MissionLang\MissionLangScript.rc|resource.h Content\Defines\MissionLang.defines TABLES Content\Tables\MechChassisTable.tbl Content\Tables\MechTable.tbl MANIFESTS Content\core.build Content\textures.build Content\props.build Content\textures\textures.hint SCRIPTS ShellScripts\MechBay\{chassis,gs_chassis,weapons,armor,infobox,MechBay_main}.script ShellScripts\{ConLobby,NetLobby}.script (+ ShellScriptsDev mirrors) TOOLS BTFrstrm\scriptaddmech.xls (row generator) BTFrstrm\MechInfo_5.04.xls (design stats) ```