Revision 1.41 of the Mod Tools for Warhammer 40,000: Dawn of War. Updates the mod tools for compatibility with the latest version of the game. This version does not include samples.
Revision 1.41 of the Mod Tools for Warhammer 40,000: Dawn of War. Updates the mod tools for compatibility with the latest version of the game. This version does not include samples. RDN Dawn of War MOD Tools README v1.41 Introduction This file is a brief introduction to the RDN Toolset for Dawn of War. If you want to jump straight into making scenarios then, you can safely ignore this file and visit the on-line documentation for the Mission Editor at http://www.relic.com/rdn/wiki. WARNING Do NOT directly modify W40K data in place - this will potentially break multiplayer games for yourself and others! Instead, you should modify any attribute files under your own mod project so that your changes are available only to people with your MOD installed. Revision History 1.11 - 1.41 Miscellaneous - Updated documentation and pipeline.ini to support MODs based on Winter Assault - Added all attrib lua files for Winter Assault Revision History 1.1 - 1.11 Documentation - Updated document with answers to frequently asked questions. 3DS MAX Exporter - Fixed issue with export script being out sync with the exporter. FX Tool - Integration with Perforce. - Fixed crash bug when editing offset property. Mission Editor - Fixed bug that prevented editing of terrain types. Object Editor - Fixed bug with scrubbing motions that have a random inset. - Fixed bug with motions that have a random inset and events triggering at 0.0 on the first playback. - Added checkbox to trigger events when scrubbing. - Fixed bug in XREF Merge. Revision History 1.0 - 1.1 The following are the major changes to the tools from version 1.0 of the tools. 3DS MAX Exporter - Export script now has options to export only the model or only the texture. This is useful if you have modified only the model or only the texture and do not want to save the other data. - Included max script tool to manage custom node properties. - Now only supports 3DS MAX 6 & 7, 3DS MAX 5 or earlier is not supported! Attribute Editor - The AE now loads and edits LUA files and saves binary data files for the game to use. - The AE now supports proper MOD inheritance. If you edit a file that is stored in a required Mod it will make a local copy (in the current MOD) and work on that copy. Audio Editor - Recompiled to work with the latest version of the pipeline. Chunky Viewer - No changes FX Tool - Uses new camera system - Minor bug fixes Mission Editor - Now resides in the same folder as W40k.exe. You no longer have to supply wkDir command line arguments! - Improved overall performance. - New settings for MODs in the Settings->Terrain Properties dialog. - Now locks out light angles that do not work with the stencil shadow system - Several crash fixes - Uses new camera system MOD Packager - No changes Object Editor - Fix for playing sound data - Uses new camera system - Improvements to Action tree view - Game actions now display a full tree view of all hookups - Improvements to Action properties UI when adjusting sub-action action or motion attachments - Added master visibility UI for previewing animations with no mesh visibility tracks. - Bug fix for scrubbing while paused - Bug fix for refreshing the event list when importing events. - Able to preview camera shake events. - Other minor bug and crash fixes Debugging In-Game You can run the game with the -dev command line argument (no quotes) to run it in debug mode. This will cause the game to create additional log files in the Logfiles/ sub-folder as well as additional in-game debugging information. For example, when in-game you can type "sd_drawweapons=1" to enable weapon debugging information. New MOD Setup Please see the supplied ModSetup.rtf document for information on setting up new MODs and running the Attribute Editor to modify game-play data. Converting Existing MODs Please see the supplied ModConversion.rtf document for information on how to convert existing MODs to the new 1.3 format. 3DS Max Tools We have included plug-ins and scripts for 3DS MAX 6 & 7. Please copy the contents of the C:Program FilesTHQDawn of WarModTools3dsmax folder to the appropriate MAX directory. 3DS MAX 5 and earlier is NOT supported. Sample Data Depending on the installer you chose to download we have included some sample 3DS MAX data files, as well as files to create team pattern files (*.WTP) for the following models: EnvironmentGameplayRelic EnvironmentGameplayStrategic_Objective (Critical Location) EnvironmentGameplayStrategic_Point Space_MarinesStructuresListening_Post Space_MarinesTroopsPredator Space_MarinesTroopsScout Space_MarinesTroopsSpace_Marine The Environment objects have been included so that you can modify them to include flags for any races you may want to add in a MOD. The Marine Troops and Listening Post are provided as complete examples of units that are in-game. As 3DS MAX saves full path names to all referenced textures and your installation folder will be different that our directory structure, you will have to re-map texture paths to have the models load properly on your machine. NOTE: You only have to do this procedure once - and only for the data we have supplied as a sample. You do not need to do this on models you have created for your MOD! To re-map texture paths perform the follow steps for each model: 1) Load the Model's Reference/REF.MAX file 2) Select the Utilities panel. 3) Click the "More" button 4) Select Bitmap/Photometric Path Editor 5) Click OK 6) In the resulting "Path Editor" rollup panel click "Edit Resources" 7) Select the textures to remap, and then click the button at the bottom of the dialog 8) Click "Set Path" and you are finished! Note: The Marine Predator Tank also has 4 animations that use animated textures. You will have to perform the above steps for the following animations: PredatorAnimationsTread_Left_Back.max PredatorAnimationsTread_Left_Forward.max PredatorAnimationsTread_Right_Back.max PredatorAnimationsTread_ Right_Back.max Non-Gameplay Data If you want to view sample models, team color files, sound files, fx files, event data, etc. then, you will need to extract the appropriate data archive. Assuming you have installed the game in the default location (modify the path as required) you will need to extract the following archives: C:Program FilesTHQDawn of WarW40kW40kData.sga - FX and event files C:Program FilesTHQDawn of WarW40k W40kData-SharedTextures-Full.sga - texture and team color files C:Program FilesTHQDawn of WarW40kW40kData-Sound-Full.sga - sound files C:Program FilesTHQDawn of WarW40k W40kData-Whm-High.sga - model files To extract an archive, load it into the Mod Packager tool and select the Archive->Extract Archive menu item. This will pop up a folder browser. In this browser select the folder you created for your MOD (e.g. C:Program FilesTHQDawn of WarMy_Mod). Other Tools Tools to accomplish the following are currently not supplied: - Standalone Tool to Create Generic *.WTP files - if you put the appropriate files in DataSrc the 3DS Max plug-in will create the patterns for you - Tool to create *.RTX files - these are used when a user turns off team coloring for a player slot, if they are not present the model will use the texture exported with the model - Model tools for other packages - currently we only provide tools for 3DS MAX, version 6 or greater. Questions If you have any other questions please visit our on-line documentation at http://www.relic.com/rdn/wiki.
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