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

  1. #701
    Member laszers's Avatar
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    yes it is in the correct directory.

  2. #702
    You must be doing something wrong laszers but I'm not sure what. Are you running the script via Utilities->MAXScript ? What is your MAX version btw?

    In other news: I just got into Community Scouting Report. Unbelievable!

  3. #703
    Moderator Darkbladecr's Avatar
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    Hehe nice

  4. #704
    great santos !
    I love Warhammer

  5. #705
    Congrats, Santos! On a related note, do you have a tutorial on how to do custom weapon FX now? If we wanted to, for example, take the razorback fx and put it on a TL heavy bolter on a dreadnought, right now the TL heavy bolter tracers come out of the center of the dreadnought model. There was a similar problem when we tried to use other heavy bolter weapons' fx on the raxorback; the tracers wouldn't come out of the turret (though the turret would still animate).

    Any word on how to fix this?

  6. #706
    I've run into this problem myself, when playing around with DOW1 land speeder and wasn't able to solve it either I'm afraid. I don't think it's a model related problem though. You can attach muzzle effects via motion tree and this works fine. Tracers however are handled by code alone (at least it seems so) and as I understand, hardpoint position defines from where tracer is spawned. So it should just work, but it doesn't, feels like we're missing something here... Maybe someone else was able to figure this out? (horus?)

  7. #707
    Senior Member horusheretic's Avatar
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    Only things i can think of that are possible problems from my experience:

    1: make sure there are no conflicting named markers. Having a marker on the animation model in one place and a copy of it located somewhere else in 3d space on a wargear type mesh will cause it to use the other marker.

    2: FX tracer actions have their own marker spawns and other info like length and such coded into them, this is what the game references in the weapons fx code, so make sure its the right details. This is the more likely problem since i had this error with the predator lascannon sponsons at first and this is how i fixed it. just open up the tracer actions in copes modtool to get the info.
    Tutorials_And_Helpful_Sites_Here <-link
    Want a 3d model commissioned? I may do so. Pm me!
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  8. #708
    Senior Member horusheretic's Avatar
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    Something concerning biped animation, is that it all seems to have to be lower case named with the bones, otherwise the animations dont seem to play. the bones just stay static

  9. #709
    Might be a bug. Probably it got introduced while I was trying to fix something else. Happens to me all the time...

  10. #710
    I'm having the weirdest of bugs. At least what by all logic would be a bug. So Relic has released a new DLC pack, this time it's the ULTRAmarines and our gracious overlords have deemed us worthy of updated animations, so the Force Commander now has new animations for his cape and tabbard, however he only gets this animations for the weapons the FC uses, ie the sword_range animations and the powerfist animations, which means units like the Tactical Marines don't have new animations.

    I however had already made custom animations for them, now the thing is that Relic's animations are obviously better, so i'd like to mix them in a pack with the animations i have already done that Relic has not updated, like the range_burst animations, and obviously i'd also like to incorporate the new animations i have made like those for double swords and for the Emperor's Champion into the same hkanim file, sounds simple enough right? Well this is where the bug kicks in, i have extracted the new animations and obviously made a backup file of the animations i had done myself, this backup is on a different folder, ie not under troops/space_marine like the new hkanim file, so i go into the model editor to inspect them and... They're only kinda there, for example the sword_range new animations are there but not completely, for example on the idle animations the cape and tabbard are stiff as a board, but on the run animations they are not, the cape has the new animations made by Relic, but i guess what's weirder is that for example on the idle animations the marine animates properly except for the tabbard and cape.

    In other words, some of the animations are there, but others are not and it makes no sense to me as for why it's happening, any ideas?

    Edit:

    I should've mentioned the obvious too, the animations work flawlessly in game, the FC doesn't have any missing animations, everything is perfect.

    Edit:

    I just noticed that clicking the animation button that shows which bones are used in each animation shows that the animations where the cape and tabbard are stiff isn't using the bones for the cape and tabbard, so my theory would be that this has something to do with editing the rig and tracks files, but that raises another question, why does the cape and tabbard animate properly in game?
    Last edited by Shuma; 16th Aug 11 at 12:32 PM.
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
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  11. #711
    Can't say much without looking at the files, I'm afraid.

  12. #712
    http://www.mediafire.com/file/db5i6e..._marine.hkanim

    Well this is the .hkanim file in question, i extracted it from 003_data.sga which is the .sga file that was updated with the Ultramarine DLC and thus i'd assume the new animations, like i said, the animations for the cape and tabbard are missing in animations such as the fb_idle_stand_01 under melee_blade_range_pistol, but in animations such as aim_crouch it does have them. Thing is in-game the cape animates properly.

    http://www.mediafire.com/file/kcntxz.../cape_test.sga

    I made this quick file that gives the FC a cape, this file does not contain any .hkanim files, so if you run the game without any mods the game would use Relic's new custom animations and the cape should animate properly, thing is, in the model editor it doesn't.

    Edit:

    I just noticed there's also an updated motiontree file in there, i'm uploading it too just in case:

    http://www.mediafire.com/file/1nh3gg...ine.motiontree

    Edit:

    Stupid me, i just noticed that there cape animation used in game by the FC for the idle animation is there, but it's not part of the idle animation, instead is a separate animation that the motion tree calls... Or something, i don't get this.
    Last edited by Shuma; 16th Aug 11 at 1:03 PM.

  13. #713
    Stupid me, i just noticed that there cape animation used in game by the FC for the idle animation is there, but it's not part of the idle animation, instead is a separate animation that the motion tree calls... Or something, i don't get this.
    Yes, that was it. You can use motion tree to layer several animation on top of each other. Each bone will be transformed by the first motion it is animated in.

    In this case there is a new node under melee_blade_range_pistol called cape, placed at the very bottom of the tree. This means that this node will animate the cape and tabard bones only if they were not already transformed by some higher node. So this is why it works for idle animations, since as you noticed yourself, they don't use these bones.

    Things like land raider's antenna or fire prim's doors are done in similar way.

  14. #714
    Ooooooooooooooooh, that's pretty cool. Thanks man.

    ----------

    I just realized, would this mean that those "chainsword idle" and "chainsword attacking" animations are there for that? So that the game loads those animations on top of the other animations so that the animators don't have to animate the teeth on each animation?

  15. #715
    Yes, exactly. From what I can see many animations still have the teeth animated, but since chainsword node is at the very top it will always override those anyway.

  16. #716
    My life just became a hell of a lot easier. Thanks man.

  17. #717
    Senior Member horusheretic's Avatar
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    My life just became a hell of a lot easier. Thanks man.
    It was like this in dow 1 object editor too. Saves out a lot of animation like capes and loin cloth fuss Also having them randomised and such. I also have an idea on how to do the randomised meshes but haven't really tried it yet.

    It would involve having all the randoms in the same file similar to the healthy and damage states, except some of the modifiers are a bit different.

  18. #718

    pelase help

    Hi, im a 3D Max user, and i want use the santos tool to take some models frmo dow II and create some animations but...
    i got DOW II and DOW II - Retribution ( from steam )

    when i install Santos Tools 2 i cant found any models from 3DMax 2011 or Model Editor, when i click in "Open model file" i see only the folder "Movies" why? what i can do to fix that ?
    i search on "\Steam\steamapps\common\dawn of war 2\GameAssets\Data" but i have only Movies folder there no art or something like that why? please help me =((
    please help

    and sorry my bad english.

    Thanks.

  19. #719
    You need to unpack models from game's SGA archives into your mod's data directory (eg. GameAssets\Data). Please take a look at this tutorial for step by step guide on how to set up everything.

  20. #720
    Well, i have sort of bad news, in my "vacations" i did do some work on some stuff but unfortunately i managed to find what i believe to be a bug with the exporter, as i was working on my Imperial Fist Lord i had the entire model in one mesh, the body, cape, head, all of it, and each time i tried to export it i got an error message, i believe the error message was the usual "no function for undefined" or something along those lines message, anyway when the error happened it would freeze at the "edit normals" part, it would give the error and just stop, eventually i worked around it by chopping the model into several pieces, and i mean several, calfs, forearms, hands, helmet, torso, etc, exported each of them separately and that worked, so then i simply glued some of the pieces back together by importing and exporting them.

    Eventually i tried to recreate the error since it was obvious to me that it wasn't a problem with the model itself since it exported correctly as long as it was in pieces, so i figured it was because of the polycount, with so many pieces on the scene at once i think he was around 7000 polys, so that's quite a lot, and i believe i did manage to recreate the error, all i did was import the Demon Prince .model, made absolutely no changes to it save clicking 7 to see how high poly the scene was(i unfortunately don't remember the exact number) and i tried to export it and voila i got the exact same error.

    And now i do have a bit of a problem since my space marine bike is pretty much done, but i can't export it either since it too is around 6000 polys. Any ideas?

  21. #721
    Daemon Prince exports fine for me Shuma. Please post the error log from MAXScript listener.
    I may be mistaken but i don't belive our freindly tool creator is that skilled a programmer, once he does a write up on the "format" (hope thats the right word), somone else with the coding knowlage will come along and do he work there. Don't look at me for it though, don't know a sasuage about programming, would like to learn but...- Carl

  22. #722
    Unfortunately, it gives that error that iirc doesn't say anything:

    "Exporting model to 'art\race_chaos\troops\daemon_prince\daemon_prince'"
    "Writing file header"
    "Writing root chunk header"
    "Exporting materials..."
    "Exported 'relic.material.daemon prince_armor' material"
    "Exported 'relic.material.15 - default' material"
    "Exported 'relic.material.daemon prince' material"
    "Exporting meshes..."
    "-- Unknown system exception"
    Could it be because i'm using Max 9?

  23. #723
    Oh, that's not good. Unknown system exception doesn't tell anything about what caused the problem. I tried exporting daemon prince on MAX 8 so it's not probably crashing due to version. You could try increasing your memory allocation for MAXScript (Preferences -> MAXScript -> Memory) to some failry large value (~50mb) but I don't know if that can help in this case.

  24. #724
    Member shadowninja0069's Avatar
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    sorry about that shuma,ok i get this same error in 3d max 2011,what i do is see the skin icon with light bulb click it off and the on off showing of skin,click it off try agin....now if that doesnt work what i do is just delete the skin function right click it and select deleat ,what this does most time lets you have edit mesh on and edit normals it usaley allways exports with only those two on.But basicaley youle want export and that error come up so delete the skin modifier skin then export your model.hope this helps you out....Oh btw budy if you delete stuf of models theres tese real small parts it leaves sometimes there slithers of stuff we caint see to delete those could be what causing the errors find those delet them that allways helps too.
    Last edited by shadowninja0069; 31st Aug 11 at 8:47 PM.

  25. #725
    @Santos:

    Well that helped with the Demon Prince, but only after i stopped removing the "edit normals" modifier that appears on top of the stack, and the reason i was deleting it was because iirc the skin modifier should always be on top, however it exported correctly on the second try, ie i tried to export it, it failed, the edit normals modifier appeared, tried to export again, worked.

    The same doesn't go for the Space Marine bike though, it only exports if like Shadowninja said, i delete the skin modifier, and obviously that's a big problem.

  26. #726
    Member shadowninja0069's Avatar
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    if thats a big problem delet it then add a new :skin:modifer skin to it on top click the little lightbulb off and show end results off.see if that helps.between us three well nail this problem down:]

  27. #727
    I got this error, when I try to start the model editor or try to import a model file with 3dsMax: "No modules found". What can I do to fix it? I am using (or trying to) Autodesk 3ds Max 2010 trial version, both 32 and 64 version.
    Last edited by Procyon; 25th Sep 11 at 2:04 PM.

  28. #728
    having the same problem when i start the FXEditor "No modules found"

  29. #729
    Unable to download the 3dsmax importscripts or toolbox, whatever. Seems like the files are gone. I see it says rip on one of the projects. What can I use to import the models, anyone?

    rr40k

  30. #730
    Thanks very much Santos for your modding tools. I can now go mad with 'fan art' like this.

    www . pixelmaniac . co . uk/misc/The%20beast%20lays%20ahead . JPG

    (Rendered in the Unreal Engine)

    www . pixelmaniac . co . uk/misc/Veldoran . JPG

    www . pixelmaniac . co . uk/misc/Warboss . JPG

    I also made a custom army painter in Unreal so that the faction colours can be changed really easy

    Copyright still goes towards Relic and GamesWorkShop! :- Lets hope they don't chase me!

    -And seriously, what is with the not being allowed links for new members! I've put spaces in the links

  31. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #731
    Retired Compliance Fairy Gorb's Avatar
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    @darthwilson: links are not allowed for new members to prevent spambots from, well, spamming

    Furthermore, please don't bump a thread that hasn't had activity in over two weeks simply to post something unrelated to the tool. If you want to showcase your digital art, I would suggest using The Studio subforum.
    I am an Iron Warrior! Iron Within, Iron Without!

  32. #732
    yea spammer told me, it's a pain just.

    Further more:-

    I posted here because it IS related to Santos Tools as I thanked him for his good work. I'm not going to thank him in an art related thread where he may not be on.

    Thanks again Santos - Your a hero
    Last edited by darthwilson; 2nd Nov 11 at 3:01 PM.

  33. #733
    Where are the scripts within the folder? All I see are the .dll, .exe. and .ini files. I have the model viewer working fine but I want to take the models into 3ds max now. Thanks for the great work Santos

  34. #734
    derp
    Last edited by Shuma; 12th Jul 12 at 3:32 PM.

  35. #735
    Senior Member horusheretic's Avatar
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    I can't seem to acess any of the actions in the model editor, I get huge crashes when i try to slect one Any stable updates/fixes?

  36. #736
    yo, ima actually having the same problem as laszers, i have 3Dmax 2011 and the warhammer model format is not even in the supported format list under import, if i select "all files" and try to import anyway, i get the same "no appropriate import module found" error, what am i dong wrong? yes i installed everything in the correct directories and stuff, maybe i need to press some button in the santos model viewer to make it send the model from itself to max or something instead of trying to import it with max? also the model viewer itself doesnt work either, every time i try to laod a model, the program just crashes, every model i tried just makes the program crash

    btw im on win7 60bit and i have 3Dsmax 2011 64bit

  37. #737
    Member LupusXIII's Avatar
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    i have a problem with 3 ds max scripts im using the 2012 version of 3DS max and the scripts dosnt show up under utiliytis. there in the script folder of my 3DS max directory as they should be but i just cant use them

  38. #738
    Maybe it's not compatible with 3ds max 2012 and 2011, i know they're compatible with 09 and 10 though.

  39. #739
    What does "no modules found!" mean? o.O sorry I am really new to modding, so any help on how to help me get would appreciated. I can't access any models within the editor as well. I really want to learn to mod c:>

  40. #740
    Member shadowninja0069's Avatar
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    ok i installed after my format all my files agin and it all works i made the daemon prince, and he turned out great.
    my problem is this...i caint hear my sounds in model editor they worked before the format but i forgot how set sounds up .could you help me budy.ive got all tools needed to fix this just caint rember what i do to get sounds working in model editor 7.0 dev.ty
    for all your work.go to when you got time ultamate warfare and check all my work out.i teamed with laszers and i make models he codes them.so good teamin up in modding.

  41. #741
    The links for the FX Editor are broken - any chance that someone has an install they will upload and link in this thread
    He saw streaks of fire dropping through the clouds and closed his eyes as he realised that they were the first salvoes of an orbital bombardment..... - Ben Counter "p. 403, Galaxy in Flames"

  42. #742
    Happyhourj2 - The scripts aren't found by themselves in the download file. They are placed in your Max scripts folder automatically by the SantosTools_2 installer when you run it. The installer will show the default install directory for Max before the actual install. Make sure that it matches your Max install folder in case you didn't install Max in the default directory.

  43. #743
    There will be some updates soon™.

    Are there any requests concerning the scripts or any problems with them that I'm not aware of?

  44. Forum Subscriber  #744
    "There will be some updates soon" as in model/fx editor updates? next versions?
    have just done a fresh install of the scripts and havent had any problems that i can see

  45. #745
    "There will be some updates soon" as in model/fx editor updates? next versions?
    Yep. There will some major updates to all editors (model, fx and sound) and some minor updates to MAX scripts.

  46. Forum Subscriber  #746
    has come early awsome stuff mate

  47. #747
    That sounds awesome, I've bumped into a few problems concerning importing models to 3ds-max. Don't know if it's script related or what-not since I am not an 3ds-max expert as of yet. Still learning. Anyway, the problem is that when I import a model it seems that groups of objects get pooled and just seem to have a common skin modifier, meaning if I want to edit one specific object in that pool/group of objects I loose all the modifiers for the bones and then I have to sit and guess what bone this and that object should be attached to in order to animate properly. Would it be possible to make sure it doesn't just pool objects together in a group of objects with a shared skinmodifier when I import???

    Xenanator / RragnarR40k

  48. #748
    Oh and btw, that sounds freaking awesome with the update...

  49. #749
    Can't say I ever run into such problem. MAX allows objects to have shared modifiers but it's not something import script would be doing on purpose. Does it happen everytime or for some specific models only? Try importing with 'Group Meshes' turned off and see if there's any difference.

  50. #750
    Hey Santos, good to see you're still with us. The latest big project undertaken by Uncle is getting pintle mounted storm bolters to animate on the rhino. Check out "motion tree musings" on the main heretek forum to see what he's done so far. It's very encouraging, but your expertise would be appreciated in getting them to rotate etc. Once there's a tutorial up, the other modders can follow suit and it'll be a whole lot easier to get new things implemented. For example, Bloodravage's GK dread originally had an incinerator instead of a storm bolter on it, but the incinerator wouldn't fire correctly due to some motiontree issue.

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