how to get rgd files in AE -1 reply

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ka'ar

Death is just the beginning

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1st February 2006

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#1 12 years ago

ok this must be dumb or something but im not used to using tools, so after extracting the SGA file i open AE and open the attribute map and open the weapons map and the it only has .RGD files and attribute editor doesnt open those :S. plz tell me how i can edit those.

http://www.relic.com/rdn/wiki/DOWAttributeEditor/Tutorials/HowToGetStarted&v=12ux#dowattributeeditor/tutorials

i found this tutorial only in it they somehow think i can even find or make an attribute file because i dont even know that so can someone plz tell me cuz i just want to raise the damn pop cap:bawl: i really need help




Sick, Sick 6

L1N6UIS71C PWN4G3

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26th May 2006

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#2 12 years ago

I think there might be something about raising the pop cap in the Sticky: Simple Modification Help




ka'ar

Death is just the beginning

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1st February 2006

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#3 12 years ago

ya i saw but its talking about opening some file in AE and i dont know wich file because i opened the mod tools folder extracted the W40K.SGA file with modpackager and that has RGD file and the attribute editor doesnt accept those and i really dont get it because it wont take .lua files either it only takes .attrib files and i cant find any attriv files in the extracted W40K.SGA so i dont get how i can mod those files ive really been cracking my head about it.

i mean i mod other games but they are way more easy compared to this. so plz can anyone help




Sick, Sick 6

L1N6UIS71C PWN4G3

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26th May 2006

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#4 12 years ago

Wow, that really sucks man. I wish I could help you here, but I haven't even touched the AE yet. I'm still working on mapping




ka'ar

Death is just the beginning

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1st February 2006

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#5 12 years ago
Sick, Sick 6Wow, that really sucks man. I wish I could help you here, but I haven't even touched the AE yet. I'm still working on mapping

well thanx anyways :) lets hope someone else comes along then :D




IBBoard

Artificer Minoris

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30th January 2006

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#6 12 years ago

You don't "get the RGD files in the AE", the AE is for loading LUA files and burning them into binary RGD files.

Follow the Readme's instructions for setting up a new mod (making the folder and adding the entry to pipeline.ini etc) and then the AE should load a full tree structure of units, weapons, researches, abilities and everything else that you can then edit.




ka'ar

Death is just the beginning

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1st February 2006

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#7 12 years ago

well thats the problem i did follow the instuction and then i open AE and then open the .attrib file i created with the path to e.g. F:\THQ\Dawn of War\SpacemarinesX\attrib and the it loads the file but then it says cant load ... then i get the list of everything it cant load and thats everything... the.lua and the .rgd sooo how do i fix that?




IBBoard

Artificer Minoris

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30th January 2006

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#8 12 years ago

For one thing, I've never loaded a .attrib file directly in the AE. When you open the AE it should list a load of mods (all of which are specified in the pipeline.ini file). Select your mod from there and (assuming you have set it up correctly) it'll load the tree structure. The AE should never be trying to load RGDs, only save them.




ka'ar

Death is just the beginning

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1st February 2006

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#9 12 years ago

well when i open AE it shows a blank screen. is it maybe that AE should be in a different directory? cuz now its in F:\THQ\Dawn of War\ModTools




Danimator

Dread thinks I'm a special person

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8th December 2004

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#10 12 years ago

Quick summary (see ModTools readme for full details). When you unpack the SGA files you get lua files (NOT RGD files) The lua files go into your Modtools/datageneric folder (copy and paste as required) to make up your Mod project (Your Mod project is basically whatever you call your 'My_Mod' folder). Add your Mod project to the pipeline.ini file in the main Dawn of War folder. Now when you open the AE, select File, then Open Mod Project (selecting your Mod Project). This loads your lua files into the AE and you then make and save any changes (which saves changes to the luas in datageneric) and then save binary to burn them to RGD files. Burnt RGD appear in a Mod folder (the same name as your Mod project) in the main dawn of War folder. Sorry, this is a bit rushed but hopefully it helps explain the process. You seem to be confusing when and where luas and RGD files are used, and you open Mod projects in the AE not attrib folders.