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Company of Heroes mod tools

  1. #51
    What the hell do you expect? A set-up wizard?
    Lol.
    "Not a day goes by, that I don't think of the men I served with, who never got to enjoy the world without war." Major Richard Dick Winters.

  2. #52
    so have we heard anything about the new tools yet, or does the waiting continue

  3. #53

  4. #54
    hey guys.. i downloaded the OE from gamereplays.org where Buggo posted it some time ago... but does anyone know where to put the files?.. because when i try to load ObjectEditor.exe it says libacml_mp_dll.dll is missing.. i checked this and the .dll file is in Program Files\Company of Heroes..

    also what does AttributeEditor.exe do?.. it asks for a file with .attrib extension.. but i don't think i've seen those type of files anywhere in corsix.

    oh and why are there two packages?.. there's one for COH and one for OF

  5. Modding Senior Member Company of Heroes Senior Member  #55
    Celéstial by heart Celution's Avatar
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    Sorry mate, the reason nobody downloads it now, because it is incomplete/complicated. That's why we still wait for a re-release of the OE, they'll make it good.

  6. #56
    Bucky, to respond like that but this might still help you:

    There has been a conversation of other modders about Object Editor and what they achieved with it, it explains pretty well how to open object editor but only for 1.7 i think.

    You shouldn't try to run it 'couse even most skilled modders failed to and this support for OE has seased once again from that point though.

    They've said they'll release a new version with documentation and stuff ASAP somewhere too, but that was a pretty long time ago by now.
    Guys simply don't have permissions to announce anything new but i believe their post saying that they will release it is pretty cool as it is, because they probably wouldn't want to lie so hard even though i know they sometimes don't have other choise with all the sarcastic people arround

  7. #57
    Dive! Dive! Dive! Mannerheim's Avatar
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    i can help setting it up but only at irc (no msn etc) cause its a pain to do step by step install without live chat

    i installed the OF version few days ago to my vista

  8. #58
    ok thanks Mannerheim.. which irc channel is that?

    btw.. i copied some of the files to the root of COH.. now i can load ObjectEditor.exe, but it says: "Failed to initialize version system, is your pipeline.ini sync'd?"

  9. #59
    Dive! Dive! Dive! Mannerheim's Avatar
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    check the sticky about irc (#dowmods), for that error you need to install perforce etc...

  10. #60
    ok will do that.. btw i just installed perforce with the help of this: http://fneep.fiffa.net/Misc/Company%...0Perforce.html

    also on that page i noticed in pipeline.ini it says something about versions:

    Code:
    [version]
    VersionPath=Tools\Versions.lua
    VersionUsers=Tools\Version.lua
    i don't have that stuff in my pipeline.ini.. i guess i should install the model exporter now, right?.. anyways it seems like i'm getting somewhere

  11. #61
    Dive! Dive! Dive! Mannerheim's Avatar
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    Yeah it needs to be installed before any OE stuff, but if you didn't have it already installed what were you gonna do with OE? cause you can only use it for stuff you exported yourself, not for the relic made units etc.

  12. #62
    oh i see.. that explains probably why when i tried to load an .rgo file, the program just crashed!

  13. #63
    ok.. so now i got to the stage where i successfully exported a simple model from 3dsmax to rgm.. But when i load this rgm (the semi-burnt one from DataGeneric folder) in the Object Editor, i'm getting this error message:

    "Runtime Error!

    Program: D:\Program Files (x86)\Company of Heroes\ObjectEditor.exe

    This application has requested the Runtime to terminate it in an unusual way.
    Please contact the application's support team for more information
    "

    my warnings.log file says this:
    Code:
    OBJECTEDITOR started at 2008-07-31 03:39
    OS NT 6.0, 4095MB Physical Memory, 2382 Physical Available, 1953 Virtual Available
    RUN-OPTIONS 
    WORKING-DIR D:\Program Files (x86)\Company of Heroes
    USER Bucky
    
    03:39:36.52   Falied to open file Tools\Versions.lua
    03:39:36.52   Failed to load version config!
    03:40:22.33   NOTIFIER -- Handle created for directory D:\Program Files (x86)\Company of Heroes\DataGeneric\OETestMod\ - 0x470
    03:40:22.33   NOTIFIER -- Handle created for directory D:\Program Files (x86)\Company of Heroes\DataGeneric\Engine\ - 0x478
    toolrenderview.c/79:!Initializing SPOOGE (D:\Program Files (x86)\Company of Heroes\)
    deviceconfig.c/93:!Unable to find device tweek file [pc\drivers\spDx9_config.txt].
    03:40:22.49   MATHBOX -- Version=6, Cpu=unknown:f=6,m=15, Mode=SSE
    03:40:22.56   SPOOGE - Driver[Dx9 : Hardware TnL] version[4,36]
    03:40:22.62   SPDx9 -- Driver Name = nvd3dum.dll  Desc = NVIDIA GeForce 8800 Ultra
    03:40:22.62   SPDx9 -- Driver Vendor = 0x10DE  Device = 0x0194  SubSys = 0x82481043  Rev = 0x00A2
    03:40:22.62   SPDx9 -- Driver Version  Product = 0x0007  Version = 0x000F  SubVersion = 0x000B  Build = 0x1B0D (6925)
    03:40:22.62   SPDx9 -- Driver GUID = {D7B71E3E-42D4-11CF-FE68-43A202C2CA35}
    03:40:22.87   SPDx9 -- 2502MB available Texture Memory
    03:40:22.87   No matching shader profile found.  Using final by default.
    03:40:22.87   ShaderDatabase: using shader profile [final]
    any idea what it could be?

  14. #64
    Dive! Dive! Dive! Mannerheim's Avatar
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    Yes there are probably several other steps still missing like extracting files from coh and so on but again i suggest irc cause setting OE to work is pretty much try this and that style of thing

  15. #65
    ok.. but maybe i should try to get a working model (without animations) in-game first?.. because i haven't done that yet.

    i actually just wanted to see what the OE can do.. so that i know if it's worth the time making models for COH.

  16. #66
    as Mannerheim knows, i got it to work (thanks btw. ).. and it turned out to be pretty easy.. after the installation of the model exporter (which is documented pretty well), all i had to do, was extract the files to COH root, install perforce server, and then copy all the files from DataGeneric\BIA\Engine to DataGeneric\Engine



    if needed, i could make a small tutorial about Object Editor installation.

  17. #67
    No way.. you kiddin right?..

    Seriously, does it allow to do everything it should? how difficult is the work process?
    It would be very nice if you make that tutorial or at least upload your conversation log or something somewhere

    Btw, Mannerheim, you're the best!

  18. #68
    well currently i can't do anything with it, because i don't have any animations to work with.. but i'm sure Mannerheim knows more about that... looking at this stuff>>
    http://www.harharetki.net/coh/clip2....deofile=drache

    btw. didn't you see my screenshot?

  19. #69
    Damn, animated custom coh model.. Stop.. nah better don't stop making me jelous...

    Yeah i saw your screen, it all looks pretty easy but there are so many other menus and buttons, i can't be as sure as you are. I also seen other people showing their screens of OE which didn't mean much to me, this whole thing was on big stall for a really long time since then

    Though your last reply answered my questions well enough

  20. Modding Senior Member Company of Heroes Senior Member  #70
    Celéstial by heart Celution's Avatar
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    What the..?? That is just amazing!!!!!! BuckyBoy, can you send me a link of the program you use? Does it mean the OE is out?

  21. Child's Play Donor  #71
    Col. (Ret.) Tempe's Avatar
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    So we can get new animated model's ingame now?
    'All that is solid melts into air, all that is holy is profaned, and man is at last compelled with sober senses, his real conditions in life, and his relations with his kind.'

  22. #72
    Dive! Dive! Dive! Mannerheim's Avatar
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    Well you already could for 3-4 months if you used the OE that was released for a short time, there was thread about it http://forums.relicnews.com/showthread.php?t=186898

    but then relic locked the thread and removed the files.. which they probably wont release ever again officially. You can still find the packages with Google but im not gonna link em here in case some one doesn't like it...

  23. Modding Senior Member Company of Heroes Senior Member  #73
    Celéstial by heart Celution's Avatar
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    Well Mannerheim, why don't you make new units, vehicles airplanes then? In your movie it shows you know how to use them... I would love to see new units.

  24. #74
    Lets wait for that tutorial, finding OE is not a problem

  25. #75
    Dive! Dive! Dive! Mannerheim's Avatar
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    Well that's because I like more mapping/scripting than making misc new units so Ill just use the OE for making simple map specific objective models/units cause I'm not really a good modeler/animator

    AGameAnx: no one has made one for 4 months so not sure if anyone will do one now either cause of the first post in this thread... also there's a bunch of stuff that you cant do with the OE at the moment

  26. #76
    What are the stuff it can't do? And is it critical thing in the process of linking anims?

  27. #77
    OE installation:
    • Install Model exporter.. I recommend doing manual setup for everything (except for burning, use BurnerGUI). Note for Photoshop users: for texturing, name the layers in your .psd file: DIFFUSE, ALPHA, GLOSSINESS and SPECULAR.. not "12345678DIFFUSE", "12345678ALPHA", etc. as described here: http://www.corsix.org/models_docs/howto_textures.html
    • Because these docs are lacking a working downloadable example, i uploaded mine here.
    • Don't proceed with OE installation, until you have a working model ingame!
    • extract OE package (for OF) in the root directory of COH.
    • Copy contents of DataGeneric\BIA\Engine to DataGeneric\Engine
    • Copy contents of DataGeneric\BIA\WW2 to DataGeneric\Engine
    • Install perforce server as described here.
    • Copy the following files from COH root to Tools\Executables: libacml_mp_dll.dll, libguide40.dll, libifcoremd.dll and libmmd.dll
    • start OE from Tools\Executables\ObjectEditor.exe
    • go to File -> New and select the .rgm file from DataGeneric that you created with model exporter in 3dsmax. You may use the .rgm from my example.


    I may post more info, when i learn more about this tool. (i'm still n00b with it myself)

    btw. OE package can still be downloaded from gamereplays.org (mod section), where Buggo posted it a long time ago. (i'm not sure if i'm allowed to post the link here though)
    Last edited by BuckyBoy; 1st Aug 08 at 2:47 PM.

  28. #78
    Dive! Dive! Dive! Mannerheim's Avatar
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    Cant use anything existing stuff, means you cant alter or import any Relic made stuff in OE. That means things like:

    - cant use/import any infantry animations
    - cant use any infantry gear with your model like guns
    - cant attach (not sure) relic made soldiers to your models (like add driver to your car)
    - etc.

    if you make EVERYTHING yourself it will work but if you merge soldiers in to your unit that means you cant snipe them or target individually etc.

    importing requires the unburnt versions of the objects (.rgo) and that means Relic would have to give us them cause you cannot unburn the .rgo files that come with the game.

    again if you make everything yourself in the unit then the OE is just fine

  29. #79
    Well i've been playing around with the OE a bit, but i can't make much sense out of it.. I used Mannerheim's testgun as an example.. but i think the max files included with it are not from the same model as the rgm.

    I would like to know how to add a marker in 3dsmax.. because those markers are referenced in the object editor and they are needed for all kinds of things.. for instance, to attach a sound to an object, a marker is needed to indicate the place where the sound comes from (in 3D).

  30. #80
    Senior Member Panzer Jager's Avatar
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    importing requires the unburnt versions of the objects (.rgo) and that means Relic would have to give us them cause you cannot unburn the .rgo files that come with the game.
    If you double-click an .RGO file with Corsix studio, it says .RGO has been unburnt. I do not know if it actually works though.

    Spoiler



    ^
    (credits to Bucky for Cheatmod. xp)

  31. Company of Heroes Senior Member  #81
    Moderator Lethal Dosage's Avatar
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    Ohh, bugger. Just when someone finally figures out how to get the OE working it's confirmed that Relic made models can't be used. I was oh so hoping i could add flame anims to the Hetzer for my Flammpanzer 38(t), and i certainly don't have the tools nor the talent to make a Hetzer from scratch.

  32. Modding Senior Member Company of Heroes Senior Member  #82
    Celéstial by heart Celution's Avatar
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    Yeah i know what you mean LD, as you saw on my post from the Afrikafeldzeug, i want to have a Marder III ausf. H...

  33. #83
    I'm happy enough with the fact that the OE finally works. (at least for costum models)

  34. #84
    cool i got sound_attach and fx_attach working ingame!.. setting a marker in 3dsmax is done thru Create -> Helpers -> Point (thanks Mannerheim )

    I think i'm gonna make a new hand-held weapon now.

    If you double-click an .RGO file with Corsix studio, it says .RGO has been unburnt. I do not know if it actually works though.
    Corsix just said to me it doesn't work, unfortunately.

  35. #85
    You can be happy and that all things...but this is not what we needed

  36. #86
    What exactly do you mean? If I understood it correctly, you can link animations to new models right? Except you can't use Relic made models.

  37. #87
    Well,what do you think that can be done?
    Examples please of what you did understand.

  38. #88
    Well, that everything has to be made by ourselves, even the animations. You still can't modify Relic vehicles, because there are still .rgo parts missing. As long as everything (animations, models etc) are made by other modellers there shouldn't be a problem. But it's still too bad that it isn't complete. I don't have alot of knowledge of animations, models and that sort of things, but I think that making animations cost alot of work. (idle, attack, crouching, walking, lying down, etc, etc.)

  39. #89
    Hi BuckyBoy,

    We are beginning development (as in fixing up for community use) of those tools now actually. Unfortunately, I cannot provide any samples. The OE was not supposed to be released at that time (namely due to the fact that there was no documentation or samples).

    I know it is difficult to fully mod the game without these tools, however they are coming I assure you.

    mukkel

  40. #90
    Hmpf. Never mind.
    Last edited by Monkey Soldier; 14th Aug 08 at 2:10 PM.

  41. #91
    Grrrr....There goes the same bloody story again. No update, no communication, no nothing. I'm starting to think Relic just hates their modding community. All they care about is patches and downloadable/ buyable content. It's like as long as they don't give us the OE, they can make money out of it, because nobody is able to do any proper thing with it. The reason why I'm posting this, is because Company of Heroes has been released almost 2 years ago (22 months IIRC) and still no updates about it. They simply just don't care. I've lost my faith in the ''we're working on it'' thing. Everybody is saying it, but the community can do all the hard work just to get something started. If Corsix wouldn't be here, there wouldn't even be a modding community, because Relic wouldn't do something about it either. We got a Worldbuilder and some small programs which you can burn with. Is that all what Relic wants to give to all those people anxiously waiting for that one program which will drastically change the CoH modding community? Is that all the time they like to put into us, the modding community? Aren't we worth the time of Relic's employee's? Is that how they look at us? Actually, I think they don't even want to look at us at all.
    Last edited by Monkey Soldier; 5th Sep 08 at 9:04 AM.

  42. #92
    Monkeys,Mannerheim has already given the reasons.

  43. #93
    http://botb.fiffa.net Halftrack's Avatar
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    Calm down man. This has been discussed and moaned at all over.

    Wait and see. And Monkeys, as I see it, you wont be the one using it anyway, eh ?

  44. #94
    Dive! Dive! Dive! Mannerheim's Avatar
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    Don't wait for OE that's what I suggest

    I also guess so that's its because of DLC they want to kill all modding so they can sell new units and other content easier.

    BTW if you didn't see it at dow2 forums it looks like they wont allow any modding in DoW2 or if they do it sounded even worse than coh mod support.

    edit: check this link http://forums.relicnews.com/showthread.php?t=203205

  45. #95
    Well, countless times and countless people told me to wait and see. (don't see this as an offence to you HT and Jorge) I'm just so tired that no one gives us an update, and no one knows whether they're working on it, or just saying that they're working on it. People told me over a year and a half ago, when I was in the Offensive Operations mod that I should wait and see what would happen. How come no one wants to give us an update? Is it that weird to post now and then a post which consists only frustration?
    If they would give us an update now or then, I wouldn't be complaining. But the last update on the OE was what? 6 months ago? I don't call the pm/ mail BuckyBoy received an update. That's just trying to get rid of some pressure. No one of the Relic staff is taking effort to give us some more information about what their plans are with the OE. I don't want to be a zombie for another 1.5 years and being told to wait and see. I love this game, but it's just not correct to let your fans wait for almost 2 years something important which will bring the CoH modding community to a new level.
    Nope, I won't be the one using, but I am one of the many people who would like to get out of that cloud of uncertainty about the OE and get mods on the move with new models.

  46. #96
    Monkeys is right,Mannerheim is right,everyone is right,but Relic IS right

  47. #97
    Please everyone, go to the link that mannerheim posted above and let your opinion be known (in a considerate and articulate way preferably ) Its important that we at least try to have our say, and do what we can to compel relic to continue mod support

  48. #98
    We cannot do nothing,Relic knows our opinion and it is on their hands to decide.

  49. #99
    I wonder if they'll allow the use of relic made anims with the re-release of the OE.
    wazzup wizard?

  50. #100
    Raizan,do you think Relic will ever release the OE? ...

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