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Moreartillery

Posted 12 October 2023 - 09:15 AM

Hi - I am using 3dsmax2008 and have installed the Mod tools etc. Everything seems to be working except for the "dow properties browser" which throws an error: "Runtime error: Cannot create the ActiveX control: MSComctlLib.ImageList". 

 

This looks like some MS dependency that i am missing but cannot be sure. Its worth noting that i am running my entire dev environment in a Windows 7 VM which may be the issue. 

 

Any thoughts?

 

Discord - elimn8or#0681

Sorry for the late response. Thats an issue others have reported with windows 10. I'm surprised using windows 7 in a vm doesn't solve it. I've been using windows 7 without a vm and it works. Really makes me wish we had blender scripts so we wouldn't need 3ds max anymore


Posted 25 September 2023 - 12:09 PM

Hi - I am using 3dsmax2008 and have installed the Mod tools etc. Everything seems to be working except for the "dow properties browser" which throws an error: "Runtime error: Cannot create the ActiveX control: MSComctlLib.ImageList". 

 

This looks like some MS dependency that i am missing but cannot be sure. Its worth noting that i am running my entire dev environment in a Windows 7 VM which may be the issue. 

 

Any thoughts?

 

Discord - elimn8or#0681


Moreartillery

Posted 12 January 2022 - 10:35 AM

If i want to export the model from 3D max, at the end I get a new window that says "unable to export/merge: "the location of my dow dc"\ModTools\DataGeneric\My_Mod\art\ebps...."

 

Do you think this is the problem?

I can't see the full address you copied but 3ds max has to export to C:\Program Files (x86)\THQ\Dawn of War - Dark Crusade\ModTools\DataGeneric\My_Mod\art\ebps\races\race_name\troops

If that location doesn't exist it will fail.


Lord_Seifou

Posted 31 December 2021 - 01:26 PM

If i want to export the model from 3D max, at the end I get a new window that says "unable to export/merge: "the location of my dow dc"\ModTools\DataGeneric\My_Mod\art\ebps...."

 

Do you think this is the problem?


Lord_Seifou

Posted 31 December 2021 - 10:30 AM

This is theScreen shot https://drive.google...iew?usp=sharing


Lord_Seifou

Posted 31 December 2021 - 10:17 AM

I dont know but i dont think its replace the original files be cause if i open Dow DC and upgrade my marines with the melta gun, the model will be T pose and with all weapons.

 

I will recreate my mod and i will try to fix the problem, if i face another i will tell you

 

Thanks for your quick reply


Moreartillery

Posted 30 December 2021 - 04:01 AM

Another problem, why OE does not make whm file for my model its make only whe

 

Space_marine_meltagun is my project

 

If i go to My_Mod\Data\Art\Ebps\Races\Space_marines\Troops i will find only "space_marine_meltagun.whe" and "space_marine_meltagun.whe_burn.log"

 

What do i do to make space_marine_meltagun.whm

 

and thanks again :)

Isn't it up one level? My_Mod\Data\Art\Ebps\Races\Space_marines

 

In my experience OE always makes a whm when I open the model or click save.

 

Don't make a separate space_marine_meltagun.whm The melta gun is one of several animations in the space_marine_tactical.whm . The new whe and whm you made will replace the original files.


Lord_Seifou

Posted 29 December 2021 - 02:25 PM

Another problem, why OE does not make whm file for my model its make only whe

 

Space_marine_meltagun is my project

 

If i go to My_Mod\Data\Art\Ebps\Races\Space_marines\Troops i will find only "space_marine_meltagun.whe" and "space_marine_meltagun.whe_burn.log"

 

What do i do to make space_marine_meltagun.whm

 

and thanks again :)


Lord_Seifou

Posted 29 December 2021 - 01:33 PM

Yes, thank you for your help!


Moreartillery

Posted 28 December 2021 - 01:30 PM

Hello, i have made a new weapon for space marine squad "melta gun"

 

I want to know how to make the vis_weapon "vis_melta_gun" to make it visble

 

this is my last problem to finish my mod...pleas any help :sad:

 

for connection this is my descord SeifO#5712

 

 

FAQ:

Q: How do VIS files work?

A:

launch 3dsmax

right click the top toolbar and click customize

in the new window scroll down to the dow properties browser, drag it to the main toolbar

 

Open the dow properties browser(the button looks like a yellow r), then select any mesh and it will tell you if the mesh is invisible in that animation. So if you open an animation like vis_heavy_bolter on a space marine, then select the whole model, dow properties browser should show you that the heavy bolter mesh is the only visible one in that animation file. It should also say that all the bones are stale=yes so the vis file doesn't block other animations from playing.

 

So go over to OE, and you'll see that vis_heavy_bolter is in a motion, and that motion is in an action called vis_master or something similar. Select vis_master and open action properties on the left, and scroll through the list of vis motions to see what condition enables them. If the motion is "playing" then the weapon is visible, even though theres no keyframes in the vis animation.

 

You can also group motions together and have the game choose one randomly when the unit spawns. For example:

Create 3 vis animations, each one makes a different head visible.

Then make 3 motions, one for each head.

Then put those in a motion group, and the game will randomize the heads.

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