Results 1 to 16 of 16

Tutorial: Replacing stock models with C2C ones.

  1. #1
    SmEg
    Guest

    Tutorial: Replacing stock models with C2C ones.

    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
    Last edited by SmEg; 13th Apr 08 at 1:18 PM.

  2. #2
    Thanks a lot.I have been looking for this for quite sometime.

  3. #3
    I'm dancing like a monkay~ medes's Avatar
    Join Date
    May 2005
    Location
    Malaysia
    mind if i copy paste this to the C2C front page?

  4. #4
    Member
    Join Date
    Dec 2006
    Location
    Goatswood, Severn Valley
    This should be put as a sticky imo.

  5. #5
    SmEg
    Guest
    @ 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

  6. #6
    Why can't I use this for DC?
    You can not change your fate.YOU WILL DIE!

  7. #7
    SmEg
    Guest
    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.

  8. #8
    JDinh
    Guest
    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

  9. #9
    SmEg
    Guest
    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.

    Any problems just post

    ...now where was I...oh yes...

  10. #10
    JDinh
    Guest
    Awesome got it to work thanks for the help smeg

  11. #11
    Guardian
    Guest
    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?

  12. #12
    Member
    Join Date
    Nov 2008
    Location
    segmentum solaris, terra, your mum's house
    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

  13. #13
    Machinator Arka
    Guest
    Is it at all possible to do this with Corsix's?

  14. #14
    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?

  15. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #15
    Why shout... Octopus Rex's Avatar
    Join Date
    Jul 2006
    Location
    UK
    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.
    "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 ListDOW2 Tactical Primer

  16. #16
    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 =("

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •