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View Full Version : [Tutorial] - Mod Tools/File Structure/Plug-ins/3DS MAX 8 - How to set it all up.



a63nt
9th Aug 08, 9:25 PM
I have decided to put down how I managed to get 3DS MAX 8 & it's DOW plug-ins to work to try to see if I can reduce some of the variables & help people new to this get a regular trustworthy DOW>3DS MAX 8>OE>DOW design process. If it works, it's easy, but when you're new, it's the times when something goes wrong with your 1st model Import/Export & you can't trust that you have set the DOW Tools file structure set-up correctly, that all the plug-ins are installed correctly etc etc that this guide (I hope) becomes invaluable. It just gives you peace of mind & allows you to concentrate on what (if you do have a problem) is really stopping you getting your model out of DOW or getting it from 3DS MAX back into the game.
I'm not concerning myself with how the model is altered in 3DS MAX or the OE (Object Editor) I'm just interested in the various parts of the process used by the Mod Tools & 3DS MAX plugins & also the file structure involved.
In this tutorial I will use the mod name 'My_Mod' & the race name '*race name*' in the references to file structure. You would replace all my references to 'My_Mod' with the name you have chosen for your mod (If you decide to change it) & replace my references to '*race name*' with the name of the race/races you are modding ('space_marines' or 'chaos' etc for example). Also, in this tutorial I am using Dark Crusade as the DOW example game to mod. If you are modding another DOW game you would replace my references to 'Dawn of War - Dark Crusade' with the name of the game you are modding ('Dawn of War - Soulstorm' for example).
[Note]: I have actually left 'My_Mod' as is in my own mod so there is no need to mess with the pipeline.ini file to start with (It's just as easy to change the 'My_Mod' name & references to 'My_Mod' in the file structure & the pipeline.ini at a later date anyway & also means if you do have a problem early on you can rule them out as possible causes).
If you did however at this stage want to call your mod 'Metallicus' for instance, the bottom of the pipeline.ini file would look like this

Pipeline.ini Setup.
; NOTE: Replace "my_mod" with the name of your mod folder below!
[project:Metallicus]
Description = Metallicus
DataSource = ModTools\DataSrc\Metallicus
DataIntermediate = ModTools\DataInt\Metallicus
DataGeneric = ModTools\DataGeneric\Metallicus
DataBurn = Metallicus
DataFinal = Metallicus\Data
DataExtra =
LocaleFolder = Metallicus\Locale\English
Parent = DXP2
DataSourceShared = ModTools\DataSrc\Metallicus
DataPreview =
AttrLoc =


You would then find EVERY SINGLE reference to 'My_Mod' in (in this case)

C:\Program Files\THQ\Dawn of War - Dark Crusade

& change them all to (in this case) 'Metallicus'.


Folder Structure & folders you will be using most commonly.
These are the three folder structures that you will probably be most concerned with while using the DOW Tools (this is how I have them set-up anyway & they work)

C:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\DataGeneric\My_Mod\art\ebps\races\*race name*\troops

C:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\DataSrc\My_Mod\art\ebps\races\*race name*\troops

C:\Program Files\THQ\Dawn of War - Dark Crusade\My_Mod\Data\art\ebps\races\*race name*\troops

Plug-ins, Tools & Downloads.
I have 3DS MAX 8 (C:\Program Files\Autodesk\3dsMax8).
[Note]: If you have 3DS MAX 7 installed ShinGouki covers the install of Santo's Tools & model import process using that version of MAX here: http://forums.relicnews.com/showthread.php?t=78296
The Dark Crusade Mod Tools 1.2 http://forums.relicnews.com/showthread.php?t=144448 (C:\Program Files\THQ\Dawn of War - Dark Crusade).
IBBoard's Texture Tool http://skins.hiveworldterra.co.uk/Downloads/detail_DawnOfWarTextureTool.html?version=1.8.1 (to convert .RSH files to .DDS & .TGA).
Santos tools 0.4. http://forums.relicnews.com/showthread.php?t=76791 (for import/export)
dawnofwarunsga_v10 http://rapidshare.com/files/146010919/dawnofwarunsga_v10.zip.html (couldn't find proper download link so uploaded this to Rapidshare)
to unpack the games .sga files.

Plug-ins Setup.
You would copy the 'scripts', 'UI' and 'help' folders from 'Santos Tools 0.4' into

C:\Program Files\Autodesk\3dsMax8 or C:\3dsmax7 (if using 3DS MAX 7)

You would then copy folders 'plugins', 'scripts', 'ui' & Dxtc.dll, libguide40.dll, msvcp71.dll & msvcr71.dll from

C:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\3dsmax

into

C:\Program Files\Autodesk\3dsMax8 or C:\3dsmax7 (if using 3DS MAX 7)


.SGA Extraction.
Here you would extract (using dawnofwarunsga.exe) the games .sga archive/archives. It all depends on what DOW default models you want to use, or alternatively, just extract them all).
I'll use the Dark Crusade archives as example here to give you an idea of what you are required to do.

Open dawnofwarunsga.exe (a box should appear with 'Path:' & 'Save to:' boxes in it)
Click on the '...' box to the right of 'Path:' (a new box will appear)
Navigate to:

C:\Program Files\THQ\Dawn of War - Dark Crusade\DXP2

& 'Open' 'DXP2Data-Whm-High.sga'

Now select the '...' box right of 'Save to:' & navigate to your Desktop (You can extract the archives to wherever you want, Desktop works for me).
[Note]: If you use the default 'Save to:' path in dawnofwarunsga.exe this will mean the game will look to your extracted version of the .sga archive rather than the archive itself & any changes to the extracted files will change your default game & possibly break online play!
hit 'OK' & then 'Extract' (the chosen archive is then extracted to your chosen location).
Repeat this process for 'DXP2Data-SharedTextures-Full.sga' & any other archives you wish to extract.

Basically the ????Data-Whm-High/Med/Low.sga's contain the meshes & the ????Data-SharedTextures-Full.sga contain the textures.
[Note]: You will find all the archives for meshes & textures you have in the 'W40k', 'WXP' & 'DXP2' folders within the main game directory of the game/games you have installed.
Here are the Dark Crusade examples:

C:\Program Files\THQ\Dawn Of War - Dark Crusade\DXP2


C:\Program Files\THQ\Dawn Of War - Dark Crusade\W40K


Next go into
Desktop\__DXP2Data-SharedTextures-Full.sga\data\art\ebps\races\*race name*\

& copy the 'texture_share' folder of the race/races you are modding to:

C:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\DataSrc\My_Mod\art\ebps\races\*race name*

Why? This is where 3DS MAX will look for the textures when you import the models mesh into MAX later on.
Also now is a good time to put all of the xxx-Whm-High.sga troops folders that you extracted to you Desktop (or wherever you put them) in their respective race folders in 'DataScr'.
ie. The 'space_marines' 'troops' folder would go in:

C:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\DataSrc\My_Mod\art\ebps\races\space_marines

I do this really just for my own benefit & clarity of thought (& to keep my Desktop clean). I find it makes it a lot easier to work out what I am doing if I keep everything I am going to be altering in one place & everything I have altered in another. I've seen people putting them in:

C:\Program Files\THQ\Dawn of War - Dark Crusade\My_Mod\Data\Art\EBPs\races\space_marines

I don't like doing that as this is where all the finished models will end up & it's a lot easier to see what you are doing when only the new models appear in this file structure. Also if you intend on releasing your mod you won't have to go through the hassle of removing files to try & keep the overall file size of the mod to a reasonable level.
It's your own preference as I don't think 3DS MAX really cares where you get the files from as long as the textures are in the right place.

Converting .RSH Texture files to .DDS & then .TGA.
At this point it's a good idea to use IBBoards texture tool to convert the .RSH files in the 'texture_share' folder you moved from your extracted __????Data-SharedTextures-Full/Med/Low.sga to:

C:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\DataSrc\My_Mod\art\ebps\races\*race name*

into first .DDS & then .TGA format by extracting them.
Why? The textures need to be converted to .TGA for 3DS MAX to be able to use them. If 3DS can't find textures when you import a .WHM it will show you the file structure it requires, create the file structure & convert needed .RSH>.DDS>.TGA files (usually in the texture_share folder of that file structure).

Open IBBoards Texture tool>select 'Extract RSH'> & navigate to:

C:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\DataSrc\My_Mod\art\ebps\races\*race name*\texture_share


The best way to do this is to select all of the .RSH files you have in this texture_share folder at one time, highlight them all & press 'Open'. they should now all be extracted as .dds files in the same folder as the original files. Next hit 'DDS->TGA' (Note: You have to be in 'Advanced Mode' ('Edit'> 'Advanced Mode') to see the DDS->TGA button), select all the files again & hit 'Open' (Note: Sometimes the newly created .DDS file is of a differing name to the original .RSH) to convert them to .TGA format.


Step 01: Using 'WHE Convert' to create a .ebp file.
Open 3DS MAX 8, go to the Utilities tab (hammer top right)>'MAXScript'> & select 'WHE Convert' from the drop down box. The WHE Convert box should then open below this. Then 'Set Output Dir' to

C:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\DataGeneric\My_Mod\Art\EBPs\races\*race name*\troops

Now select 'Convert WHE' & choose a .WHE file from:

C:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\DataSrc\My_Mod\art\ebps\races\*race name*\troops

Upon hitting 'Open' the window should close & you will me given the message 'Conversion successful!'. Navigate to the Set Output Directory & change the name of the .ebp file you just created to the name of the eventual new model you wish to create.

Example: C:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\DataGeneric\My_Mod\Art\EBPs\races\space_marines\troops\predator_plasma_cannon.ebp

Note: If you intend to just alter already existing units there is no need to change the name of the .ebp

Step 02: Using 'XREF Tool' to import animations to created .ebp file.
Select 'XREF Tool' from the drop down menu in the MAXscript tab (same place you found 'WHE Convert'). The 'XREF Tool' will allow you to take animations from a .whe/.whm file & give them to the .ebp file you created in Step 01. The XREF box opens below, you select 'XREF Tool' in the XREF box & then '<<< Select Source WHM or WHE File >>>' & choose the .whe/.whm (I usually use the .whm) file of the same name as that of the .whe that you converted to a .ebp in Step 01.
Select the .whe/.whm & hit 'Open'. Now select '<<< Select EBP File >>>' & choose the renamed .ebp you created in Step 01, hit 'Open'. 'Add All'>Save>OK. (Don't know if you have to save but I do).

Step 02b (optional):Setting 3DS MAX to default to TCB rotation.
At this point I think it is a good idea to set 3DS MAX 8 so that it uses TCB rotation as it's default. I have encountered problems with weapons not pointing straight ahead (Land Raider Lascannons actually pointing 30-40 degree's right etc) while sitting in their home position if 3DS MAX has defaulted to Euler XYZ rotation. This is easy enough to fix but is much simpler if you use TCB rotation from the start.
Open 3DS MAX & import any WHM (see Step 03 below), it doesn't matter which model you use, you are not going to be altering this model as such anyway, once imported select a part of the model & then click on the 'Motion' Tab (2 places left of the 'Utilities' hammer. Looks like a wheel), open the 'Assign Controller' tab (in 'Parameters') & you should see a small box with 'Rotation :' ('Rotation : Euler XYZ' or 'Rotation : TCB Rotation'. Something like that) to the right of it.Note: Even if it says 'Rotation : TCB Rotation' it is still a good idea to make sure it is the default rotation for all rotations.
Click on the line to highlight it & then click on the little box on the left under 'Assign Controllers' (mine has a '?' on it), this will bring up a box where you can set the choice of rotation, select 'TCB Rotation' & then 'Make Default' & 'Yes' to continue.
You can now forget the model you are using & import another safe in the knowlege that your guns will always face the right way.


Step 03: Using 'WHM Import' to import model to MAX.
Now go back to the 'MAXScript' drop down box & select 'WHM Import', the WHM import box opens.

'Set Dawn of War Dir' as:

C:\Program Files\THQ\Dawn of War - Dark Crusade

&

'Set Mod Dir' as:

C:\Program Files\THQ\Dawn of War - Dark Crusade\My_Mod

Next hit 'Import WHM' & select the .whm of the model you wish to mod. 3DS MAX will then ask you to 'Select where to save your file...'. You navigate to:

C:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\DataSrc\My_Mod\Art\EBPs\races\*race name*\troops

& create a folder in the 'troops' folder with the name of your new model.

Example: C:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\DataSrc\My_Mod\Art\EBPs\races\space_marines\troops\predator_plasma_cannon

3DS MAX then creates 'ANIMATION' & 'REFERENCE\Ref.max' folders/structure in the folder named *your model name* (ie your *renamed .ebp name*) using the example above both the 'ANIMATION' & 'REFERENCE' folders end up in the 'predator_plasma_cannon' folder).
The model should then appear fully textured in 3DS MAX (as stated previously in the 'Converting .RSH Texture files to .DDS & then .TGA.' section above MAX will let you know at this point if it needs any other textures). You would then (using MAX) alter the model to your liking (another tutorial me thinks). On to...


Step 04: Using 'Warhammer Model Export' to export the model.
Once you are finished within MAX you can export your model by selecting 'Utilities' (hammer)>'MAXScript'>'Warhammer Model Export' (in the drop down menu)>'Export'

This creates a *your model name*.sgm file in

C:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\DataGeneric\My_Mod\Art\ebps\races\*race name*\troops

& a '*your model name*.whm' file & a '*your model name*_whm_burn.txt' file in

C:\Program Files\THQ\Dawn of War - Dark Crusade\My_Mod\Data\Art\EBPs\races\*race name*\troops

& also the various textures the model uses are exported in .RSH format to:

C:\Program Files\THQ\Dawn of War - Dark Crusade\My_Mod\Data\Art\EBPs\races\*race name*\texture_share

The same .RSH files also appear in:

C:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\DataGeneric\My_Mod\Art\ebps\races\*race name*\texture_share

[Note]: For some reason the .RSH files that appear in the DataGeneric's texture_share folder don't function in-game (model will be all pink). Just in case this is a universal thing & not just restricted to my set-up, always use the .RSH files from the texture_share folder in:

C:\Program Files\THQ\Dawn of War - Dark Crusade\My_Mod\Data\Art\EBPs\races\*race name*\texture_share

for your mod, not the ones in the ModTools/DataGeneric folder structure.

Note: Sometimes when exporting you get an error like 'Mesh 'xxxxxxx', vertex xxx has an invalid bone weight! Make sure it is normalized!' This is easy so fix (if you know how, lol, this one stuck me for quite a while). Make a note of the problem vertices first then click on the mesh it told you had an error ('xxxxxxx'), now go to the 'Modify' tab (4 left from the Hammer, looks like blue rainbow) & click on 'Skin', scroll down until you find a box called 'Weight Table', click on it & find the first of the problem vertices, (make sure there is a 'X' in the 'N' column on the left. This means it is normalized & will be when you hit Enter after altering values) there are usually 3 sets of numbers all adding up to 1, alter one of these values by about 0.002 & hit enter, do this for all the vertices it warned you about in the error dialogue & then save your REF file.
Now go to 'WHM Import' & click on 'Fix Skin', select your REF file & get ready to press 'Ok' more times than you ever have before! lol, it does end, basically it's taking your corrected values from the REF file & correcting them in all the animations files for you (It takes a while but trust me on this one, it's WAY quicker than doing them all manually!). Once you & your finger are done try to export again & hopefully this time it works perfectly! If not try altering a different value column.

Step 05: Opening .ebp in Object Editor.
Open up the DOW Object Editor select 'Open' ('Open' to open a .ebp file & 'New' to open a .sgm file. I think choosing 'New' & selecting a .sgm file will create a .ebp file with the same name (Not for any use in this tutorial but the info might stop you getting stuck in future) & proceed to:

C:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\DataGeneric\My_Mod\Art\ebps\races\*race name*\troops

& select the '*your model name*.ebp' file. The model should then appear in the Object Editor (not sure what is to (& can) be done in the OE so I'm leaving that to another tutorial too). What I do know is that even if you do nothing in the OE & then close it a '*your model name*.whe' file is burned to

C:\Program Files\THQ\Dawn of War - Dark Crusade\My_Mod\Data\Art\EBPs\races\*race name*\troops

That's it, now it's time to test your model in-game. Load up DOW & select '*Your Mod Name*' (or 'My_Mod' if you did it that way) in the game manager screen.

Hopefully this tutorial helps you to be confident that some variables have been eliminated as such & allows you to concentrate on figuring out how to get the best custom Dawn of War models out of 3DS MAX & into your mod.

Croaxleigh
10th Aug 08, 5:44 AM
Awesome work! Looks like you took the "See a need, fill a need" approach here, covering the full spectrum of setting things up through getting stuff into the OE. Thanks much!

Jaguar-Lord
10th Aug 08, 6:13 AM
thanks a lot for this tuto, to be sticky-ed ASAP

leonn
16th Sep 08, 1:42 PM
thank you for this,im just starting too and this has helped a lot.

timbaloid
16th Sep 08, 3:55 PM
Do the import/export tools work with 3ds max version 7 ? Thanks.

a63nt
16th Sep 08, 5:42 PM
Yeah Timbaloid, they work with 3DS MAX 7. From what I've picked up people seem to have the least amount of problems using the Tools with 3DS MAX 7. I'm pretty sure Santos's Tools (0.4 anyway) were designed with MAX 7 in mind.

Danimator
17th Sep 08, 3:43 PM
They work with Max 6 fine as well, although I doubt many are still using that :)

nicodemus80
29th Sep 08, 9:20 AM
it works for soulstorm?

timbaloid
1st Oct 08, 3:15 PM
Thanks for answering my question. I tried the tutorial out and it works well, everything is explained clearly, and is easy to follow. I wouldn't have been able to figure it out without this !

a63nt
1st Oct 08, 6:36 PM
Cheers timbaloid, that's what I was aiming for when I wrote it, glad it helped (Also it's good to know I didn't make any stupid mistakes in it & that it defo works :awesome: ).


nicodemus80 it works for soulstorm?
Yes it does, although you will encounter problems exporting some of the Sisters of Battle & Dark Eldar models using 3DS MAX 8 & Santos Tools 0.4. If you have a later copy of 3DS Max you probably want to start here: http://forums.relicnews.com/showthread.php?t=183958

nicodemus80
3rd Oct 08, 8:31 AM
ok i succesfully exported the necron ttack scarabs model from 3ds and opened it with object editor.
At this point I have an answer:
I see only animations in the left window.
Should I create all the motions/actions or there's a way to import motions/actions from the original scarab?

a63nt
3rd Oct 08, 1:12 PM
You should already have all the default animations. That's what you did in Step 1 & 2 in the tutorial above (you used 'WHE Convert' to create a scarab.ebp (in your case) then possibly re-named it to *yourmodelnamehere*.ebp & then used 'XREF Tool' to take the animations from scarab.whe/.whm to *yourmodelnamehere*.ebp).
If you are creating new animations for your model you are going to have to search out a tutorial on that. If you are just changing the look of the scarab then you should be good to go as long as you have followed all the steps in the tutorial (no need to do anything in the Object Editor other than 'Open' the .ebp & then close the OE).

nicodemus80
3rd Oct 08, 2:26 PM
thanx, i misunderstood the purpose of this tutorial, that is indeed very helpful.

DarkElDaR_nErDe
6th Dec 08, 11:03 AM
Does this work for 3DS max 9?

a63nt
6th Dec 08, 7:16 PM
The basic process will be similar but as for specifics, I've never used the Max 9 Exporter so don't know how different it may be to Santos Tools 0.4.
You can find the Exporter & perhaps something helpful here:

http://forums.relicnews.com/showthread.php?t=183958

Mephistoned
3rd May 09, 8:31 AM
Hi all - what about Soulstorm? There seems to be no pipeline.ini file. Also - do I need to create a modtools folder, or where do I copy the shared textures too? Many thanks!

a63nt
4th May 09, 1:32 PM
From what I see your planning a Space Wolves Mod, nice! The pipeline.ini comes with the DC Mod Tools so you can either create your mod in DC & then move the module file & mod folder over to SS to test it out or (this is a guess!>) install (copy & paste if you can't install to SS, can't remember if it lets you?) the Mod Tools to the SS folder instead & then change the file structure referenced above accordingly (ie change 'Dawn of War - Dark Crusade' to 'Dawn of War - Soulstorm').
I tend to stick to what I know (will work) though, so I would just create the mod in DC & then move it over to SS to playtest it.
As long as you're not using any of the new SS races you shouldn't run into any problems exporting from 3DS MAX 8 (you need newer MAX & new exporter (see link in post above yours) to export some of the new entities (units) correctly. Though as you're only interested in modding Space Marines you should be fine.
Good luck with the mod, if I come up with anything Space Wolfy you can use I'll give you a shout (haven't modded DOW in ages! Might get back into it). Any other probs you run into (ones referring to the tutorial above) just post here any other probs just create a new thread, you'll find there are a lot of people in this forum who can offer great advice.

Mephistoned
4th Dec 09, 8:42 AM
Thanks for the help A63 (I'm setting a new record here for slow reply). Setting up shop in DC did create the ini. file.

Ok - new problem. I think this is covered in another thread somewhere thread (http://forums.relicnews.com/showthread.php?p=1957719) , but the response and solution is so all over the place I thought I'd ask again.

Keep getting a message when I try to export - unable to determine source path. Also the tab for files is blank. Any easy solution? I believe it is something to do with opening a ref. file and then saving....

I'm a little unclear on ref.max files. You need one for each model? In which case it goes in a folder with the model's name? Where does that folder need to be? And do you need to do something special or just save as ref.max? Sorry for the Thunderfire question pattern :D

Help is nothing short of divine inspiration on the path to modding heaven...

a63nt
5th Dec 09, 10:17 AM
Just quickly, it's likely to be a problem with your pipeline.ini or your file structure. REF files, yes, you need one for every model, say you were altering a predator, you would open the predator.whm here:

C:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\DataSrc\Mod Name Here\Art\EBPs\races\Race Name Here\troops\predator.whm

& then save the REF.MAX here:

C:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\DataSrc\Mod Name Here\Art\EBPs\races\Race Name Here\troops\predator\

So basically you save it in a folder of it's own name ('predator' in this case) in the same folder you got the .whm from (in the DataSrc folder structure). MAX will create a 'Reference' & 'Animation' folder there so the folder structure to your REF.MAX save would look like this:

C:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\DataSrc\Mod Name Here\Art\EBPs\Races\Race Name Here\Troops\Predator\Reference\REF.MAX

I'm pretty sure you can save the REF.MAX as anything you want but at least until you solve this I'd leave it/them saved as REF.MAX.

As for the 'tab for files is blank' problem, I've never come across this, from what I read though it only seems to happen if you open the REF.MAX directly, try opening MAX & then open the REF.MAX from there & see if it solves it?

Mephistoned
14th Dec 09, 1:52 PM
Big help there A63 - that's all sorted now. However, a new one...

When trying to export, I get...

Not under a project mapping (pipeline.ini)!
Please make sure you have your file in the proper data source

my ref file is in
DarkCrusade\ModTools\DataSrc\mod_Wolf_Lords\art\ebps\Races\Wolf_Lords\troops\grey_hunter\Reference

My pipeline.ini is just in the DC folder, and should be correct now in terms of the code.

Anyone know where I'm going wrong. Many, many thanks!

a63nt
14th Dec 09, 4:21 PM
Just double check that the bottom of your pipeline.ini looks like this:

; NOTE: Replace "my_mod" with the name of your mod folder below!
[project:my_mod]
Description = Your Super Duper Mod Name!
DataSource = ModTools\DataSrc\mod_Wolf_Lords
DataIntermediate = ModTools\DataInt\mod_Wolf_Lords
DataGeneric = ModTools\DataGeneric\mod_Wolf_Lords
DataBurn = mod_Wolf_Lords
DataFinal = mod_Wolf_Lords\Data
DataExtra =
LocaleFolder = mod_Wolf_Lords\Locale\English
Parent = DXP2
DataSourceShared = ModTools\DataSrc\mod_Wolf_Lords
DataPreview =
AttrLoc =

Also check that you have 'Set Mod Dir' (in Step:03 in Tutorial) as:

C:\Program Files\THQ\Dawn of War - Dark Crusade\mod_Wolf_Lords

I suspect it may be because your pipeline.ini or folder structure has changed since you first imported the .whm into MAX although I've had this error before too (& I know I haven't changed any settings & that they are correct), I'm not sure why it happened for me but the only way I found to solve it was to re-import the .whm again & then try exporting it & then it worked fine (was rather annoying as I had to do all the changes I'd made to the model again). Might be worth changing the name of your REF.MAX to something else (just so MAX doesn't overwrite it when you import a new one & if you've done lots of work on the model at least you'll have it stored incase there is a way found to export it without having to do all the work again), import the .whm again & try exporting it straight away to see if that works?
Alternatively (just to test your folder structure & pipeline) import another .whm (perhaps some model you don't intend to use so you can just delete it from your mod after) & see if it exports fine? That will at least give you the confidence to know that your folder structure & pipeline.ini are entirely correct.

Let me know how you get on & in the meantime I'll try & replicate the error at my end to see if I can find out why it happens.

Mephistoned
15th Dec 09, 11:34 AM
Ok - some progress. I fixed the pipeline ini file which now looks like this:

; NOTE: Replace "my_mod" with the name of your mod folder below!
[project:mod_Wolf_Lords]
Description = Wolf Lords Mod
DataSource = ModTools\DataSrc\mod_Wolf_Lords
DataIntermediate = ModTools\DataInt\mod_Wolf_Lords

DataGeneric = ModTools\DataGeneric\mod_Wolf_Lords

DataBurn = mod_Wolf_Lords

DataFinal = mod_Wolf_Lords
\Data
DataExtra =
LocaleFolder = mod_Wolf_Lords
\Locale\English
Parent = DXP2
DataSourceShared = ModTools\DataSrc\mod_Wolf_Lords

DataPreview =
AttrLoc =

All good? The export did do something when used on a vanilla model - it created animations and reference folders, and gave me a message about not being able to burn an sgm, but it does seem to have made an sgm. However, I cannot find an rsh file or a whm. Any thoughts?

Gulp. Having already modelled the entire mod, not to mention textured a sizeable portion, I can't really go back to scratch. However, I could in theory save a whm with similar function/ animations with the right name, then bring my new model into that file and alter as necessary, right? Since my models are not rigged yet, that's not an immense hassle. I can't see any reason why that wouldn't work - can you? Will try and see what happens.

wereturnip
16th Dec 09, 2:11 PM
Open your SGM in the Object Editor, close the object editor, and go back to Data Generic. you'll notice an ebp file is made.

Then try going to the Wolf_Lord's mod folder in the main directory, open the path that you've exported the mesh in..data\art\ebps\races\whatever\troops...you should find A WHM file there.

As far as your RSH files go, did you have them applied to model from modtools\datasrc\your mod\data\art\ebps\races\your race\texture_share ? And if so did you do a full force export with the export textures button checked?

Mephistoned
17th Dec 09, 8:08 AM
Thanks for the help Wereturnip. Ok. Have followed A63's process all the way through, double checked all folder paths and the ini file - all seem present and correct, and imported some vanilla models for test purposes. Problems remain as follows.

1. Have tried exporting the vanilla armoury and space marine models. I got an rsh for the first armoury textures but not the others, and no rsh files for the space marine model. Yes the textures are in datascr.

2. I got no whm files for the above models. I HAVE now got ebps and sgm files.

3. When exporting I get an error message:

unable to export/merge: followed by the datageneric folder path

This is despite the fact it at least partially works (creates sgm. file).

With the armoury I thought the problem might be that max didn't correctly find all of the textures when I imported the file (though I manually selected them later). However, there was no such problem with the space marine, but it still did only the partial export - and no whm file.

Anyone faced a similar scenario - or know a way out? The fate of Wolf Lords hangs in the balance :P

Mephistoned
17th Dec 09, 1:32 PM
Ok - some progress. Turns out the default.burn file was in the wrong place. So I now have a whm file.

However the rsh files are still not burning. Does that matter - can they be burned a different way?

wereturnip
18th Dec 09, 6:02 AM
Yes, As long as the TGA file is the same one on the mesh. Use THIS (http://skins.hiveworldterra.co.uk/Downloads/detail_DawnOfWarTextureTool.html) Awesome tool, and very handy. They will have to be converted to a .dds format before you can make them a RSH however. The tool can do that as well, but Ibboard, (the creator) recommends you do it in Photoshop or Gimp instead.

Mephistoned
18th Dec 09, 8:20 AM
That's the texture tool - yes I have that. Thanks WT. Good, then it looks like I'm a go, but now I have one remaining workflow issue:

1) All my existing models were whm imported before I had this correct folder set-up (more fool me, but I misunderstood some advice). They won't export at the moment. It seems only importing a whm and immediately saving to the ref. file in the correct folder allows export. Is there any way to rescue them without tonnes of extra work? Thankfully, most are not rigged yet, so I could export/ import the mesh into a valid ref file (I presume I can do this, I've only part tested it) containing the bones and then rig it up. At least the textures will be preserved, however, I do have grey hunters rigged so...

2) is there a way of exporting/ importing mesh, bones all rigged up and preserve the skin modifier? I cannot find a way. You cannot collapse the stack before export as you can with wrapping to preserve it - the skinning disappears. I've also tried saving and loading the envelopes again in the new file - but that also fails (weird since the meshes are identical) and requires rerigging again as vertices are changed. This also has consequences for things like wolf tails and banners - which need rigging and then exporting between mutliple models. There must be a way of exporting a rig intact! Help!

I am so close now.... Ahhh!

wereturnip
18th Dec 09, 3:30 PM
1.) That shouldn't matter that the name was changed or it was edited. As long as it's in the proper folder structure and named ref. at the time of export.

2.) Not that I'm aware of, unfortunatly. However that by no means does that mean there's not.

Mephistoned
26th Mar 10, 8:50 AM
Hi guys - to answer myself:

1) yes, I needed to import a whm, immediately save it to the ref in the correct folder path, then the export tool works.

2) there is a way, it's easy - in 3D max you can use xref scene and then merge. I guess it can be done with xref object as well. So this is a massive time-saver, as I can now import my rigs into correctly set up ref files.

NOW - a new issue, and since this is arguably the most useful tutorial of all available here, it might as well go here (+ it's part of workflow). I've successfully xrefed the animations: however, they still appear with the original model (a space marine or marine sergeant) not a the grey hunter in my ref file. How do I get the grey hunter into those animation files (yes they have the same bones, as I rigged the GH mesh to the standard SM skeleton). Is there an automatic way to do this? Surely one doesn't have to do a scene merge each time - or is this necessary, and if so how?

Melooo
3rd Sep 10, 10:27 AM
Hi Know this old but im getting an issue where i cannot export models :/

Im using 3dmax 2008 32bit on a 64bit win7....dunno if that may cause any problem.

this is the last part that i get in 3dmax log

"castellan: Merging..."
Error: Burner -- Failed to copy network file to local drive: src 'E:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\BurnerImp.exe' -> dest 'C:\Program Files (x86)\Autodesk\3ds Max 2008\Burner_0.exe'.
Burner: Burn failed, see log messages.'
"Warhammer Exporter: castellan- Unable to burn model!"
Error: Burner -- Failed to copy network file to local drive: src 'E:\Program Files\THQ\Dawn of War - Dark Crusade\ModTools\BurnerImp.exe' -> dest 'C:\Program Files (x86)\Autodesk\3ds Max 2008\Burner_0.exe'.
-- Syntax error: at keyword parameter, expected <factor>
-- In line: Error: B
Burner: Burn failed, see log messages.'
-- Syntax error: at keyword parameter, expected <factor>
-- In line: Burner: B
Any help would be apreciated :)

Melooo
4th Sep 10, 11:04 AM
nevermind solved the issue by reinstalling 3dmax in the same drive as DoW, however this seems weird as in my old laptop which had WinXP SP3 i had max in drive C while DoW was in E and never had such issues as these.

Mephistoned
11th Sep 10, 7:54 AM
Ok to answer my earlier question myself for the benefit of anyone following this thread. Once the model is successfully exported you can then 'reverse engineer it' ie. import your new whm into max. It will then also draw all the animations into a new animation folder.

What I DON'T know is where to add new animations so that they go to the ebp file. Any ideas? The tutorial above specifies that we copy them from a whe. file - but how to get the animations to a new whe file in order to copy to ebp?

Melooo
13th Sep 10, 7:41 AM
Not quite sure to understand what are you asking Menphistoned, but the Object Editor can xref animations from other SGM files.

And also there is no need to have the objects/skinned meshes in the animations unless you use that animations to show objects or animate objects as bones, I particulary set all regular objects as "ForceInvisible = Yes" and then use additional animations to make visible the parts i want.

If you look at FoK models in the OE and Max you'll see what i mean :)
For example my castellan model xref all the animations from the marshall, except for the used to show the parts.

Mephistoned
13th Sep 10, 9:28 AM
Thanks Meloo - so the OE gets the animations and burns the new ebp.

The other issue I'm having is how to connect new bones to the existing ones that are animated. Eg. I'm using the existing SM rig to animate my Grey Hunter. But I've added bones to animate the GH wolf tail talisman and wolf pelt - I can connect them in Max using a link constraint, but once exported, they disconnect for the animations and when I import the new whm I find they are also now disconnected. How to attach these new bones?

Melooo
13th Sep 10, 5:28 PM
Well if you add a new bone in the Ref.max you gotta have it on the animations files as well, attached to the same parent bone, check the object names are the same, that should do it.

Mephistoned
13th Sep 10, 5:34 PM
Yeah it's in the ref file and it does appear in the animation file - but the bone in the anim file is not attached, so my lovely wolf pelt doesn't move with the pelvis, just floats there unmoving.

The problem is how to attach the bones to each other so that they stay attached in the animation files. Or is it just that the old SM animations don't have these new bones and so they won't move even if attached to the old bones eg. a pelvis bone (that do).

I suppose I could attach the new bones on at the start of every animation (seems very fiddly and messy) and that seems to work. But instinct tells me that's not what you veterans over at FoK do when you add a new bone to a model that you want to xref old animations for. Seems like there just must be a better way...

Melooo
13th Sep 10, 11:21 PM
Most practical way is to have an overlay animation for the pelt, that is set in the OE to go along all actions trees ei default, abilities, melee etc. This way you only need to have the bone attached in the ref.max and only 1 animation file instead of all the animation files.

Mephistoned
15th Sep 10, 7:20 PM
I've looked at the librarian overlay examples for his bib. Nonetheless, the bib is attached to the pelvis bone. So what I need to know is how was it attached (how do you attach bones in Max) so that it stays attached when exported?

The link constraint does not seem to survive the exports.

Help please! It's all that's holding me back from animating now.

Melooo
16th Sep 10, 11:15 AM
http://img695.imageshack.us/img695/3574/linkbones.jpg
click on the icon, then select the unlinked bone and then click on the bone you want it to be linked.

It works for me 100% of times, and survives exporting flawlessly xD

Mephistoned
5th Oct 10, 9:22 PM
a63nt - I'd like to use this tutorial as the basis of a new modding manual for DOW - see thread here (http://forums.relicnews.com/showthread.php?253976-Ultimate-Modding-Manual). Hope that's ok - it's just so all this info is in one place - you'd be fully credited of course. :)

a63nt
6th Oct 10, 3:53 AM
a63nt - I'd like to use this tutorial as the basis of a new modding manual for DOW - see thread here. Hope that's ok - it's just so all this info is in one place - you'd be fully credited of course.

Yeah cool, it's a good idea. Help yourself to anything of mine that's on the site. :)

popadop
24th Nov 10, 12:47 PM
Hey every one. I'm just a college student so my budget can't afford 3DSMAX, does any one know if blender can be used to mod in the same ways?

(I'm aiming to change animation for valkyrie bomb drops and make a Catachan skin for my IG)

Ashar
23rd Jul 11, 8:24 PM
get the student version
Hey every one. I'm just a college student so my budget can't afford 3DSMAX, does any one know if blender can be used to mod in the same ways?

(I'm aiming to change animation for valkyrie bomb drops and make a Catachan skin for my IG)
can 3dsmax 2011 be used

kerand
31st Jul 11, 8:29 AM
Where is 'Warhammer Model Export' - I cannot find this script in any mod-purpose package that was mentioned above (rest seems to be there) :/ Where is downlad for this export tool?

Danimator
2nd Aug 11, 1:28 AM
IIRC it's in with Relic's Mod Tools.

http://dawnofwar.filefront.com/file/DC_Mod_Tools;81023 see the Readme.

Heretic
16th Aug 11, 2:58 AM
Ashar; Max 2011 cannot be used. The most recent one is Max 2008, however if you have any 3d software that can export to obj you might be able to get away with sending it to someone you know with Max 2008 and importing the mesh.