Go where you have install WME, for example C:\Program Files (x86)\WME DevKit .
Here there is the template folder, inside there are folders for each template (actors, scenes, sprites ...).
Inside scene folder you can create your own folder for you scene and place your files.
After that you have to change the name of the scene to "$$NAME$$.scene" so it take the name that you choose when you create the new scene with this template.
Also you have to change something inside your "$$NAME$$.scene" file and "scene_init.script".
In $$NAME$$.scene usually you have to change the name of the scene and the path of the things related to the scene:
SCENE {
NAME="$$NAME$$"
CAPTION=""
SCRIPT="$$BASE_PATH$$\scr\scene_init.script"
SCRIPT="scripts\scene.script"
And also the path for the background:
ENTITY {
NAME="background"
CAPTION=""
ACTIVE=TRUE
SCALABLE=FALSE
REGISTRABLE=FALSE
SHADOWABLE=FALSE
EDITOR_SELECTED=TRUE
SPRITE="$$BASE_PATH$$\background.bmp"
}
If you have other elements that are scene's folder related change them.
Inside your "scene_init.script" you have to change your actor var in $$ACTOR$$ and your scene's state var in State$$NAME$$, for example:
#include "scripts\base.inc"
// here comes the stuff which initializes the scene
////////////////////////////////////////////////////////////////////////////////
// scene state
global State$$NAME$$;
// default values
if(State$$NAME$$==null)
{
State$$NAME$$.Visited = false;
// add scene states here
}
////////////////////////////////////////////////////////////////////////////////
// setup scene according to state variables
////////////////////////////////////////////////////////////////////////////////
if(!State$$NAME$$.Visited)
{
State$$NAME$$.Visited = true;
// this is our first visit in this scene...
}
Last thing you need the "_template", copy it form another template, open it with an editor and change the description.
About the setup window no, is not possible. Probably the only way would be take the WME source code and change it.