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SmEg
19th Jan 08, 1:31 AM
Hi, found this lying around on my comp, thought I'd put it up let me know if it's helpful or needs changing/updating...whatever :)


DoW C2C model tutorial

Ok, in this tutorial we will go over the process for inputting a C2C model into DoW as a replacement for a default Relic one, utilising Relic's official mod tools, namely the Attribute Editor (AE). If you want to use Corsix's ModStudio then the AE sections contains the relevant file names and should point you in the right direction.

Here I will use the current space marine codex 1.6 model as an example - please note the process is the same for all of the models that can be used as replacements, the only complication occurs with new/alternative weapons but I will go over that later in Part 2.

Initially, I will say that you need to be sure what you want to do with the model you are downloading. This is because most of the models come with an expanded weapon choice. But to start with I will assume you want to keep the original weapons and just want the new model's Gucci random-ness and closer to codex look ;-)


PART 1 - Basic model replacement

Section 1 - Pre AE

Ok, before we begin you should ensure you have downloaded the space marine model (you will need winrar to extract the .rar file) from the c2c thread and set up your mod (see Octopus Rex's setting up mod tutorial in the tutorial section of the forum).

Ok, in the extracted folder there will be a folder called "space_marine_v1.6", open this and you will get two folders and the readme file. In the "art" folder is the actual model, texture, icon and fx files. In the "attrib" folder are some lua files - don't worry about this you don't need it if all you are doing is swapping the model - likewise you don't need the "fx" and "ui" folders in the "art" folder.

Right, now for that actual file moving bit. Open your mod folder in dark crusade and open the "data" folder. Here you need to go into the "art" folder (if you don't have it just create it). What you need to copy from the "space_marine_codex_v1.6/art" folder is the "ebps" folder. Copy this into your mod’s "art" folder - it contains the model and its textures and nothing else.

Section 2 - AE

Start up AE and open your mod (to speed things up only check the races, ebps, races, space_marines and troops boxes). When it’s up expand out the top left line "entity_blueprint" down to "troop", "space_marine_troop" and "space_marine_soldier". The one we want here is the "space_marine_tactical_bolter", highlight this and the attribute list will appear on the right. In this screen we want to expand out the "entity_blue_print_ext" line.

This is where we will change the model reference. Look to the line "animator", it should read "Races/Space_Marines/Troops/Space_Marine" change it to read "Races/Space_Marines/Troops/Space_Marine_Codex". Now you will notice an asterisk appear next to the "space_marine_tactical_bolter" on the left (means you have edited the file) right click this line and "edit metadata", then save 1 binary and you have now changed the in game model from the Relic model to the C2C model.

Section 3 - Confidence check

I always make the habit of checking any model change in game before I close the AE. So start up DC and go into the army painter, then check your new model in all its glory!!

Bonus Section - Army Painter List Editing

Ok, ok so what if the model you want to change doesn't appear in the army painter?

So let’s take it that you have changed the librarian model and now want to check that it works in the army painter.

So if you want to do this, go back to AE and expand out the "race" box on the left (between "modifier" and "requirement") highlight "space_marine_race" (or whichever race you are concerned with) and expand teamcolour_preview on the right, it’s at the bottom. What you'll then see is the default two units you get to see displayed as a file path.

So you need to copy the file path from one of the units into an empty line and change the unit reference to, in this case, the librarian. You can see what the unit reference should be typed as it is the same as in the troops list under "entity_blueprint" hence "space_marine_tactical_bolter" and not "space_marine" or "space_marine_codex".

Once you have input the correct line, "edit metadata" and "save 1 binary" as before. You will now be able to see the unit in army painter now.



Can't find second bit atmo...don't think i wrote it come to think of it...well I guess I'll get round to it if I can remember how to do it all ;)

Cheesenium
19th Jan 08, 8:17 AM
Thanks a lot.I have been looking for this for quite sometime.

medes
19th Jan 08, 8:26 AM
mind if i copy paste this to the C2C front page?

Tovarich
19th Jan 08, 8:30 AM
This should be put as a sticky imo.

SmEg
20th Jan 08, 1:57 AM
@ Cheesenium

No worries, it was your asking about it on that other thread that reminded me I had actually written it :)

@ Medes

By all means, I'll PM Finaldeath anyway so it goes into tut section aswell since it can be used generally and not just for your kick-ass models ;)

Dekdence
18th Feb 08, 9:40 AM
Why can't I use this for DC?

SmEg
9th Mar 08, 11:58 AM
Ok here's a little update for SS, but this is only going to be for AE, and you'll need the new luas (although by and large the ebps haven't been changed)

You need to do exactly the same as for DC, only be sure to only select the particular race's ebps file line when you load your mod in AE. Any issues let me know.

@ Dekdence

This is for DC...infact any Dow, it's exactly the same. Just make sure your mod is setup properly and you have the necessary patches/modtools.

JDinh
15th Mar 08, 12:38 PM
great tut I can replace the models. I noticed it is just graphics wise though, I am interested in replacing the complete model ie land raider with land raider crusader along with the attrib and fx etc. but I am new to modding and have no clue on how to do that. If someone could point me in the right direction I would appreciate it :D

SmEg
15th Mar 08, 1:40 PM
Hi JDinh, thanks, but I'm just happy to help.

With regards to replacing the original LR with the Crusader, if you have downloaded the LRC from the C2C thread, then you already have everything you need. Just copy the attrib folder to the datageneric/"yourmod" folder and load AE (be sure to copy the art and sound folders to your mod's data folder also). You should notice that you have some new luas in ebps, sbps and weapons. You'll need to burn them all to rgds, feel free to mess about with them first if you so wish ;)
Finally, if you want to replace the original LR, you need to go to the sm vehicle building and add the LRC to the spawner list, whilst taking the LR out.

Oh and by-the-by, there is a way where you can choose in game whether to have the LRC or the LR. In the sbps' of both, go to the requirements section and in an empty one, add the cumulative_squad_cap requirement, expand that out setting the limit to 1 and add the other unit to the list; so you would have the LRC in the list in LR's sbps and vice-versa. Then make sure you have both in the vehicle building's ebps spawner list and you should be able to choose one or the other in game. :up:

Any problems just post :)

...now where was I...oh yes... :beer:

JDinh
16th Mar 08, 11:30 PM
Awesome got it to work thanks for the help smeg :D

Guardian
4th Jul 08, 4:04 AM
For some reason the veteran squad codex's attribute files won't open in Corsix mod editor is this because the .luas aren't burned to rgd?

Emes11
23rd Dec 08, 9:46 AM
I opened the MyMod file in the dark crusade folder, I went into data, I've put the art and attribute things in, but when I tried to open the SM command squad in the MyMod the AE could not find any attribute stuff and didn't open anything

Machinator Arka
22nd Apr 09, 2:12 PM
Is it at all possible to do this with Corsix's?

zuthen
18th May 09, 4:06 PM
id like to know the same, not very many tuts for corsix. id use the ae but i usually just screw around with mods that have already been completed(id or nid's for example) since im too lazy to make my own models. problem is ive never found out how to open any other mod but my_mod in ae, if anyone could help me figure out if its possible to open other mods in ae it would be appreciated. i know rex has already covered using the ae many times over, but it usually starts with him opening the my_mod folder so im not sure if hes said anything about it. on a side note i haven't heard the word smeg in quite some time, do you watch red dwarf, smeg head? :p

Octopus Rex
2nd Jun 09, 5:37 AM
Zuthen: because of the way the files works you can usually only open finished mods with Corsix tools. The AE needs the LUA files, the modding source, but finished mods tend to only come with RGDs, the game files, as that is all they need to run (only need the LUAs for modding w/AE) which is what Corsix tools edit. This is why you can open them with Corsix and not the AE. Hope that helps. The only ways to mod an exisiting mod with the AE are:

1. Ask the developers for the LUAs.
2. Use Corsix to dump the LUAs from RGD, though this can be a little confuzzling for various reasons.

Varellian
15th Jun 09, 4:04 AM
Hm... I've tried this, and it works perfectly with Corsix.

However - I assume this could be in the wrong place, but after using Mudflaps tools, to change the WHE to an EBP, copy and rename the generic SGM, and attempt to open it with the OE, I get the Pink/Purple Box, stating that their is an SGM file missing.

How would I go about getting the SGM? The file itself works perfectly in game, so the animations etc are fine, but I was hoping to learn from it, so I could begin modelling. Where would I be able to get the SGMs? I've got Max, but not fully installed it yet. Would that have something to with it?

Edit - It's okay, found it in HH's thread. "Off to install Max9 =("