24th July 2005
ok i got a really cool race idea, but i dont know what tools im going to need. do i need the mod tools from the latest patch? what i want are professinal tools, something like the thousand sons mod team is using or all of those team mods, like dark eldar, tau, tyrinids, (extinct) eclipse of existence mod ect. so i dont know if they use the latest tools from the 1.4 patch, or something better. now i have downloaded the mod tools again and again, i do not get it and erase it. i get bored so download it again to try to figure it out. i have no clue. so whoever posts on this thread that i should use the tools from patch 1.4, please send me a link to a user guide or a full step by step users guide or "mod tools 1.4 for dummies" ect, and also please tell me what im supposed to use. there are like 6 or 7 things, like object editor or antribute editor ect. and i dont know what program i need to use for my race. if the professionals use something else, please post a link to the download and also please send me a user's manual for it. in case you all are wondering, this race is going to be made up, not something that the warhammer universe made up. if i can do this ill post a news article about the race's almost completion and what it will include ect. also i got a few questions, if i can do this, and i start makin the mod, 1.)what happens when the next patch comes out, do i start from scratch or can i save it some how into another patching folder or what do i do? 2.)also, upon completion, what do i do? i have a program called WinZip, do i use that or something else to prepare it so other people can download it from the site. thank you in advance, david
okay first of creepy someone else with my name, second im new to this scene myself but get yourself hold of the DoW RDN tool for 1.41 (make sure your patched to 1.41) go here http://hosted.filefront.com/davisbe and pick yourself up the 63mb RDN tools for 1.41 follow the readme that comes with it. now in that it'll say stuff about feilds and what not re-naming stuff and that jazz to setup your mod roughly heres hows it sounds in english (roughly)
1. install the tools to your DoW folder
2. make a copy of the My_Mod folder and rename it
3. go into mod tools and make a copy of the following then rename it Modtools>datageneric>My_mod and Datasrc>My_mod
4. make a copy of the My-Mod.module and rename it. (heres the part that got me) 5. open the *themodyourmaking*.module file in note pad and change the fields discribed in the Mod setup readme thing.
6. in the pipelinbe.ini down the bottom there will be a section with a whole bunch of My_Mod fields copy all that and paste it further down, then change all the my_mod names with the name of your mod.
to change values and what not use attribute editor, fiel>open>*yourmod* then wait for it to load and hop to it. :) hope that helps (and makes sense) if you need anytihng else just post here again or contact me privatly or whatever.
If you want proffessional softwae, then you are going to have to pay proffesional prices. The mod tools do not include 3d modelling software, you will have to pay for that. 3dsmax is several thousand dolllars, and is the only 3dsoftware that the game supports. However, if you use cheaper software, such as maya plc learning (which is free), you can make the models in there and then convert them to 3dsmax format.
splurge does what i wrote make sense
It makes perfect sense, well done. Much clearer than how I tried to explain it to you a while ago :D
your way of explaining it was fine, everyone just neglected to metion that such things can (and need to be) opened in notepad to edit
You need a copy of 3dsmax. It comes with a converter, which changes the .maya files to .3dsmax. It can convert from other formats to.
Antidotes are useful
27th November 2005
so youd still need several thousand dollars
30th January 2006
Or you'd need to be a student, who can get it for several hundred instead (I think). Don't quote me on the price, but I'm fairly sure that students get quite a substantial discount.