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SGM to WHM anywhere?

  1. #1

    SCIENCE! SGM to WHM anywhere?

    SGM to WHM tool might allow for more max work to be done.

    I spent a couple of second figuring out how to change the textures from the file/export sgm to a game whm...
    and that is as far as I got before I thought I should as if there is one around already to change sgm to whm?

    I know its not much but it might get a few things in using the armatures and animations of already ingame units.

    Something is better then nothing..

    and it would be splendid for flyers or other vehicles without moving parts as it would not need to call on complex animations from the other xref'd sgm.


    I'm not giving up that easily. :P
    What have I been upto?

    "I want to be your Jackhammer...
    ......Why don't you call my name...
    .........You'd better call the Jackhammer."

  2. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #2
    Retired Compliance Fairy Gorb's Avatar
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    I don't quite understand what you mean. The Object Editor burns SGM files to WHM as a part of the export process. 3DS Max is not needed.
    I am an Iron Warrior! Iron Within, Iron Without!

  3. #3
    The Object Editor burns SGM files to WHM as a part of the export process
    I would think that too if I wasnt on several different achines burning out models.
    old machine desktop does whm through Max and SGM.
    Not whe besides to see anims.

    On the lappy I use to make whe, OE doesnt burn whm just whe.
    it is OE DOW and Not DC.

    Is there something wrong with my method that I haven't found OE making WHM?

    Looking into OE DC to see if i can get it working for the alleged sgm to whm.

  4. #4
    You had e going for a sec there. :P

    I check both DOW OE and DC OE and neither burn WHM just WHE.

    I you like not to believe e, burn yourself a whm/sgm through ax then delete the whm and open up the sgm and see if you get a whm from OE.

    I wish it was that easy.

  5. #5
    burn_sgms.bat I see.....

  6. #6
    lets see if it works on the xp machine since it doesnt work on the 7 setup.
    I owe you an appology,

  7. #7
    Burnerimp.exe

    Is what I assume you are talking about.
    As of now I am still unable to get it to burn sgms outside of max.

    OE still no burn sgm with save or new or open.

    If you have time gorb and could point out my stupidity clearer for me it would be appreciated.

  8. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #8
    Retired Compliance Fairy Gorb's Avatar
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    I could be mistaken, I don't have Max on this laptop.

    The Object Editor does not burn SGM files; these are generated solely by the export scripts that work with Max. I was under the impression that the OE generated the EBP file associated with the corresponding SGM and burnt them both to WHE/WHM respectively.

    (also, please use the Edit Post function in future)

  9. #9
    Thanks man.

    Gorb anything helps, as I know I can get confuzzled in a situation if I am not affluent at it.

    Edit added to schemas.

  10. #10
    LoL If it works dont fool with it or it crashes.

    Because of my expedition hours ago, I now cant OE LoL. :P
    That many months ago LoL I cant even remember how I got it to work LoL. :P

    Im out for a while till i find a solution. :P


    WoooooHoooooo! Its alive....!

    Eldar Corsair here I come.

    You know that moment when you spend an hour in max to get to OE and crash no OE LOL.
    Spend another hour and you get OE DOW working again "celebrate good times, come on!..."
    Last edited by RT2; 18th Aug 12 at 9:35 AM.

  11. #11
    update....

    burn_sgms.bat works.
    but not for anything beyond dow as far as I see.

    I found why it crashes, it is because it gets to dark_eldar folder and cannot burn the SGMs.

    When I get time to work on it I will direct it towards certain folders in the batch file, and see which folders/sgms crashes the tool.

    This tools success means that "ref" style models that are converted into sgms can be edited then turned into whms through the tool.
    meaning Xreffing static models with animated models with synchronized bone sets. should give us animated personalized models.

    If at the least just changing the OE fx for the models with other xref from other models.

    Keen to try it out.. but back to the chaos 2ic's.

  12. #12
    I have success................... Yes!.................

    Burn_sgms.bat and modifications of it.
    from the dow rdn tools 2004.....

    Chaos works.
    Daemons works.
    dark_eldar works.
    eldar works.
    imperial_guard works.
    necrons works.
    Orks works.
    sisters works.
    space_marines works.
    tau works.

    the line you want to change in the burn_sgms.bat

    BurnerTool.exe -r DataGeneric\My_Mod\*.SGM -lf=%BURNLOGFILE%

    into

    BurnerTool.exe -r DataGeneric\My_Mod\Art\EBPs\races\chaos\*.SGM -lf=%BURNLOGFILE%
    BurnerTool.exe -r DataGeneric\My_Mod\Art\EBPs\races\necrons\*.SGM -lf=%BURNLOGFILE%
    BurnerTool.exe -r DataGeneric\My_Mod\Art\EBPs\races\tau\*.SGM -lf=%BURNLOGFILE%

    As you can see that the race folder names are different, they need to be the same as the race folder name in the datageneric/my_mod folder.

    It successfully burns sgms into whms.

    Texture should also work correctly and if you have pink texture it could be bad textures or bad missing textures or non-linked whm.
    All can be fixed in file format editor(FFE).
    whm FFE work is to repoint the SSHR name.
    ----replace text on the address of the texture in the SSHR.. remembering to replace all file.

    rsh FFE work. SHRF name.
    ---TXTR name
    ---SHDR name
    ---SHDR/CHAN(at the top of the CHAN list) address.
    they should be the only four texture names that need to be altered.

    RSH not there, then it is time to learn how to use texture tool 1.x.

    Alternately if you cant use TT1.x you can file format editor the texture from the model you modified as shown above with texture work and changing the file name to match the content name changes. All good.

    By now you should already have the WHE from the ebp ready to go with Xref anims/motion and imported actions from other models. which you conveniently used Mudflaps tools to extract. "Reverse Engineer"...

    you should now have a completely different model animated ingame.

    I hope you are reading this man, if you got your blendered whm out into sgm again.
    a second sgm burn process to get a whm. or third if you count max.

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