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[HOW-TO] Using Santos Model Editor and Scaling units models

  1. #1

    Politics [HOW-TO] Using Santos Model Editor and Scaling units models

    [HOW-TO] Using Santos Model Editor and Scaling units models

    Well, as this is a pretty simple thing that might be a strong tool for modding purposes, I have decided to build up a tutorial about how to scale units.
    Tools you will need:
    - Santos' Model Editor correctly installed and configured. [link]
    - [OPTIONAL] Cope Tool Box to pack your result into a .sga file [link]
    - [Only required to set up Santos model editor correctly] SGA Reader 2 [link - direct link]

    Note I will explain it for Retribution, as I think most of users mod it. However, it can perfectly be done on Vanilla/CR game, just work on the 'dawn of war ii' folder instead of the 'dawn of war ii - retribution' one.
    Part 0: INSTALLING AND SETTING UP SANTOS MODEL EDITOR

    This is not very complicated, but it is not evident when we are a beginner, so I'll also explain this:
    1. Firstly, you must download the file
      .
    2. Then you must either install it if it is a stable version (just launch the installer and follow instructions), or extract it to Steam\SteamApps\common\dawn of war ii - retribution\Tools\SantosTools2 (if any folder does not exist, just create it ) if it is a DEV/BÊTA version.
      .
    3. Then edit the settings.ini file located in the ModelEditor folder (located in the Steam\SteamApps\common\dawn of war ii - retribution\Tools\SantosTools2 folder), and modify the "Module" line this way (this is to avoid the tool from working on the GameAssets DOW2 folder, the folder used to launch the game in the normal way. You must ALWAYS set up a difference between the normal game and your mods/tests, as you might not be able to launch the normal game after modding and therefore, you won't be able to play multiplayer (this is a general modding advice, DOW2 might be more protected thanks to -dev command))

      Original


      Result


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    4. Now let's create the 'model_editor.module' file that the program will look for. First, edit 'DOW2.module' file with notepad. Save it as 'model_editor.module' (verify it will not save it as a .txt). Now at the first lines, change Mod name by model_editor, mod folder by model_editor, and, at the bottom, in [data:common], modify

      Original


      by

      Result


      .
    5. Now let's create the model_editor folder, in the dow ii retribution folder, and create inside a DATA folder, within an 'art', a 'shaders' and a 'config' folders inside. You must have: \dawn of war ii - retribution\model_editor\DATA\art , \dawn of war ii - retribution\model_editor\DATA\shaders and \dawn of war ii - retribution\model_editor\DATA\config
      .
    6. Now we must insert into the model_editor folder all the models of the game, as well as some required files by santos model editor: Launch the SGA Reader, and open data_000.sga file located in the \dawn of war ii - retribution\GameAssets\Archives folder. Change (at the top) the default directory action to 'Extract' and extract the 'art', 'config' and 'shaders' folders to the folders created in model_editor\DATA\ folder. Now open data_001.sga, data_002.sga and data_003.sga (in this order!) and extract only the art folder (this is to get any model update).
      .
    7. That's it! Now you have all the models of the game extracted in you model_editor folder, and Santos model editor program work on that folder, so you just have correctly configured Santos model editor program.
      .
    8. FYI, models are always located in a way like this one: art\race\unit_type\unit_name\unit_name.model, e.g. art\race_eldar\troops\avatar\avatar.model.
      .
    9. However, usually the models located in the 'troops' folder "only" have the bones and animations but don't have any armor, any body itself nor helmet nor weapon. You will find all that in the 'troops_wargear' folder. The names are very explicit, so I won't explain that. So, what you must do to get e.g. a "working space-marine" in model editor program (and in the game, the idea is the same), is to 'OPEN' (File\Open) the base model file (called by the game 'animator' into the 'entity_blueprint_ext' extension of the ebps (that's just to work on models when editing .rbf files, if you are not gonna do that, just forget italic parts)), and then, in the 'Attachments' part, to 'ADD' (Attachments\Add) all the wargear (called in the game 'animator_attachments' if it doesn't depend on your multiplayer level or 'online_level_animator_attachments' if it does. EXCEPTION: Weapons are not considered an attachment in .rbf files, they're located in their own wargear part instead. Weapon are a little bit more complicated, so we won't work on them for the moment). Here is a screenshot showing the difference.


    Part 1: SCALING THE UNIT

    This is not very complicated either, but some things need to be detailed:
    1. You need, for the moment, the DEV version of Santos Model Editor. If you have installed the stable release (with installer) and you have followed all the steps of the part 0, you just need to extract the .rar file of the DEV version to Steam\SteamApps\common\dawn of war ii - retribution\Tools\SantosTools2 (if any folder does not exist, just create it ) and modify the settings.ini file in the same way you did before.
      .
    2. Now you must open the base .model file of the unit you want to scale (called the 'animator', did you remember it? No? Never mind ). YOU DON'T NEED TO OPEN ANY ATTACHMENT, as "magically" ( ) attachments get scaled if the base model is scaled. Easy, isn't it?
      .
    3. Now follow the screenshots instructions (it will be easier to follow, you see ). First of all, you must locate the 'Actions' Box (first screenshot).
      https://www.dropbox.com/gallery/1070...orial?h=517986


    TROUBLESHOOTING

    • Problem: Even after adding an attachment, I don't see any model.
      Solution: You didn't follow step by step Part 0, and thus, you don't have the required folders in your model_editor\DATA\ folder. Look at Santos Model Editor Readme to know which folders are needed.
    • Problem: When launching Model Editor, a box appears with 'Failed to load module "model_editor" '
      Solution: You didn't follow step by step Part 0, and thus, the program cannot locate 'model_editor.module' file. Verify you have the program installed in dawn of war ii - retribution\Tools\SantosTools2\ModelEditor (or in ModelEditorDEV). Check also you have 'model_editor.module' file in dawn of war ii - retribution\ folder.
    • Problem: When trying to open a file, there is no folder.
      Solution: You didn't follow step by step Part 0, and thus, 'model_editor.module' hasn't been correctly made, or you haven't extracted 'art', 'config' and 'shaders' folders correctly to model_editor\DATA\ folder. Check both things.
    • Problem: When scaling a unit, when adding the 'animator_scale' Command to the 'scale' action, the program crashes.
      Solution: Look at the screenshots, this case has already been explained.
    • Problem: How do I make the game load modified models?
      Solution: Well, it is a little bit complicated to explain that on a FAQ part, but I'll try to do my best:
      If you just have modified models from the game and haven't added new models, just save your work (IN A DIFFERENT FOLDER FROM DEFAULT ONES, OR YOUR MODEL_EDITOR FOLDER WILL NOT HAVE THE DEFAULT MODELS (and if you want at any moment restart a mod, you will not want aready-modified models, will you?). IF IT IS TOO LATE, JUST RESTART EXTRACTING data_000.sga, etc.) and paste your work in the GameAssets\DATA\art\ folder. Then launching the game with the -dev tag will load you modified models. This is not a ver proper way to do that, the best way is to start a new mod (use also awesome Cope ToolBox to do it), and to paste your work in 'your_mod_name'\DATA\art folder. To launch it, either you pack the mod (An option of the Toolbox) or you click on 'Test Mod', a Toolbox option also. This way you don't modify the normal game, and you even can create new untis with custom models! (remember the animator, and animator_attachments and wargear/weapon stuff I have talked about (a littile bit I know) to do it properly). If you want more details, just post a new thread unless you have found something in any other tutorial, and after SEARCHING about your question, maybe someone has already posted it .
    • Problem: I love this tutorial!! You're the best, Yandros!
      Solution: This is not a problem, it is a very natural thing instead
    Last edited by Yandros; 7th Jun 11 at 7:38 AM.

    Please don't use this: just 2.5 GB of free space, synchronized everywhere! The pendrive of the future!



  2. #2
    Very nice step-by-step tutorial. I will add it to the tutorial list in my thread.

    Concerning point (3), you don't really need to edit settings file. Current module can be selected from a drop down list on main toolbar. So all you need to do is to create new module in whatever way you like (I suggest using Cope's tool), extract files from archives, launch Model Editor and select your mod from the drop down. If you don't see any warnings or errors at this point, you're set.

    You seem to be using previous DEV version. The most recent has animator_scale command implemented, so the rescaled model can be previewed inside Model Editor (you may need to reload the file if using startup actions).

  3. #3

    Politics How to use Santos Tool in your own mod

    Well, the previous method is useful for some quick model editions, and for making mods that only change models. But if you want a more mod-project oriented way to use Santos model editor, just follow the following method:
    1. Open Cope's Toolbox and create your own mod (look for his tutorial to know how that must be done)
    2. Then extract, in the same way that in Part 0, the 'art', 'config' and 'shaders' folders from the data_000.sga and the 'art' folder (only) from the data_001, 002 and 003 to the DATA folder of your mod.
    3. Launch Model editor, and select at the top right in the scroll menu the module file of your mod.

      Changing the module

    4. Customize your models

  4. #4
    Outstanding! Can we use this tool to edit weapon hit fx too? For example, saling the assault cannon explosive barrage down by about 30 to 50 percent so it looks like a decent sized bolter round explosion, but not so big that it obscures the target?

  5. #5
    don't think that applies to fx, however I only know a little bit about fx

  6. #6
    Man, awesome info, but i have a problem. When i open 3D model in Santo's Tools Model Editor, it's black, how to solve it. And so, some models don't open (can't see them).
    Last edited by TYPHOON; 26th Sep 11 at 2:33 AM.

  7. Forum Subscriber  #7
    black models in editor is usually fixed by attaching the relevant textures in the material section (diffuse, dirt, nrm, ocl,tem and badges if required) just click on them and find texture thats applicable and save.
    open troops wargear and find stuff in there 99.9% of troops files are just the animation file

  8. #8
    hm... man i'm nooby, that's why explain it to me with screenshots plz
    And so, i didn't tell you: i can see chaos models but can't see ork models (see only wargear, weapon 'n head).

  9. Forum Subscriber  #9
    re black models forgot about shaders have you extracted the shader files as per santos readme file.
    for the ork body they are in the heads section just open individual ones to find, some may be a head some may be a full body (freebooters bodies are in accessories)
    once you open one model overlay with another model using the attachments tab and build your ork

  10. #10
    oh, thanks. that's understood. But didn't understand how to reblack the model...
    Last edited by TYPHOON; 27th Sep 11 at 6:49 AM.

  11. Forum Subscriber  #11
    sorry piss poor english on my part...it is my first and only language.
    you need to have extracted the shader files plus badges and defaults if i remember correctly for the models to show up correctly (reread santos readme files its found in the help section)


    am sure santos will tell you in a few words easier than my ramblings but his readme files do explain how to

  12. #12
    Santos Tools now work, see the new model_editor, but when i open a .model file it crash i wonder why

  13. Child's Play Donor Forum Subscriber  #13
    New model editor? Released when? Your not using the Space Marine editor are you?

  14. #14

    problem solved, but...

    now everythink work, but when i give the model an attachment it dont show up... and i followed part 0, because it load up everythink... damn i want to get some fun with Santos Tools.

  15. #15
    tool works well, only get the crashes when not running in administrator mode in windows 7 - so simply - run as admin and it doesn't crash...

  16. #16
    Well, it work now, i cant find a way to use Cope Toolbox to Replace some Models for Skirmish, for example i cant find a way to replace the model of the Space Marine, im quite a noob about these stuff, if you post a tutorial or explain me how to replace somethink, about creating a model for standard SM with Santos Tools
    Epic_Armor + Rare_Bolter + SpaceMarine_backpack + stg.head_nobackpack and importing it to the game trought Cope ToolBox... or there is other way?

    (question: is possible even to replace sergeants?)

  17. #17
    Ok im a total noob at this but, ive done everything you ask but i do not have retribution so when i look to my files i dont find the data_000.sga i only have 200_data.sga and 210_data.sga and tbh id rather not work at all in my DOW 2 folder so if its possible to move santos tools to a folder on the desktop and yank the whole gameassets\archives folder out and work in seperate folders i would prefer that. But thus far ive copied everything you said and cannot find the data_000.Sga and the 001 002 and 003 versions you say are required, can you please tell me what to look for when i dont have retribution i only have DOW2 and chaos rising. Thanks.

  18. #18
    I have a problem when I Load a .module file the editor crashes. How can I solve this?

  19. #19
    I've solved it

  20. #20
    Member Jaktbitter's Avatar
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    Hey, it works like a charm but Is there a way to scale attachments separately so the model wont get scaled with the attachment ?
    I've tried scaling down a weapon (the kustom shooter to be exact to fit IG hands) but i end up with the ork that wields the weapon getting scaled down with the weapon (quite funny but not what I was after :P).

  21. #21
    I don't think it can be done that way. animator_scale command affects entire model with all attachments. The scaling needs to be done manually in MAX.
    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. #22
    Member kingfisher13's Avatar
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    Hey guys, small variation on the black model problem. I get black models, but I can't load any textures in the material section. I went into the log, and saw several warnings, stating it couldn't load textures... kinda messed up, the textures are in the folders they are supposed to be in. I installed the model viewer (newest dev version) exactly as it says in the tutorial... I mean exactly. I tried it with admin rights (its windows 7), same thing. I won't have a laptop capable of running this viewer for very long, this laptop is a loaner, I just wanted to get it up and extract the models I needed for use later on my other laptop... but it looks like that won't happen

  23. #23
    Did you extract the required stuff (art\defaults, shaders and config) from game archives into module's data folder? Please post program's log if you can't resolve it.

  24. #24
    Member kingfisher13's Avatar
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    Yep, I did extract everything, but I still recieve the error. I will post the log in a minute... here. http://www.mediafire.com/view/?ccm8v6jegt8u8be I don't get it... I did exactly the same thing I did on another computer, but now I have this problem...

  25. #25
    Your paths seems to be messed up. Look at this:

    12:11:40:413: [INFO] Loading model "art\artrace_eldar\troops\banshee\banshee"
    It should be art\race_eldar\troops\banshee\banshee (without the extra art).

  26. #26
    Member kingfisher13's Avatar
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    Thanks, I got it fixed. The stupid SGA extractor added "art" to the name of every file. Now, though, there is a new problem, which is really lame. I can't export models, and I have found no answers as to why anywhere on the internet... The export option is grayed out.

    I just wanted to export a few models, but fate is determined to stop me before I have to give the computer back >:-(

  27. #27
    What 'export option' are we talking about? Just use File->Save to save the changes you made (or Save All to save attached models as well).

    What is it, that you're trying to do anyway?

  28. #28
    Member kingfisher13's Avatar
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    I want to export the models for 3ds max.
    Last edited by kingfisher13; 30th Nov 12 at 6:28 AM. Reason: Durrr hurr hurr... X3

  29. #29
    Well, ok, what you need to do than is to save loaded model with attachments as a modelset (Attachments => Save Set). Import this file into MAX to get entire model in one piece.

  30. #30
    Member kingfisher13's Avatar
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    Hmmm... D*mn, why didn't I think of that before?

    Thanks for the help, Santos, sorry to be a bother... I really appreciate your tool, it is really cool :3 You must have put a lot of work into it, thanks for sharing it with us

    Just curious, but what image is your avatar from? That dude in your avatar looks like he is wearing some pretty old power armor, maybe pre-darkness?

  31. #31
    No idea, really. I just picked this one from all the available avatars.

  32. #32
    Member kingfisher13's Avatar
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    Thats cool. I really like the army painter you included in your model editor, that was cool to work with I decided to create an Eldar army that worships Slaanesh, like an Eldar equivalent of the Chaos Marines. It looks pretty cool so far, I could post some screenies if anyone is interested :3

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