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How-To Object Editor ABC's

  1. #1

    How-To Object Editor ABC's

    This tutorial assumes that you know nothing, but play online sometimes.

    This tutorial will show you how to get a model into the Object Editor, and save your work, then re-open it again.

    Step One:
    Download http://208.49.84.50/buggo/dcmodtools1-2.zip and Install dc_mod_tools version 1.20
    (let it decide where to go, change nothing).

    Step Two:
    Download http://www.mediafire.com/file/djtzqo...port_Tools.zip Mudflaps_Blender_Export_Tools, and save it to your desktop.
    Then use a zip program like winzip to unzip it to your desktop.
    Leave this alone for now, and go to step three.

    Step Three:
    Browse your way to the *THQ* folder located in your *program files* folder.
    Inside you should see all your THQ games, like *Dawn of War* and *Dawn of War - Dark Crusade* etc.....
    We will NEVER use the *Dawn of War* folder for anything! just forget its there for now..
    Go into the *Dawn of War - Dark Crusade* folder.
    You will see some folders called *Badges*, *Banners*, *Bug Report*, *DXP2* etc....
    The only one we are concerned with is the *ModTools* folder.

    Step Four:
    Go into your *ModTools* folder.
    Inside you should see a folder named *DataGeneric*
    Go into *Data Generic*
    Inside you should see 4 folders, *DXP2*, *Engine*, *My_Mod*, and *W40K*.
    The only one we are concerned with is the *My_Mod* folder.
    Leave this alone for now, and go back out of *DataGeneric* to *ModTools*.

    Step Five:
    Find the Modpackager application :size 1304 kb, located in *ModTools*
    Doubleleftclick it.
    When it opens you should see a grey screen, that is normal.
    You should see FILE and HELP buttons.
    click on the FILE button.
    then click on OPEN. when it opens
    Navigate your browser to the *THQ* folder, then go into the *Dawn of War - Dark Crusade* folder, then go into *DXP2* folder, then select the DXP2Data-Whm-High.sga file and hit OPEN.
    Dont worry it wont hurt anything.
    Now Modpackager will have a white screen rather then grey with a [+] and a red triangle, and a file name sitting there, dont touch it, just look above it and press ARCHIVE. then press EXTRACT ARCHIVE.
    You will get a message window asking you where to EXTRACT too.
    Navigate your browser again, to the *THQ* folder, then *Dawn of War - Dark Crusade*, then *DXP2*
    Once you have *DXP2* selected, press the OK button. Dont go into any folders inside *DXP2*.
    Now wait until it's finnished, it could take a while. When its done, it will let you know.
    click ok when its done.
    close Modpackager

    Step Six:
    Open Modpackager again located in *ModTools* folder.
    Navigate your browser to the *THQ* folder, then go into the *Dawn of War - Dark Crusade* folder, then go into *W40K* folder, then select the W40kData-Whm-High.sga file and hit OPEN.
    Modpackager will have a white screen rather then grey with a [+] and a red triangle, and a file name sitting there, dont touch it, just look above it and press ARCHIVE.
    Then press EXTRACT ARCHIVE.
    You will get a message window asking you where to EXTRACT too again.
    Navigate your browser again, to the *THQ* folder, then *Dawn of War - Dark Crusade*, then *W40K*
    Once you have *W40K* selected, press the OK button. Dont go into any folders inside *W40K*.
    Now wait until it's finnished, it could take a while. When its done, it will let you know.
    click ok when its done.
    close Modpackager

    Step Seven:
    This is the easy part,
    Go to your *THQ* folder, then into *Dawn of War - Dark Crusade* folder, then into *W40K* folder.
    You will see a *art* folder, select it and copy it with ctrl-c, Now its saved on your clipboard.
    Navigate back out of the *W40K* folder to the *Dawn of War - Dark Crusade* folder.
    Go INTO the *ModTools* folder, then into the *DataGeneric* folder, then into the *My_Mod* folder.
    PASTE your *art* folder here. ctrl-v
    This will take a while...

    Step Eight:
    This is even easier then the last,
    Go to your *THQ* folder, then into *Dawn of War - Dark Crusade* folder, then into *DXP2* folder.
    You will see a *art* folder, select it and copy it with ctrl-c, Now its saved on your clipboard.
    Navigate back out of the *DXP2* folder to the *Dawn of War - Dark Crusade* folder.
    Go INTO the *ModTools* folder, then into the *DataGeneric* folder, then into the *My_Mod* folder.
    PASTE your *art* folder here. ctrl-v
    You might be asked to overwrite some folders, press YES-TO-ALL if it does.
    This will take a while...

    Step Nine:
    Go to your desktop to Mudflaps-Tools folder, find the Mudflaps_whm_to_sgm_converter application inside, and click it.
    When it opens it will ask you for a .whm file
    Navigate your browser to YEP YOU GUESSED IT, the *ModTools* folder
    then into *DataGeneric*
    then into *My_Mod*
    then into *art*
    then into *ebps*
    then into *races*
    then into *space_marines*
    then into *troops*
    find the space_marine.WHM file and press Open.
    You will get a new message window, asking you where to EXTRACT your new file too! And the best place I can think of is right where we got it from.
    Navigate your browser to the *ModTools* folder again
    then to *DataGeneric*
    then to *My_Mod*
    then to *art*
    then to *ebps*
    then to *races*
    then to *space_marines*
    then to *troops*
    once you get inside the *troops* folder you will need to give your new file a name
    name it "space_marine" without the quote's and press Open or Ok
    it will add the .sgm for you to the end of the name.
    make sure you dont use CAPS or anything when you name the file, it has to be the same name as your space_marine.WHM
    When its done, and it could take a while, you should have a file called space_marine.sgm inside your *troops* folder. Grats!! your almost there!!

    Step 10:
    Go to your *ModTools* folder and select the Object Editor application size: 5568 kbs.
    and Open the OE
    You will see two buttons in the top left corner, NEW and OPEN.
    Press NEW
    Navigate to your *ModTools* folder
    then to *DataGeneric*
    then to *My_Mod*
    then to *art*
    then to *ebps*
    then to *races*
    then to *space_marines*
    then to *troops*
    Click on your space_marine.sgm file
    Now you are seeing something!!! but dont touch anything yet....
    Click the SAVE button.
    close the Object Editor.

    Step 11:
    Open the Object Editor again
    This time press the OPEN button, Not the NEW button.
    Navigate to your *ModTools* folder
    then to *DataGeneric*
    then to *My_Mod*
    then to *art*
    then to *ebps*
    then to *races*
    then to *space_marines*
    then to *troops*
    click on your space_marine.EBP file. (note: the .EBP was made when you saved.)
    There he is again! If you do anything to him, just hit save before you exit the OE.

    Step 12: optional.
    If you want to see your changes in game just use the Mudflaps-Tools to make your .sgm and .ebp into a .WHM and .WHE file, and drop those new files into your
    *THQ*-*Dawn of War - Dark Crusade*-*My_Mod* folder
    start the game up
    go to GAME MANAGER and select *My_Mod* in the list.
    say yes to the prompt, it will restart the game so be patient.
    play a skirmish etc...


    So I hope this helps people get it all started, I wish someone would have done this tutorial already but that is how it goes sometimes..

    Peaceout!
    Last edited by Raven Lance; 22nd Jan 10 at 3:07 AM. Reason: links
    Never Interrupt The Enemy When He Is Making A Mistake!

  2. #2
    Member Type-O's Avatar
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    Nice tutorial, I havent used object editor in a long time I couldn't figure out how to use it well I think im going to try and get back into it again now.
    Why Do I Mod?, To Show Lua Scripting Who's Boss!
    Tau vs Orks2 part 1 is out get it :D
    http://dawnofwar.filefront.com/file/..._Part_1;101797

  3. #3
    Thanks for the tutorial but the Mudflaps_Blender_Export_Tools link isn't working. I've mangaed to get hold of a whe to ebp converter but I can't find a whm to sgm converter. Any help would be appreciated. Thanks.

    Also could I ask how do you alter or create events?

    Edit ok I've managed to find the thread to Mudflaps tool:

    http://forums.relicnews.com/showthre...=WHE+converter

    Btw for the record the search function on this site is dire. But the host site for the file www.savefile.com simply isn't working and for over a day has been telling me that the server is down and I should come back in 10 minutes. Is there anywhere else where this tool is hosted?


    Further edit. I've now managed to grasp that you can get a ebp to load in the object edittor by faking an sgp allowing me to alter atrributes despite the model being a pink box. However if I make changes, save it and transfer the new whe to the mod the unit becomes a pink box. Can someone please help?


    Ok final update no luck with the OE however given I have had luck with the FX edditor I simply cheated. Used the OE to find out the name of the weapon effect it used, found the one I wanted it to use, copied it renamed it to said effect and bingo I have what I want without altering the model.
    Last edited by Chris_T_Hill; 19th Aug 09 at 5:23 PM.

  4. #4
    Chris the website is shut down for till sept. here is what it told me when i tried it.

    Sorry! We're busy upgrading!
    We here at Savefile have been planning to have a complete overhaul to our entire system, and have been working hard on it the past few months. However, due to some hardware problems, we are forced to roll out the system much sooner than expected. We ask for your patience as we upgrade our system to a brand new Savefile.

    Scheduled Launch Date: Sept 1st, 2009

    Thank you


    so thats why.. but the link will work after that date I suppose.
    I would have responded sooner then today but my regular comps cpu melted a few days ago... so im on a diff comp right now till my new cpu arrives.

    glad to see you managed to figure out what to do.

    also glad to see you managed to figure out how to edit FX's

    It would be nice if mudflap could re-do his tools to another host just for back up purposes. But I will host his tools for a few weeks till his link becomes available again, I am not sure if he is aware of the fact that the site is under construction till sept. I will fix the link up top to point to my site until his site gets back up and going.
    Last edited by Raven Lance; 21st Aug 09 at 12:24 PM.

  5. #5
    Thanks for the reply

  6. #6
    Member SchleebMeister's Avatar
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    Thanks!!!

    I was knockin' my head against the OE wall until this tutorial showed up. Completely stuck!

    Many thanks Raven Lance! NOW I can follow the more advanced OE Tutorials!!!
    But why is all the rum gone?

  7. #7
    tank_the_man
    Guest
    thanx for the tips been wanting to learn all this for ages but at step 7 after following the other steps there no art folder in data/W40k folder any ideas whats gone wroung please

  8. #8
    Member coffee demon's Avatar
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    You have my thanks Raven Lance!

    I followed your tutorial and everything worked fine for me.

    However... tank_the_man is right about STEP 7. When i got to this point, i noticed that (obviously) the *art* folder is located inside *W40K* but NOT inside the subfolder *data*. I even checked the date of last change inside the folder properties of the *art* folder to be on the safe side.

    The same applies to STEP 8. The *art* folder should be located inside the *DXP2* folder.

    But still your tutorial was very usefull, so thx again.
    Im new to DoW Modding and sometimes its really hard and time consuming to find all the informations i need to achive EXACTLY what i want. Maybe its the lack of these really basic tutorials that keep people from making their own mods instead of annoying everyone because they couldn`t even follow the most simple installation instruction~~


  9. #9
    AH! many thanks demon, and Tank..
    I sure did have that wrong, I'll fix that right up!!


    FIXED.
    Last edited by Raven Lance; 22nd Jan 10 at 3:18 AM.

  10. #10
    Member coffee demon's Avatar
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    Hi again Raven Lance
    I just tried to get the Autarch from FoK Mod into the Object Editor using exactly! the method you mentioned in your tutorial, but after converting the autarch.whm to autarch.sgm it resulted in a 1Kb file.
    So the OE was showing me this when i tried to load the autarch.sgm :
    16:06:15.70 RENDER ANIM -- TOOL:C:\Programme\THQ\Dawn of War - Dark Crusade\ModTools\DataGeneric\My_Mod\Ar t\ebps\races\eldar\troops\autarch.SGM: Unsupported (newer) Chunk Version!
    16:06:15.70 RENDER ANIM -- TOOL:C:\Programme\THQ\Dawn of War - Dark Crusade\ModTools\DataGeneric\My_Mod\Art\ebps\races\eldar\troops\autarch.SGM: Unsupported (newer) Chunk Version!
    I solved the problem by using the *Mudflaps_whm_to_sgm_converter_for_blender_export.exe* which is also in the download you posted in your tutorial
    I thought this could be worth adding....

    edit: ok... after searching the forum for about 6-7 hours i figured out that there might be models that i wont be able to convert correctly using mudflaps. And the autarch seems to be one of them, the second converter.exe didnt lead to succes either @.@

    But importing and exporting with 3ds max did the job.

    This and the mudflaps *whe_to_ebp_converter.exe*, so i allready had the autarch.ebp to open in OE.... and the autarch finally looks like hes working properly.
    anyway... i wonder what i would have done without 3ds max
    Last edited by coffee demon; 22nd Jan 10 at 11:20 PM.

  11. #11
    Well, that model is fairly new, made with 3ds10 I think, which mudflaps tools wont support do to scripting limitations..

  12. #12
    why does OE crashes for me every time i try to load .sgm file?
    did step by step and crashes always...

  13. #13
    does anyone can help me? on step 7 and 8 it says that i need to copy the art folder but the problem is that my art folder on W40k and DXP2 is missing, the art folder isnt inside of the W40k and DXP2,so i want to someone tells me how to get back my art folder or how to get a new one for my DXP2 and W40k, and i tryed too reinstall DC but doesn't works, so plz help.
    "Crush,Kill and Destroy"

  14. #14
    The flying one corncobman's Avatar
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    If the folders don't exist, you need to create them. Right-click, select new->folder
    -It's not the fall that kills you, it's the sudden stop at the end (Douglas Adams)-
    -Make something idiot proof and nature will create a better idiot.-
    -Me fail English? That's unpossible!-

  15. #15
    well creating those art folders is a good way to start,but what i mean is that all the dds,lua,whm,whe,tga and other files are missing,if i create a art folder anyway it will be empty.so still im searching ways to get them back

  16. #16
    The flying one corncobman's Avatar
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    Wait, if you are following the tutorial, the art folder should automatically be created when you extract the file. If it's not there, you're probably doing something wrong.

  17. #17
    maybe is that,then ill do all tutorial again step by step and read everything

  18. #18
    Member ThatOtherGuy's Avatar
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    I really cant remember
    I've downloaded mudflap's tools, but I cant find a converter that converts your ebps and sgm files back to whm and such.

  19. #19
    Member jONES1979's Avatar
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    Quote Originally Posted by ThatOtherGuy
    I've downloaded mudflap's tools, but I cant find a converter that converts your ebps and sgm files back to whm and such.
    This is a function of Object Editor itself.
    Generated files will be placed in appropriate mod folder in game folder. For example:
    \Dawn of War - Dark Crusade\My_Mod\Data\Art\EBPs\races\Black_templar\troops\thunderhawk_resque.whm

    Also burning log files will be created there, like
    thunderhawk_resque_whm_burn.log, thunderhawk_resque_whe_burn.log

  20. #20
    Member ThatOtherGuy's Avatar
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    I really cant remember
    ok, the new model file is now a pink box, even though all of the paths are correct in the file folders.

  21. #21
    Member jONES1979's Avatar
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    Quote Originally Posted by ThatOtherGuy
    ok, the new model file is now a pink box, even though all of the paths are correct in the file folders.
    Run game in -dev mode, see again a pink box, exit game, goto ..\Logfiles\2010-xx-xx.xx-xx-xx\ folder and see artmessages.txt log files.

    To run in -dev mode you need make a shortcut to you .exe, and add -dev to command line parameters


    ----

    Also, make sure that you have no warnings in Debug Window while you are working in OE. There are can be warnings about lost animations x-refs and so on... Thats issues must be fixed

  22. #22
    Member Jaguar-Lord's Avatar
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    ..and if you are running Vista make sure you run Dark_Crusade.exe with the -dev aplied to your shortcut with ADMINISTRATOR PRIVILEGE (ie : "run as administrator" when clikcing rightleftmouse btn on the shortcut) in order to have logfiles writen to your hdd + make sure the main THQ folder is not "read only" and that you got "total control" enebled in the security parameters enabled.

    it may help

    JL

  23. #23
    Member ThatOtherGuy's Avatar
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    Hi im back and I got another problem. Did all of the steps and now the object editor is telling me that it is unable to burn the EBP. It tells me "please ensure that you have the latest BurnerImp.exe or No one-else has a target file already checked out. Any thoughts? Also I am running windows 7

  24. #24
    Member Crazypebble's Avatar
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    I also have the above problem. Apparently _default.burn needs to be withing the my_mod folder, which it is yet this problem still persists. I run on vista.

  25. #25
    I have an observation and a problem.
    Observation: at the end of Step 10 (using \ModTools\DataGeneric\My_Mod\art\ebps\races\space_marines\troops\space_marine.sgm), the save button is disabled.
    The EBP file is there however (164 bytes) - and I can open it in Step 11.

    Problem:
    I get an error message at Step 10 when I use \ModTools\DataGeneric\My_Mod\art\ebps\races\chaos\structures\armoury.sgm: "Unable to load model".
    The debug window says: "...armoury.sgm: Unsupported (newer) Chunk version!"
    When I try to open armoury.sgm with the Chunky viewer, I get this: "Error opening file. File is probably not a chunky file. Error message: Index was outside the bounds of the array."
    I was guessing that it's a conversion issue, so I tried Mudflaps WHM and WHE Tools 1.0 and 2.0. Unfortunately both versions yield the same error message - although the 2.0 creates a larger SGM file.
    Mudflaps released 3.0 - but I could not obtain this version, so I am stuck.
    Any hints?
    Thank you!

  26. #26
    For those who are getting the message "unable to burn .EBP", simply run the program as an administrator. It worked for me.

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