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Basic Modeling Tutorial for Dawn Of War (1st post update, more details now).

  1. #1

    Basic Modeling Tutorial for Dawn Of War (1st post update, more details now).

    Hi all, here's a short tutorial about modeling, the best is to start using existing parts, and to work with them.
    Once this first step becomes easy, it's good to start shaping your own meshes.
    Here are a few ways to learn fast, in my humble opinion:

    1: kitbashing example: open the Bloodthirster model, get a horn out of him, delete everything but the horn, save file as Horn.MAX, then open your yourunitname/Reference/Ref.MAX file, merge the Horn.MAX with it, and attach the horn mesh to any mesh. All done.

    2: mixing example: open your yourunitname/Reference/Ref.MAX file, create a small pyramid (or any simple geometry), shape it as you wish, turn it into an editable mesh, give it an Unwrap UVW modifier (plus its own texture made right after using the Texporter plugin, another tutorial for another time maybe) and attach it to any mesh. All done.

    3: complete modeling: shape a whole model from scratch (good luck), create a bone structure, rig the model, then either (assuming bones and meshes parts are named identically after a Relic model) Xref animations from a Relic model, or create a complete new set of animations (good luck, it requires to rig the model, and then to create some animation files, and then to animate them), then texture your model, all done basically.
    To learn fast and well, i suggest you start from #1 to #3 in order. Also, do not be afraid to follow some online tutorials, for example, a tutorial that teaches you how to shape a woman warrior, or a car, or a simple object like a lamp, etc...

    Step 1 will give you the opportunity to become familiar with the 3Ds Max user interface.
    Step 2 will enhance your skills at shaping meshes, at giving them an UVW map, and at texturing from scratch a complete new object.
    Step 3 is well, the pure modeling step, you will have to do everything yourself, hence why it's the last step here.

    Tools needed:
    - 3Ds Max 6 through 8, you can find this software at: http://usa.autodesk.com/adsk/servlet...3112&id=129446
    It is a very expensive software, be aware of that!
    - To texture your models, i recommend that you get Adobe Photoshop at: http://www.adobe.com/products/photoshop/index.html
    I will pass on the free softwares like Blender, GIMP etc...if you prefer to use those, then use the SEARCH function on the Relic forums to know more about them.
    - Santos Tools, you can read about them and find them at: http://forums.relicnews.com/showthread.php?t=76791
    - Relic Tools at: http://forums.relicnews.com/showthread.php?t=144448
    Those are the basic tools only, some other awesome tools exist, for example made by those talented people: Corsix, Fneep, Mudflap, IBboard etc...here are the links:

    Mudflap's Tools: http://forums.relicnews.com/showthread.php?t=116040
    Corsix Tools: http://www.corsix.org/cdms/
    IBboard Texture Tool: http://skins.hiveworldterra.co.uk/Do...xtureTool.html
    Fneep Tools: will be released soon hopefully, take a look at http://forums.relicnews.com/showthread.php?t=146661

    I will skip the "how to install" all this, use the SEARCH function, many threads talk about that, however, if you're really stuck, please feel free to post in my thread here, and i will answer/help as best as i can.

    So now let's assume you got all the basic tools installed and ready to run, proceed this way for a simple kitbashing example, you want to add some horns on the forehead of a Chaos Space Marine.

    Step by step:

    - go to your main game folder, backup the pipeline.ini file and edit the actual one like this (make sure it's not in READ ONLY, then basically, you will see this section in the file already, all you have to do is to copy it, paste it under the existing one, and change the "my_mod" with your mod's name):

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

    -open your Modtools folder, go in the 3dsmax folder, copy every files/folders, open your 3ds Max folder (where your software is installed) and paste everything saying something like "yes to overwrite everything".

    -Still in the Modtools folder, open the Dawn of War-Dark Crusade\ModTools\DataGeneric\My_Mod folder and copy the _default.burn file. Paste it in those folders:
    Dawn of War-Dark Crusade\ModTools\DataGeneric\yourmodnamehere

    Dawn of War-Dark Crusade\ModTools\DataGeneric\yourmodnamehere\Art\EBPs\Races\yourracenamehere\Troops

    This will make sure that the Object Editor and 3Ds Max scripts/plugins "burn" the files correctly. Better remain on the safe side eh?

    -open your WINDOWS\system32 folder, copy from the Dark Crusade game folder the file Dxtc.dll and paste it in the system32 folder, this will allow 3Ds Max to load the Relic plugin correctly.

    - open IBboard texture tool, extract the chaos_marine_unit.rsh, a chaos_marine_unit.dds will appear, then click on DDS--->TGA, and you will have a chaos_marine_unit.tga.
    Place this file in your Dawn of War-Dark Crusade\ModTools\DataSrc\yourmodnamehere\Art\EBPs\Races\yourracenamehere\Texture_Share.

    - open 3Ds Max, on the top right, you will see 6 tabs, starting from CREATE (an arrow icon) to UTILITIES (a hammer icon).
    Click on UTILITIES, then click on MAXScript, then click on the little crolling list, and click on WHM Import, find where you have extracted the game data (using the Relic Mod Packager tool, a must!) and select the chaos_space_marine.whm file, for example mine is in: Dawn of War-Dark Crusade\BACKUP\Extracted Data\W40k-DXP2\Data_WHM\High\art\ebps\races\chaos\troops.
    Save the files in Dawn of War-Dark Crusade\ModTools\DataSrc\yourmodenamehere\Art\EBPs\Races\yourracenamehere\Troops\yourunitname.
    Just wait, if 3Ds Max asks you for a missing texture (most likely a banner related texture), don't panic! Use your SHOW DESKTOP button on your Windows Quick Launch bar, or hit the Windows key of your keyboard, then find the missing texture in your extracted game data, use IBboard tool, put the texture in the texture_share folder, now back in 3Ds Max, click on CONTINUE (or something like that). Once the model is completly imported, close 3Ds Max.

    - go to Dawn of War-Dark Crusade\ModTools\DataSrc\yourmodenamehere\Art\EBPs\Races\yourracenamehere\Troops\yourunitname\Reference and open the REF.MAX file, it should now open like a charm, to make sure everything is alright, click on the QUICK RENDER button, situated on top right. If no missing texture message pops up, you're good to go.
    Now go to your texture_share folder, find the chaos_marine_unit.tga, copy and rename it as yourunitname.tga.
    Back to 3Ds Max, click on the Material Editor button on the top toolbar (it looks like 4 colored balls). You will see a Multimaterial, in the middle of the window is a list of the textures used by the model. Basically, in the texture_share, you would already have copied and renamed those textures used by your model. Click on each texture in the Material Editor, click on MAPS, under Diffuse Color, click on the texture and link to the new nenamed one. Repeat the process untill you have linked to the new renamed textures.
    So now you end up with a model's name in lower caps (or my friend Thudzeimer will unleash chaos on you lol, if you need his AI to work for you), with textures names in lower caps too (might as well), and a model using its own textures, so bye bye the color bleeding problems and incompatibility with other mods or with the Dark Crusade game itself!

    - repeat the same IMPORT process for let's say the Bloodthirster. Once you have its REF file open, click on a mesh having a horn, for example its head.
    So select the head, then hit the H key on your keyboard, this will open a list of components that make the model (meshes, bones, markers). Then click on the left INVERT (not the one on the right!), click on SELECT, hit the DELETE key on your keyboard, don't worry, you won't loose anything. So now the only thing left is the Bloodthirster head, make sure it's selected, and click on the MODIFY tab (remember those important 6 tabs on the top right), now you see something like: Skin, Editable Mesh. Click on Skin, right click it and click on DELETE. Open the Editable Mesh scroll list, click on Element, select any part you want, and click on DETACH on the right of your screen under EDIT GEOMETRY. Or, you can click on Vertex instead of on Element, select the vertices you need and again click on DETACH. Close the scrolling list now, so you can move your cursor around freely. Now you end up having a part that you need, a horn, a skull, or whatever you want. Select it, hit H on your keyboard, click on INVERT, then on SELECT, hit DELETE on your keyboard (as you did before), now the only thing left on this scene is the horn (for example).

    - on top left of the screen, you can see the menu bar, click on File, Save As, and save your mesh as Horn.MAX for example. This way, the Bloodthister model is not messed up and is still complete, and you have what you needed in a new file.

    - open the Ref.MAX found at Dawn of War-Dark Crusade\ModTools\DataSrc\yourmodenamehere\Art\EBPs\Races\yourracenamehere\Troops\yourunitnamehere\Reference. Click on the menu bar on File, Merge, and find the Horn.MAX. Merge it, always choose the "auto-rename" options, so you end up with a textured mesh, and also you won't accidentaly replace an existing mesh, in case the merged one has an already existing name.

    -open the Material Editor again, and click on an empty grey slot, click on the little pencil icon named "Pick Material From Object" and click on the Horn.
    Do the same copy/rename process for its texture(s), so your model is using at 100% its own textures, to avoid any color bleeding in case...

    - reshape/resize (anything you want) the horn and then move it around until it sits nicely on the head, wherever you like, select your Chaos Marine's head, click on the MODIFY tab, again you will see in order "Skin" and "Editable Mesh", click on Editable Mesh, click on ATTACH, and click on the horn, then choose the option "match material ID's to material".

    You're almost done.

    - select the "BIP01 head" bone, or something named like that with "head" in it, on the top tool bar, you can see a "select and rotate" button, rotate the bone, and make sure the horn is not oddly deformed. Click on the UNDO button (left arrow icon, on the top toolbar on the left side). Indeed you need the UNDO button, because no bones must be moved/rotated! If all is ok, save the model as (not a simple save, use only "save as"!), and export the model (click on the Utilities tab on the right side, click on MAXScript, click the scrolling list, click on "Warhammer Model Export").
    If you get some vertices error message, don't worry, here's an example:
    Select the head, click on Modify, click and open the Skin modifier, click on ENVELOPE, under Weight Properties on the right side, click on Weight Table, find the culprit vertex, you might find a value like 0.002, SHIFT RIGHT CLICK on it, to reset it to a zero value. Close the Weight Table and the Skin in Modify Tab. Save File As (again), click on REFRESH on the Relic Maxscript, and click on EXPORT, it should now work.

    To now try your model in game, you need to Xref the model, burn it in the Object Editor and use the Attibute Editor or Corsix Tool so you can build the unit in game.
    For now i will pass on that, use the SEARCH function, basically, find the Santos Tutorials, they explain all of it mostly.
    Good luck with your models and mod
    Cheers!

    Info:

    - how come my Dark Crusade game folder misses some spaces where the "-" sign is? Because otherwise clicking on Ref files won't open the file, it seems like 3Ds Max doesn't like too many spaces in the path name, so i renamed my game folder, edited all my shortcuts and the registry. If you are not an advanced user, DO NOT DO THIS!!! You might end up with a messed up Windows operating system, and you will loose everything and will have to reinstall everything.
    So i strongly suggest that you just uninstall the Dark Crusade game, and reinstall it, choosing the name "Dawn of War-Dark Crusade", like this exactly.

    - when i burn my model, why is the Object Editor giving me some "surfacecompiler..." error messages? Well, 2 days ago i was still using the Dawn of War tools and i've never seen that problem before, since i migrated my mod in the Dark Crusade, i get this error message, well, i don't care except it's annoying that my models are all dark in the Object Editor, because otherwise everything works fine, the models show normally in game, so it's no big deal really.
    Problem solved: copy the Drivers folder found in your Dawn of War-Dark Crusade folder to your Modtools folder.

    - i followed this tutorial and i end up with some ugly squary models, how come? Because you have to add a SMOOTH modifier to each mesh in your model, even the meshes declared as bones by the DoW Properties Browser (by Relic) and give each Smooth modifer it's own number (called a group).
    Ok, i did all this and now the Relic Exporter doesn't work anymore, i get an error message saying something about "...can't build mesh...".
    Don't worry, click on the culprit mesh, click on its SMOOTH modifier, click on the group number to deactivate it, check the Autosmooth and Prevent Indirect Smoothing boxes, change the Threshold value from 30 to 100. Try to export your model again, it should work fine now.

    Message to everybody: as it goes, i will fix typos and mistakes i've probably made in this tutorial, also, if you guys/gals like it and find it useful, expect more from me then.

    PS: if any moderator decides that this thread should be sticky, he/she will do it, otherwise please DO NOT even mention it in this thread (otherwise believe me, you'll get in trouble).
    Last edited by iamaplayer; 22nd May 07 at 11:01 PM.

  2. #2
    dlamana
    Guest
    Question: Can you use 3D Studio Max 9?

  3. #3
    Retired modder compiler's Avatar
    Join Date
    Dec 2004
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    Nope. The Exporter doesn't work with max9.


  4. #4
    Thanks, with this tutorial I was finally able to get a model to export right!

    Question: I'm not sure what terms to search for to find this info but, how can I export my model so it's compatible with the army painter? I used your example of adding Bloodthirster horns to the Chaos Marine but he only has his default skin.
    Thanks.

  5. #5
    Hi Xaran, copy the file chaos_marine_unit_default.wtp in a folder. You will find it at: Dawn of War-Dark Crusade\BACKUP\Extracted Data\W40k-DXP2\Data_Shared_Textures\Full\art\ebps\races\chaos\texture_share (for example).
    Rename it like this: yourunitname_default.
    Use IBboard Texture Tool to extract the file, now you end up with many files.
    Delete the chaos_marine_unit_default.wtp.
    In IBboard Texture tool, click on "Make WTP", choose the folders where all those files were extracted, select them all, and click on something like "Ok".
    Now put the new yourunitname_default.wtp file in your mod folder, which should be something like this:
    Dawn of War-Dark Crusade\yourmodname\Data\Art\ebps\races\yourracename\texture_share.
    All done, now load your mod in The Dark Crusade, and have fun painting your model

    Note: RGD file wise, of course you would have edited your yourracename_race.RGD file found at:
    Dawn of War-Dark Crusade\yourmodname\Data\Attrib\racebps, and added the unit's name in it (GameData["teamcolour_preview"]).
    That's all.
    Last edited by iamaplayer; 14th May 07 at 12:21 AM.

  6. #6
    Thanks the one thing I didn't try when experimenting myself was the Make WTP command heh. *slaps forehead*
    Edit: Yep it works! Thanks

  7. #7
    Hi Xaran, you're welcome.
    First post edited again, if you have problems with "surfacecompiler..." error messages in the Object Editor, which displays some dark models, do this:
    - copy the Drivers folder found in your Dawn of War-Dark Crusade folder to your Modtools folder.

  8. #8
    Hi, I got another question. I'm making a Gue'Vesa (Human helper, Tau auxillaries) by taking parts from the Fire Warrior and the Guardsman. I'm currently trying to figure out how to make both the Guardsman and Fire Warrior parts be paintable, currently it's only one or the other.
    Thanks in advance.

  9. #9
    Hi Xaran.
    I'm not quite sure, i might try it later, but do this, it might work:

    Assuming you've imported the Fire Warrior, and the Guardsmen models.
    Copy the fire_warrior folder. Rename it as yourunitname.
    Open its Animations folder, delete everything in it, unless you plan on changing some of them, you don't need them, because once all is done, you will Xref the animations with Santos Tools.
    Now you have a proper ready to work folder named after your unit.
    Find the Guardsmen and Fire Warriors textures (in the extracted SGA game data file). Rename them.
    Example: yourunitname.tga and yourunitname_02.tga.
    Open the Fire Warrior model in 3Ds Max.
    Open the Guardsmen in 3Ds Max also.
    Now you have 2 sessions open.
    Select a Guardsman head that you like. Hit H on your keyboard, click on invert (the left one, not the right one).
    Click on DELETE.
    Save as Guardsman_Head.max (for example). Close this session.
    Now go back to the Fire Warrior session.
    Click on the top menu on FILE, MERGE. Find the Guardsman_Head.max file. Click on "rename the new merged material" or something like that.
    Go to the Material Editor (situated on top right of the upper toolbar).
    Select a grey empty material slot.
    Click on the little pencil icon on the horizontal button bar right under it. Click on your guardsman head. Now its textures fill the slot.
    Replace the existing textures (fire warrior and guardsman) with the ones you copied and renamed.
    I'm not quite sure about the IG Flag texture, for now i wouldn't worry about it.
    Rename the Guardsman head after the Fire Warrior's head if its head is a separated mesh, and give it the same SKIN Modifier as the fire warrior's head had (same bones, same style etc...look at old head's skin modifier before you delete it, so you can reproduce the same thing!). Delete the old head. Now if the mesh is part of the torso, select the torso, click on EDITABLE MESH, ELEMENTS, select the head, and delete it. Then click again on EDITABLE MESH, ATTACH, click on the guardsman head. Now it's part of the torso. All done, either way.
    Now to remain on the safe side, click on the SKIN Modifier, ENVELOPE, check the "select element" box. Select the head part. Open the WEIGHT Table, and click on Selected Vertices only (bottom left), and make sure everything is assigned to the HEAD bone), well not exactly, but starting this way is easier, later on, when you're comfortable with this, you can refine this between many bones (head one of course, and usually also neck, jaw, spine2).
    Easy way to reassign vertices to another bone:
    Hit CTRL + A on your keyboard (to select everything), now hold SHIFT, and select any field area under the Head bone, type in 1, hit ENTER, now every vertices of the head will be weighted to the head bone only. Now you can close the Weight Table.
    Quick smoothing shortcut: Select each mesh in the scene, and give them a SMOOTH Modifier group #.
    Do the same with some meshes declared as bones in the Relic Properties Tool (some weapons, and shoulder pads mainly, just verify...).
    Save your scene AS.
    Open the Relic Model Exporter, export your model.
    If any vertex error pops up, read my first post on how to fix it.
    If you get a "can't build mesh because of some floating vertices" thingy message, select the culprit mesh, and remove its Smooth #, and click on the AUTO SMOOTH box and the other one too (right under it) and give it a value of 100.
    Now your model should export like a charm.
    Find the WTP of each model in your extracted game data.
    Rename them with same name as your new renamed textures.
    Example: yourunitname.wtp and yourunitname_02.wtp.
    Open the excellent IBboard tool.
    Extract those 2 new renamed WTP files.
    Delete the WTP files.
    Now click on MAKE WTP button, and select the correct textures for each (just make sure you don't mix yourself up with the names...).
    Now you have 2 new WTP files made.
    Move them in your Dawn of War-Dark Crusade\ModTools\DataSrc\yourmodnamehere\Art\EBPs\ Races\yourracenamehere\Texture_Share folder.
    Now back to 3Ds Max, load the WHE Convert tool. Click on CONVERT WHE and select the fire_warrior.whe file.
    Find the newly created fire_warrior.ebp file. Rename it as yourunitname.ebp.
    Go to your Dawn of War-Dark Crusade\ModTools\DataGeneric\yourmodnamehere\Art\E BPs\Races\yourracenamehere\Troops folder. Put the newly renamed ebp file there.
    Open the Xref Santos script.
    Source is the original fire_warrior.whm, destination is your new ebp file. Click on SAVE, then on OK.
    Close 3Ds Max.
    Open the Object Editor tool. Open your new ebp file.
    All done.
    Now link your new unit to some RGD files, load game, and enjoy.
    This way, now you have a new model completly team colorable.
    If this doesn't work, let me know.
    Last edited by iamaplayer; 6th Jun 07 at 8:55 PM.

  10. #10
    Hmm thanks, I will have a look later as for the flag, I just gave it the Tau flag texture and it seems to work ok . Though, I did it the other way round: fire warrior stuff into Guardsmen but I will try the merging materials thing you suggested.
    Thanks again.

    Edit: Thanks, I got it working. I think I used a bit of a different process but your post but the important thing is it worked
    Last edited by Xaran Alamas; 7th Jun 07 at 3:22 AM.

  11. #11
    Hi again Xaran, you're welcome. I'm glad you got things done.
    I'd like to know how you did though. If you have time, can you post here precisely how you did? Thank you in advance.

  12. #12
    Basically, I added another material to the default multimaterial* and set the bitmap for that material to the renamed Fire Warrior texture (in this case, tau_gue_vesa_02).
    I then applied this material to everything except the banner and the bones, I then went and selected the elements of the meshes that were from the fire warrior and set the material id to 3** in the Set ID box (under surface properties, Material). This means this part of the mesh will use the 3rd material in the multi-material.

    I then exported it, and followed your instructions for creating WTP files (though I also edited out Imperial symbols from the texture) and renamed the guardsman one to tau_gue_vesa_01_default.wtp and the fire warrior one to tau_gue_vesa_02_default.wtp.

    Hope that helps

    *(The one that was created when the guardsman was imported and after following your original tutorial)
    **(The multimaterial created by the importer actually includes the IG banner as well even though I don't use that, I suppose technically I could have changed it to point to the Tau banner texture... oh well)

    P.S. I'll likely release my Gue'Vesa once I've finished with it, maybe with sample attribute settings as well.

  13. #13
    Hi Xaran, thank you for posting your method.
    Indeed, there are many ways to reach a similar result.
    Sometime i use the method i posted, and sometime i use your method.
    It mostly depends of how i want my textures organized in the material editor, so i can find what i want easily etc...
    Result is same anyway. Good job on having taken a step further with the WTP files!
    I'm glad you got things working

    Note: i'd like to see your Tau guys.

  14. #14

  15. #15
    Woohamer40
    Guest
    is there any other link to 3ds max apart from rapid share?

  16. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #16
    Why shout... Octopus Rex's Avatar
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    Dude, the links are not to copies of 3DS Max, 3DS Max is a commercial modelling program that costs about $3500. The link (in LeftWing's thread) is to some files to work from that use 3DS Max..
    "Life is not full of successes, it is full of failures from which we learn" - Tony Benn
    Octopus Blog (14.02.10) • DOW2 GridKeys
    DOW1 Modding Tutorial List • DOW2 Tactical Primer

  17. #17
    Woohamer40
    Guest
    awwww **** and most of all I'm not American

  18. #18
    Phoenix_Lord
    Guest
    Help! Export/Import problem . Object Editor doesn`t open .EBP Message appears: Model is not in any known project!
    And if i try to open .SGM - There is no assosiated EBP file.
    A`m using 3D Studio Max 8 , ModTools 1.2, Santos tools 0.4


    What have i done wrong:

    Game installed there:
    D:\Games\Warhammer 40.000 Dawn of War - Dark Crusade (official version, patch 1.2)

    I have: ModTools\DataSrc\My_Mod\Art\EBPs\races\chaos\troops\chaos_sorcerer\Reference and
    in folder
    ModTools\DataSrc\My_Mod\Art\Ebps\races\chaos\troops\chaos_sorcerer\animations - .Max files
    ModTools\DataSrc\My_Mod\Art\Ebps\races\chaos\texture_share - TGA textures

    ModTools\DataInt\My_Mod\Art\Ebps\races\chaos\troops\chaos_sorcerer\reference and
    ModTools\DataInt\My_Mod\Art\Ebps\races\chaos\troops\chaos_sorcerer\animations - .SGM files

    in folder
    ModTools\DataGeneric\My_Mod\Art\Ebps\races\chaos\troops - Chaos_sorcerer.ebp and Chaos_sorserer.sgm

    ModTools\DataGeneric\My_Mod\Art\Ebps\races\chaos\texture_share - RSH textures

    My_Mod\Data\Art\Ebps\races\Chaos\Troops - Chaos_sorcerer.whm

    My_Mod\Data\Art\Ebps\races\Chaos\Texture_share - RSH textures

    Size of Chaos_sorcerer.ebp - 72 kb
    Chaos_sorcerer.sgm - 2,4 mb

    WHEConvert.ini, WHMImport.ini, XREFTool.ini are correct!

    What`s wrong???
    Besides, when i select Help -> About in Object Editor is shows 1.41 version. Is it normally?

  19. Child's Play Donor Forum Subscriber  #19
    The DC OE shows 1.41 as it's version, that's normal.

    You haven't set up your pipeline.ini file correctly. You need to set it up for whatever mod you are working in.
    (Retired)
    Tool - Relic Audio Converter (for DoW1)
    Tool - Dawn of War 2 Mod Launcher

  20. #20
    In the first post you listed some tools that you need to model. I'm new to modeling and don't have thah much money (just bought new car) and i was wondering:

    1) Do you need all the tools that you listed to mod?
    2) Which tools are the best free tools that I could find?
    3) Which tools do you need?
    Looking for a mod team? Youre in luck. Check out our website if you are interested.

  21. #21
    Phoenix_Lord
    Guest
    Here is my Pipeline.ini What`s wrong?
    ; pipeline.ini
    ; this file contains all pipeline settings

    ; NOTE: unless fully qualified, all paths are relative to this file

    [global]
    ToolsData = ModTools\ToolsData
    WkDir = "D:\Games\Warhammer 40.000 Dawn of War - Dark Crusade\ModTools"
    Registry = Relic\Dawn of War - Dark Crusade Mod Tools\v1.0
    EngineLocale = Engine\Locale\English

    [attrib]
    lua = \attrib\
    rgd = \attrib\

    ; Got Perforce? Use the following format for tools integration where available: p4warhammer:1670, otherwise leave this BLANK!
    [p4]
    RevControlPort =

    [bugreport]
    ExePath = bugReport\BugReport.exe

    [burner]
    burnerPath = ModTools

    ; there should be one entry for each project
    [project:engine]
    Description = Base game engine project - do not edit!
    DataSource = ModTools\DataSrc\Engine
    DataIntermediate = ModTools\DataInt\Engine
    DataGeneric = ModTools\DataGeneric\Engine
    DataBurn = Engine
    DataFinal = Engine\Data
    DataExtra =
    LocaleFolder = Engine\Locale\English
    Parent =
    DataSourceShared = ModTools\DataSrc\Engine
    DataPreview =
    AttrLoc =

    [project:w40k]
    Description = Warhammer 40k mod project - do not edit!
    DataSource = ModTools\DataSrc\W40k
    DataIntermediate = ModTools\DataInt\W40k
    DataGeneric = ModTools\DataGeneric\W40k
    DataBurn = W40k
    DataFinal = W40k\Data
    DataExtra =
    LocaleFolder = W40k\Locale\English
    Parent = Engine
    DataSourceShared = ModTools\DataSrc\W40k
    DataPreview =
    AttrLoc =

    [project:dxp2]
    Description = Dark Crusade mod project - do not edit!
    DataSource = ModTools\DataSrc\DXP2
    DataIntermediate = ModTools\DataInt\DXP2
    DataGeneric = ModTools\DataGeneric\DXP2
    DataBurn = DXP2
    DataFinal = DXP2\Data
    DataExtra =
    LocaleFolder = DXP2\Locale\English
    Parent = w40k
    DataSourceShared = ModTools\DataSrc\DXP2
    DataPreview =
    AttrLoc =

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

  22. #22
    Moonbeam Funk fneep's Avatar
    Join Date
    Nov 2005
    Location
    Australia
    Minion_Master:
    The only way to do DoW modelling without 3DS Max is by using Blender and Mudflap's exporter. Details are here.

  23. #23
    Member elfurreto's Avatar
    Join Date
    Jun 2006
    Location
    i live in /*CENSURED*/ Canada
    well apart from fneep suggestion ( which by the is a great methode ) would be to use any 3d meteling software, make yourself a 3D model having the same proportion of the model contain is this 42 Model to use as guide or reference

    Those are 42 model from the original Dawn of War, they are all totaly free to be edited and used as guide, scale reference and any other things, which may Greatly help you create ez-to-convert for a 3D studio helper ( for implentement in Dow )

    All the model include are not the game model, they are raw mesh of exact shape, no texture include, no bone etc. anyway the a look inside. Credit to whoever put them there, take from http://dofw.free.fr/outils.htm

  24. #24

    Trouble with 1st page tutorial.

    Hi iamaplayer!

    I was following your tutorial with 3ds MAX 8 and I have run into a snag. It seems that I keep getting the error message about "missing texture files" even after I've added tga's to the Datasrc folder. MAX simply doesn't seem to be able to find them. I think I may just be missing something simple. I followed your instructions using the Leman Russ model from Steel_Legion_DC and the extracted texture tga's.

    The only thing I didn't do is add the dxt.dll to the system32 folder as Max seemed to be loading the scripts just fine.

    Any advice?

  25. #25

    I got it!

    I simply hadn't been directing MAX to the texture files properly. A simple mistake.

    Anyway, does anyone know if Santos' scrpts/ini need to be edited from "Dawn of War" to "DarkCrusade"? Will this cause problems when working on DC models?

  26. #26
    maverick8slayer
    Guest
    Gday all,

    every time I try to export from 3ds 7 to my mod file in dow:dc it keeps coming up with

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

    I know my pipeline directory is set up well and that all my files are installed correctly

    Any ideas

  27. #27
    Member a63nt's Avatar
    Join Date
    Aug 2008
    Location
    Loch Ness, Scotland.
    The pipeline.ini guides the folder structure. Check pipeline.ini & use it as a guide to make sure you have setup the folders as it is written in there.

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


    If for example your DataScr folder structure to space_marines was:

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

    it would cause the problem you are having. If you (in this case) remove the folder 'Data' from the structure & make it:

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

    It's either that or you haven't put some files in the right place in the first place.

    Use this as a guide:

    http://forums.relicnews.com/showthre...13#post3137913
    Last edited by a63nt; 11th Aug 08 at 6:07 PM.
    If you already know the candle light is fire, the meal was cooked a long time ago.

  28. #28
    Help! I cant seem to find the file for DataSrc when you have to copy the 'copy_of_my_mod' into all the file structures. Could somebody send me the zip file please?
    1) C:\Program Files\THQ\Dawn of War\My_Mod\...
    2) C:\Program Files\THQ\Dawn of War\ModTools\DataGeneric\My_Mod\...
    3) C:\Program Files\THQ\Dawn of War\ModTools\DataSrc\My_Mod\...

    Thanks

  29. #29
    Member popadop's Avatar
    Join Date
    Nov 2009
    Location
    Ustio - a planet on a globular cluster in the galactic north-east
    I'm trying to modify the animation for the valkyrie bomb drop from dow fok into a lascannon strike. However i am attempting to use the trial version of 3dsmax (30 days).

    i have tried to follow the tutorial but have some prblems; such as a lack of a utilities icon. There is a MAX script tab but i can't make sense of it.

    Any help would be appreciated

  30. #30
    Hi, Ive got Corsix's mod studio, and a mod called "Soulstorm enhanced" mod,
    Its got some of the Fok models and a few rules changes. Im a Thousand sons fan, n downloaded it to have them available. The problem is: In the Chaos temple the number of rubric marines squads is limited to 2, and they are available only after dessacrated stronghold upgrade to level 2. My question is, how do I change that to:
    1 I make as many squads as my infantry cap allows.
    2 Make em available at the beginning, and
    3 How do I change the skins of normal chaos marines into rubrik, like a sckinpack.

    Ive tried: (to change the squad limitation)
    Data\Atrib\ebps\races\chaos\troops\Data\attrib\ebps\races\chaos\troops\chaos_rubric_marine.rgd
    and, theres no requirements section=(, Abilaty, combat, cost... but no requirements.
    Theres a requirements folder, but thats on its own, has global requirements and the like, but not squad related.

    Thank you.

    P.S Im a nob, detail=love

  31. #31
    Member jONES1979's Avatar
    Join Date
    Dec 2008
    Location
    Нижний Тагил
    Ive tried: (to change the squad limitation)
    Data\attrib\ebps\races\chaos\troops\chaos_rubric_marine.rgd
    You should to search in SQUAD's section.

    Data\attrib\SBPS\races\...

  32. #32
    Thanks Jones, It works!=)

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