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