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[TOOL] Santos Tools 2 - UPDATED 14-10 - Sound Editor 0.3.0 released!

  1. #451
    I'd better wait for some "setting up Santos Tools - tutorial for dummies" as I am close to eating my own keyboard right now, and I'm not willing to spam half of the board with silly questions everyone but me knows the anwser for.

    Santos - if I ever meet you in person - the beer is on me.
    DͭͭE̲̪͛́A̧̪̗̝ͨ̂̄̆̎T̐̐͒͒̄̄҉̣̝͈ͅH͕͇̪̱̋̑ͣ̎̐ͬ ̧̝T̥̖͌Ơ͋͋̔ ̬͓̘̦̼̟̑̇̔͌ͮ͋̏Ṭ̷͇̙̻̳̪͕ͣ̑H̸͈ͦ̂̐͂͆ͪ̈́E̢̿̄͊̾͆͆ͪ ̵̈́̉͒E̺̤̿̈ͤͮ̌̉͜N͐̃ͦ̅̕E̷͇̗̜̔ͮͤ̽M̴̥̃I̳͑͐̌͘E̫̒́S̡̤̰̯͚̐ͯ̐ͤ
    ͖̐͒ͩ̊͆́̚O̝ͪ͗ͬͬͮͧF̫̪̗̘͕̎̒ͪͩ͋ͅ ̣͔̔́ͦͮT͋H̺͎̫͕̖̐͟Ê̓͏̳͕͇̫̭̝̻ ̓̍̓̍̓ͯ͗́F̙̭͙̪͇̤̲̉͑͒̓̈́͒A͊̑ͥ̆̀L̴͚͉͇̞̼̗̑ͧ͒̒S͔̺̘̟̻̬ͦ͐ͩ͛Ě̯̠̹̕ ̹̮̊̈̆̓ͬͅÉ͖̟̙̮M̀Pͭ̉́̑͐̑̏E̹̬̹̭̋̌̇́R͕̣̦͎̽ͮ͗̿ͮ̏͌͢O̘̬̩̘͍R̪ͮͣ

  2. #452
    Member Chaos Godstone's Avatar
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    I thought the same thing when the model editor wouldn't open any models but thankfully it turned out I needed a new .module file with same named folder and it worked. It would be somewhat in the realm of nice if yours is the same problem.

  3. Forum Subscriber  #453
    yep...in your dow2 files you need your mod module file and a normal file with your mod name which will contain any data/data attributes files. you download santos 2 stuff double click and it will automatically place the files in wherever they go, in my case i find the stuff in the tools file under santos tools 2...open the model editorchoose your mod name in the aptly named module bit then open any files you have in your mod data files.

  4. #454
    Guys, it's more than just that, I have many questions about textures, crashing model viewer, what archives need to be unpacked... Things like that. But thanks anyway
    I'll wait.

  5. #455
    So you have questions... But you wont ask them? What? Besides Santos already made tutorials on that ages ago.

    Anyway, as for what Archives to unpack well that depends on what you want to make/modify but i'd unpack all the archives with art files but what you definitively need to unpack is the shader folder, all of it. I think it's in dow2art delta or something like that.
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
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  6. #456
    Gah, can't do it on my own. Very well: questions.

    -3ds keeps bugging me about missing textures. Like chaos_lord_epic_gls.dds. Or any other *gls.dds file. I tried searching through archives - without any luck.

    -Is it possible to preview textures in Max? My normal tricks with diffuse textures do not seem to work here.

    Should be enough for a good start. Help?

  7. #457
    3ds keeps bugging me about missing textures. Like chaos_lord_epic_gls.dds. Or any other *gls.dds file. I tried searching through archives - without any luck.
    This is normal, gloss textures are just not there. I think Relic scrapped this feature late in development, possibly for performance reasons, but they didn't bother to remove all references to missing textures.

  8. #458
    Another small thing, .gls textures even if you made them yourselfs don't work, at least they don't seem to work.

    As for your second question, yeah it's a simple matter of assigning the diffuse texture to the diffuse map slot in Relic material. And sorry it took 4 days, i forgot to check this thread

    Edit:

    Btw i'm getting a weird error in the model editor, can't change the colors on the army painter thingy, the colors default to black, this is on an existing Relic model. This is what the log says:

    Code:
    23:18:09:842: [INFO] cannot open F:/Valve/Steam/steamapps/common/dawn of war 2/GameAssets/Data/art/race_marine/troops/space_marine/space_marine.coverbox: No such file or directory 
    23:18:09:842: [INFO] Failed to load "coverbox" 
    23:18:23:879: [INFO] Loading attachment "art\race_marine\troops_wargear\armour\power_armour_commander\power_armour_commander.model" 
    23:18:23:879: [INFO] Loading attachment model... 
    23:18:23:879: [INFO] Loading model "art\race_marine\troops_wargear\armour\power_armour_commander\power_armour_commander" 
    23:18:23:880: [INFO] Loading bones 
    23:18:23:880: [INFO] Loading bone "skeleton_root" 
    23:18:23:880: [INFO] Loading bone "bip01" 
    23:18:23:880: [INFO] Loading bone "bip01 footsteps" 
    23:18:23:880: [INFO] Loading bone "bip01 pelvis" 
    23:18:23:880: [INFO] Loading bone "bip01 l thigh" 
    23:18:23:880: [INFO] Loading bone "bip01 l calf" 
    23:18:23:880: [INFO] Loading bone "bip01 l foot" 
    23:18:23:880: [INFO] Loading bone "bip01 l toe0" 
    23:18:23:880: [INFO] Loading bone "bip01 l kneepad" 
    23:18:23:880: [INFO] Loading bone "bip01 r thigh" 
    23:18:23:880: [INFO] Loading bone "bip01 r calf" 
    23:18:23:880: [INFO] Loading bone "bip01 r foot" 
    23:18:23:880: [INFO] Loading bone "bip01 r toe0" 
    23:18:23:880: [INFO] Loading bone "bip01 r kneepad" 
    23:18:23:880: [INFO] Loading bone "bip01 spine" 
    23:18:23:880: [INFO] Loading bone "bip01 spine1" 
    23:18:23:880: [INFO] Loading bone "bip01 spine2" 
    23:18:23:880: [INFO] Loading bone "bip01 spine3" 
    23:18:23:880: [INFO] Loading bone "bip01 neck" 
    23:18:23:881: [INFO] Loading bone "bip01 head" 
    23:18:23:881: [INFO] Loading bone "bip01 cheekbones" 
    23:18:23:881: [INFO] Loading bone "bip01 jaw" 
    23:18:23:881: [INFO] Loading bone "bip01 forehead" 
    23:18:23:881: [INFO] Loading bone "bip01 l clavicle" 
    23:18:23:881: [INFO] Loading bone "bip01 l upperarm" 
    23:18:23:881: [INFO] Loading bone "bip01 l forearm" 
    23:18:23:881: [INFO] Loading bone "bip01 l hand" 
    23:18:23:881: [INFO] Loading bone "bip01 l finger0" 
    23:18:23:881: [INFO] Loading bone "bip01 l finger01" 
    23:18:23:881: [INFO] Loading bone "bip01 l finger1" 
    23:18:23:881: [INFO] Loading bone "bip01 l finger11" 
    23:18:23:881: [INFO] Loading bone "bip01 l finger2" 
    23:18:23:881: [INFO] Loading bone "bip01 l finger21" 
    23:18:23:881: [INFO] Loading bone "bip01 l weapon" 
    23:18:23:881: [INFO] Loading bone "bip01 l elbowpad" 
    23:18:23:881: [INFO] Loading bone "bip01 l shoulderpad" 
    23:18:23:881: [INFO] Loading bone "bip01 r clavicle" 
    23:18:23:881: [INFO] Loading bone "bip01 r upperarm" 
    23:18:23:881: [INFO] Loading bone "bip01 r forearm" 
    23:18:23:881: [INFO] Loading bone "bip01 r hand" 
    23:18:23:881: [INFO] Loading bone "bip01 r finger0" 
    23:18:23:881: [INFO] Loading bone "bip01 r finger01" 
    23:18:23:882: [INFO] Loading bone "bip01 r finger1" 
    23:18:23:882: [INFO] Loading bone "bip01 r finger11" 
    23:18:23:882: [INFO] Loading bone "bip01 r finger2" 
    23:18:23:882: [INFO] Loading bone "bip01 r finger21" 
    23:18:23:882: [INFO] Loading bone "bip01 r weapon" 
    23:18:23:882: [INFO] Loading bone "bip01 r elbowpad" 
    23:18:23:882: [INFO] Loading bone "bip01 r shoulderpad" 
    23:18:23:882: [INFO] Loading material "relic.material.power_armour_commander" 
    23:18:24:013: [INFO] Loading texture: "art\race_marine\troops_wargear\armour\power_armour_commander\power_armour_commander_tem" 
    23:18:24:014: [INFO] Loading texture: "art\race_marine\troops_wargear\armour\power_armour_commander\power_armour_commander_drt" 
    23:18:24:015: [INFO] Loading texture: "art\badges\units\sm_rank_forcecommander" 
    23:18:24:015: [INFO] Loading texture: "art\race_marine\troops_wargear\armour\power_armour_commander\power_armour_commander_nrm" 
    23:18:24:015: [INFO] Loading texture: "art\race_marine\troops_wargear\armour\power_armour_commander\power_armour_commander_dif" 
    23:18:24:016: [INFO] Loading texture: "art\defaults\defaulttexture_emi" 
    23:18:24:016: [INFO] Loading texture: "art\race_marine\troops_wargear\armour\power_armour_commander\power_armour_commander_spc" 
    23:18:24:016: [INFO] Loading texture: "art\race_marine\troops_wargear\armour\power_armour_commander\power_armour_commander_gls" 
    23:18:24:016: [WARNING] Failed to load texture: "art\race_marine\troops_wargear\armour\power_armour_commander\power_armour_commander_gls" (D3DXERR_INVALIDDATA) 
    23:18:24:016: [INFO] Loading texture: "art\race_marine\troops_wargear\armour\power_armour_commander\power_armour_commander_ocl" 
    23:18:24:017: [INFO] Loading meshes 
    23:18:24:017: [INFO] Loading mesh "healthy" 
    23:18:24:017: [INFO] Loading LOD 0 
    23:18:24:017: [INFO] Loading sub mesh "merged material-[power_armour_commander,relic.material.power_armour_commander]" 
    23:18:24:017: [INFO] Vertex elements: 7 
    23:18:24:017: [INFO] Vertices: 2448 
    23:18:24:017: [INFO] Indices: 21645 
    23:18:24:017: [INFO] Material: "relic.material.power_armour_commander" 
    23:18:24:017: [INFO] Skin bones: 36 
    23:18:24:017: [INFO] Loading bounding volumes 
    23:18:24:017: [INFO] No markers found! 
    23:18:24:018: [INFO] Loading mesh selectors 
    23:18:24:018: [INFO] Loading damage state "healthy" 
    23:18:24:018: [INFO] Loading data table 
    23:18:24:018: [INFO] No events found 
    23:18:24:018: [INFO] No state machines found 
    23:18:24:018: [INFO] No variables found 
    23:18:24:018: [INFO] Loading animations from 'hkanim' file... 
    23:18:24:018: [INFO] Failed to load animations from  "F:/Valve/Steam/steamapps/common/dawn of war 2/GameAssets/Data/art/race_marine/troops_wargear/armour/power_armour_commander/power_armour_commander.hkanim" ! 
    23:18:24:018: [INFO] Loading animations from 'animations' folder... 
    23:18:24:018: [INFO] Failed to load animations from  "F:/Valve/Steam/steamapps/common/dawn of war 2/GameAssets/Data/art/race_marine/troops_wargear/armour/power_armour_commander/animations" ! 
    23:18:24:018: [INFO] Loading "simbox" 
    23:18:24:018: [INFO] Loading "coverbox" 
    23:18:24:018: [INFO] cannot open F:/Valve/Steam/steamapps/common/dawn of war 2/GameAssets/Data/art/race_marine/troops_wargear/armour/power_armour_commander/power_armour_commander.coverbox: No such file or directory 
    23:18:24:018: [INFO] Failed to load "coverbox" 
    23:18:24:024: [INFO] Loading texture: "art/race_marine/troops_wargear/armour/power_armour_commander\power_armour_commander_tem"
    Last edited by Shuma; 20th Dec 10 at 12:20 AM.

  9. Forum Subscriber  #459
    Make sure the config folder is in art folder, but if you run a test of your MOD using copes tool the chaos lord on the start screen comes out all grateful dead looking (tie dyed armour) and the game will crash, so remove the config to run the test...at least thats what i have to do. hope this helps

  10. #460
    Senior Member horusheretic's Avatar
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    any option to remove markers in the editor?

    since they can conflict with other meshes ingame it would be a useful option and a much quicker fix if you have like 20 different heads or so and exporting them all the time :P
    Tutorials_And_Helpful_Sites_Here <-link
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  11. #461
    I want markers to be fully editable in the editor, including adding/removing, setting parent bone, position and rotation. Possibly this will be included in next version.

  12. #462
    Senior Member horusheretic's Avatar
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    *Approves*

    It's going to be extremely useful for all the wargear i have planned

  13. #463
    I'm getting an error when trying to export the new edited animations for the FC with cape:

    Here's what the listener says:



    And the script error:



    Any ideas boss?

  14. #464
    You have Havok Content Tools installed, right?

  15. #465
    Oh duh, i downloaded them but forgot to install them, it's always something obvious and retarded. Will report back.

    Edit:



    Bad picture, but success! Now it's just to edit the 500 left
    Last edited by Shuma; 28th Dec 10 at 3:50 PM.

  16. #466
    It just ocurred to me that something that would be really useful is a "do not merge materials on import" option, at least imo it was much easier to manage the materials like that back in the older versions, right now i have a gigantic list of materials from importing space marine items into a scene.

  17. #467
    Not sure what you want here tbh. Every material in separate slot?

  18. #468
    Well in earlier versions when you imported a model the material was simply put in a material slot, now when you import models all materials fall into the same slot as a multi material, i just found it easier to manage them when they were in the big slots by default, but either way i just realised it's as simple as clicking them and dragging them to the material slots anyway so nevermind.

  19. #469
    Ok now i need help with something, transparency, now ages ago i had encountered this problem and i mentioned that the chaos banner(which you used as an example in your instructions) didn't appear properly in the model editor, ok now it does, now the problem here is that i've made a loincloth for the Space marines and it should have transparency around the edges, now i've saved the diffuse texture as dxt 1 with alpha channel, however no matter what i do the alpha test option doesn't appear in the model editor and i can't check it in the material editor in max, i have no clue what the problem is, so here:

    http://www.mediafire.com/file/xtozr9..._loincloth.rar

    Is a rar with the model and textures for the loincloth, i'd appreciate if you could take a quick look and tell me what i'm doing wrong, 'cause in all honesty it's probably something obvious that i don't see.

  20. #470
    Works fine for me.



    I'm under impression you may have something messed up with shader description file. Check if shaders\dow2_unit.shader contains alphaTest parameter or better yet extract this file once again from archives.

  21. #471
    Didn't work, however i think it's important to note that as an experiment i changed the shader now to dow2_dynamic_world_object and got the Alpha test flag, i checked it true and it worked. However it still refuses to appear when dow2_unit.shader is selected.

    Edit:

    I opened the dow2_unit.shader with notepad and i don't see the word alpha in it, not even once.

    Edit2:

    Well i copy pasted

    Code:
    	},
    	{
    		name = "alphaTest",
    		type = bool,
    		mode = Static
    From dow2_dynamic_world_object to dow2_unit but while the option now appears in the model editor and it can be checked, it doesn't change anything, the transparency is still not there.

    Edit3:

    AH! Now it works, i thought that maybe the reason for the problem was that i was extracting the shaders from the .sga from when DoW 2 came out, so i started extracting them from the newer .sgas, and i eventually extracted a dow2_unit.fxo from shaders\compiled\sm3 from 210data.sga and that did it, why that did it i have no clue, now i'll just have to check ingame.

    Edit4:

    And it works, thanks Santos you're a true hero.



    Now i just got to make the texture better.
    Last edited by Shuma; 31st Dec 10 at 6:37 PM.

  22. Forum Subscriber  #472
    Member Supernaut's Avatar
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    Hey Santos, I've tried to get back into DoW2 modding using your new set of tools but when I try to export I get this error;
    http://dl.dropbox.com/u/15500257/maxscripterror.png

    Genuinely no idea what that means, any help would be appreciated.

    Cheers.
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  23. #473
    You need to setup materials properly for exporting. All meshes should use the same multi material placed in slot 1 of material editor. Use material id's to assign sub materials to specific faces. Also you should collapse modifier stack before exporting (leave only skin modifier on top).

  24. Forum Subscriber  #474
    Member Supernaut's Avatar
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    Thanks Santos, it's working correctly now.

    Exported and in game. Cheers.

  25. #475
    Member stranger's Avatar
    Join Date
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    Stuck in a box.
    A couple questions to errors I get whilst exporting the model.

    Code:
    "Exporting model to 'art\race_marine\vehicles\land_speeder\land_speeder'"
    "Writing file header"
    "Writing root chunk header"
    "No materials found"
    "Exporting meshes..."
    "-- Unknown property: "minimum" in undefined"
    is what I get if I try exporting the model as per the second tutorial, without anything other than the exported mesh in the scene, with the Edit Normals modifier at the top of the stack after fail.

    For some reason the script doesn't 'get' the material, which is set up just as in the tutorial... Any idea why?

    EDIT: The older script seems to work okayish... Except black textures. Color me stumped.
    Last edited by stranger; 13th Jan 11 at 6:33 PM.
    Quote Originally Posted by TyranoTitan
    Dawn of War, Warcraft 3, C&C and oh so many others are basically mentally handicapped chess. Instead of playing, the two players fire the chess pieces at each other with reckless abandon, and whoever falters even slightly is overwhelmed and beaten.

  26. #476
    with the Edit Normals modifier at the top of the stack after fail.
    You mean that after the exporter fails the edit normals modifier appears a the top of the stack? I think this happened to me once, try simply deleting the edit normals modifier and trying again, i think that solved it for me but i don't really remember. And what do you mean by black textures? The textures appear black in max?

  27. #477
    Member stranger's Avatar
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    Stuck in a box.
    Exactly. I'm guessing the modifier is a part of the export procedure, and when the exporter fails, it doesn't clean up after itself. I'm afraid though that just deleting it does nothing. Retrying to export produces the same results every single time.

    The textures themselves appear fine in max, but after exporting it with an older version of the exporter script appear black in the model viewer under 'standard' technique, and don't appear at all under 'standardskinned'. I'm pretty sure it has something to do with the relicmaterial, but for the life of me I have no idea what.

  28. #478
    Ah on the model viewer, try to see if you can change them with the army painter(the paint bucket on the bar) if you can't it means that's the problem, you need to extract a file to get that to work but i don't remember which one, it's one that has the values for the default schemes and colors, army_config.lua maybe? It's config something that's for sure.

    As for the normal problems, maybe try adding the normal modifier yourself before exporting to see if there's any problems with that or just click unify by selecting all of them and then collapsing the modifier stack before exporting.

  29. Forum Subscriber  #479
    for black in the model viewer ive found that checking your shader folders are in correctly helps, and i reload the materials in the model viewer occasionaly as sometimes the materials arent registering after being imported

  30. #480
    Second tutorial is a little bit outdated. Import some existing model to see how it should be properly set up for export (especially materials).

  31. #481
    I can't get the scripts to work on my 3DS Max. Have it start up, have ran them, and it still says that .model files are invalid file types. Using 3DS Max 2011 64-bit.

  32. #482
    Please be more specific. What's the exact error?

  33. #483
    Alright, so basically this is what happens.

    I installed the tool, and gave it the directory for my 3DS Max, it unpacked the scripts there, one in the startup folder, the others in a Santos Tools 2 folder in the scripts directory.

    I start up 3DS Max 2011 64-bit, and go to import. Looking for 'All formats', the archive folders turn up blank. I switch to look for 'All files' and they all come up. So, I selected a .model file and I get two error messages:

    "No appropriate import module found"
    and
    "Improper file format"

    So, I went to MAXScript and ran the scripts that were unpacked. Repeated the earlier steps and am getting the same error message. No messages came up when I tried to run the scripts, nothing changed when I did.

    I've never done any modeling work before, so I'm hoping I'm just doing something stupid here.

  34. #484
    You need to run the script by selecting Santos Tools 2 from Utilities->MAXScript. For more help see the readme file.

  35. #485
    Yeah, I read that. But, it doesn't look like I have a Utilities option. I have a MAX Script drop down menu by itself and that is what I used previously to try and load the scripts, though nothing happened.

  36. #486
    Here's a screenshot to help you:


  37. #487
    Alright, haven't done much work in 3DS Max, so couldn't even find that hammer icon with all the other buttons around everywhere. Got it working, so thanks a lot!

  38. #488

    Eldar

    I need help... I had to dl the files twice.. why? because whenever i try to start the model editor i get an error message saying "The program can't start because d3dx9_43.dll is missing from your computer. Try reinstalling the program to fix this problem." so i downloaded once from Hotfile.. i get the error, i dl from Rapidshare.. i get the error, i looked at the readme and it says required files for running with mods (i belive, cause i dont have any of the files that it lists in my dow2 directory), i would appreciate help, thanks

  39. #489
    The error message is misleading, reinstalling program won't help. You need to update your DirectX.

  40. #490
    If you miss other files, try searching them on google and downloading them to Santos Tools directory. It helped me

  41. #491

    Eldar Thanks!

    Thanks for the help, its working now. Now I can finally start texturing

  42. #492
    Brother Santos,

    I'm quite excited to discover you released tools for Dawn of War 2 — not sure how I went so long without noticing this. Man, is this an improvement over your DoW tools! Max import works great, and I'm duly impressed. Yay, carnifex! Thanks a million for that. Now, if only I could import some of these animations. Have to be converted, you say? No problem, we'll get the model editor set up and…

    Oops. The model editor crashes when I try to import anything.

    I have Dawn of War 2 (Steam version) plus Chaos Rising. I'm running Windows 7 x64 with the latest version of DirectX and the latest drivers for my video card(s, it's dual 8800 GT's). I have 3ds Max Design 2011 x64. As I said, the import script works great. I have Santos' Tools 2 (0.6.0.3) installed within the DoW2 Tools directory (default location). I've alternated between both compatible versions of Havok Content Tools (5.5.0 and 6.6.0). I ran the content tool filter once just to be safe. I've extracted all art, config, and shader assets to GameAssets\Data. Everything is set up 100-percent the way you say it should be. I made very certain of this and tested extensively before posting.

    Model editor — which, for some bizarre reason, is titled "Material editor" — runs fine, but when I try to import anything — troop, wargear, building, whatever — it crashes. Specifically, it's telling me QtCore4 is causing the crash.

    I've read all ten pages in this thread. You said there should be fewer crashes when animation imports fail. So, can I assume the animation import is failing? Is there a fix? Did I miss something obvious? Is there a way to not import animation so I can at least be sure the model import works?

    Your help is greatly appreciated.

  43. #493
    Try loading some models from art\defaults (they don't have animations). If these fail something is terribly wrong. Do you get any warnings or errors just after the program is run?

  44. #494
    It appears something is terribly wrong.

    When I run it, the bottom tabs say, "0 Errors, 0 Warnings, 0 Messages." I failed to mention it last night, but I did try a couple things in arts\defaults, with the same result. It's clear the program is doing something, because there is a pause before it crashes, noticeable with larger models. If I had to fathom a guess, and based on what you've said previously, I'd say it's choking on animations, but since I don't know the internals (and there's no progress dialog), I'll leave the guessing to you.

    I'm going to test it in a Windows XP virtual machine and report back shortly. Perhaps it's an OS or configuration issue.

  45. #495
    When I run it, the bottom tabs say, "0 Errors, 0 Warnings, 0 Messages."
    This is definitively wrong, it shoud say "0 Warnings, 0 Errors, 0 Info" and the number of info messages should not be zero actually, because at startup program loads a module, team colours and some textures. Are you sure you have the most recent version btw? (0.4.1 BETA)

  46. #496
    The virtual machine was a bust; it froze instead of crashing, and only after loading the model, but it was helpful insofar as I think your viewport initialization is what's screwing it up. I deduce this only because I was able to load the genestealer animations (from the .hkanim) with version 0.5.2 and export them. (Are you trying to create a device type that isn't universally supported, or using a stencil-depth buffer that isn't universally supported? I'm a Direct3D programmer; I may be able to help with this.)

    I loaded the genestealer_armour_common wargear (since genestealer.model doesn't contain any actual geometry) and was rewarded with an empty viewport, but this could be because I'm presently at work and testing this through RDP; maybe your model editor doesn't like the RDP device. (All my testing last night was at home on a pure device.)

    Back to 3ds Max: unfortunately, every one of these .anim files failed to import (after importing genestealer.model and merging genestealer_armour_common and genestealer_scything_claws), via either Import Animation, Quick Import, or Batch Import. The specific error message is, "Import failed!" (Stating the obvious is not terribly helpful.) So, despite finally having converted the animations, they remain utterly useless. I wonder if this is a bug that was fixed in a later version, before the model editor stopped working altogether.

    Shortly before I made this startling discovery, it occurred to me that a copy of the debug log might be helpful, so here you go.

    art\defaults\missinglua.model


    genestealer.model


    genestealer_armour_common



    Thanks for your help.

    This is inconsequential to my issue, but I feel I should let you know: the form title still says "Material Editor" and the version is still "0.4 BETA".

    Edit:
    You beat me to it. See the sentence directly above this one. Apparently I'm not using the latest version. I downloaded 0.6.0.3 from the first page, so perhaps the link was wrong. I'll find the right one and report back.

    Another edit:
    I stand corrected; it says "0 Warnings, 0 Errors, 0 Messages." Yes, it is version 0.4.1 BETA (still confusing since you call it 0.6.0.3). So, whatever it's supposed to be loading, it ain't. Where specifically is it looking for this data? I'll make sure my paths are correct.

    Status update:
    Rather than double-post, here's an edit-update: I deleted and re-unpacked all the relevant files, starting with the base DoW2 game*.sga archives and following up with the CR numbered archives (200, 210, etc.). I extracted everything except maps and sounds. Model editor still reports "0 Messages" and crashes when I try to load anything.

    Again, the data is in GameAssets\Data, and Model Editor is in Tools\SantosTools2\ModelEditor, exactly where your installer wanted it. The module is DOW2, which exists in the base game directory (of course). I didn't touch settings.ini (for real, not like someone else's version of "didn't touch"). All of this is correct? No one else is having these issues on Win7 x64?

    Also, I'd like to revoke what I said about viewport initialization, because the viewport initializes fine, or so the log reports. Perhaps it has to do with vertex buffer creation or something similarly resource-related. Perhaps not.

    One last teeny update:
    The crash in QtCore4, which is the GUI library, really leads me to think its a viewport/renderer issue. With the latest DX and video drivers, there's not much I can do about this. It's a long shot, but I wonder if it's chocking on my dual SLI setup. If you have any more suggestions, I'll take them; meanwhile, when I get home, I'm going to remove one of the video cards and see what happens. (It shouldn't matter, but as a career technician/programmer, I've seen far stranger things.)

    Still, this doesn't explain why the editor isn't preloading anything, as you say it should.
    Last edited by OmegaThree; 20th Jan 11 at 9:09 AM.

  47. #497
    The problem with importing animations in MAX might be due to version mismatch. You mentioned exporting animations with version 0.5.2, but the ANIM file format changed a little bit recently. Take a look at MAX listener after import fails, there might be some message there about wrong file version.

    Concerning Model Editor, I am now able to reproduce this error so it seems it's a little bug on my side. It's pretty odd really because it only happens when program loads DOW2 module at startup. A way to get around this would be to create a custom mod (MyMod or something) and use it instead default module.

  48. #498
    Well, I'll be damned. I copied DOW2.module, renamed it MyMod.module, changed the internal name, changed settings.ini to load it, and voila: "191 Messages" and imported genestealer.model without a hitch. The animations export and import flawlessly into 3ds Max. Unbelievably cool.

    Thanks very much, Santos. It's a bizarre victory, but a victory nonetheless. I hope all this helps you resolve whatever issue you're having, and thanks again for this awesome tool. If I find any more problems, I'll be sure to bitch about it.

    Just one more teeny-tiny itty-bitty request regarding the Max script: can we get more sensible names (instead of merged material-[blah-blah], just "genestealer_head" would be nicer) and suffixes for the lod's? Like, genestealer_head_lod0. Enabling the "Faces" column and comparing face counts is a viable way to discern between high and low lod's, but having a useful name would by far be easiest.

    Anyway, thanks again. Please keep up this fantastic work.

  49. #499
    Cool.

    can we get more sensible names (instead of merged material-[blah-blah], just "genestealer_head" would be nicer)
    No. That's how materials are really called inside model files, so you can blame Relic for this.

    and suffixes for the lod's? Like, genestealer_head_lod0.
    I will consider that.

  50. #500
    I just discovered: importing the Tyranid spore mine using .hkanim crashes the editor, but importing from the animations folder works fine. So I ask: is there a reason not to use the animations folder since it is apparently more stable than .hkanim?

    Edit:
    Never mind. Zoanthrope is the opposite: loading from "animations" crashes it, while .hkanim works. Now I wonder if there's a way to catch this exception and automatically defer to the alternate loading method. (That is to say, of course I know there's a way, but will you implement it.)

    Error report:
    Ran into a MAXScript error while importing race_ork\vehicles\wartrukk\wartrukk.model:
    Code:
    -- Unknown property: "name" in undefined

    Full MAXScript Listener output


    The line responsible (in ST2Import.ms):
    Code:
    1052	-- Footsteps
    1053	local node = biped.getNode bipObj #footprints
    1054	node.name = bip.footsteps.name #<- this is the culprit
    It has something to do with the fact that this particular model contains two bipeds (driver and gunner). Commenting the guilty line circumvents the error, and the model is imported successfully.

    It seems to me footsteps are never used in any of the models, so this code is superfluous. Why not remove it? If for some reason this line is required, I suggest a null check prior to assignment. (This is a hack, really, so removing it is probably the better approach.)
    Last edited by OmegaThree; 20th Jan 11 at 2:45 PM. Reason: Error report

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