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Tutorial: install and set up 3ds max 2008


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#21 jessixv

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Posted 31 January 2022 - 12:08 PM

hi jordan did u replace the files like it was asked in the readme file?



#22 qwop_guy

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Posted 09 February 2022 - 12:38 AM

Still cannot export models, getting the g_IntDataSrcPath = w40k_pipeline_sourcetointermediate g_DataSrcPath error. Pipeline is correct, and the w40KExport is in the plugin folder for 3ds max 2008. I even have both versions 6 and 9. I've re-downloaded the modding tools and replaced the plugins etc but still no dice. DC is currently under my steam directory, but that shouldn't make a difference correct? I was able to use the trial version of MAX to successfully export, but not the 3Ds MAX 2008 version. 



#23 Moreartillery

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Posted 10 February 2022 - 04:03 AM

DC is currently under my steam directory, but that shouldn't make a difference correct?

It does matter. They must be at C:\Program Files (x86)\THQ\Dawn of War - Dark Crusade\ModTools\DataSrc\My_Mod\art\ebps\races\*race name*\troops
 
In addition, never replace the ''My_Mod'' with your mod name.
MAX goes bonkers if you do that for some reason. Blame Relic.

Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#24 qwop_guy

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Posted 10 February 2022 - 05:48 AM

That is the exact filepath they are under. I even did a fresh install of the mod tools and the game to match that path exactly per the guide. Same result. The pipeline.ini has never been touched, it's still My_Mod.

#25 Moreartillery

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Posted 10 February 2022 - 06:36 AM

The last time that happed to me because I wasn't using the right version of 3ds max. Although in this case I think your using the wrong exporter plugin.

 

Try removing one of the exporter plugins and export again with just one in the plugins folder. If that doesn't work triple check that you followed the installation instructions to the letter. 

 

Don't give up, this took me several attempts to install when I was new.


Edited by Moreartillery, 10 February 2022 - 06:37 AM.

Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#26 qwop_guy

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Posted 12 February 2022 - 02:33 AM

For some reason deleting the 3ds Max 8 folder worked. Im able to export models, but now half of the model is transparent in OE while the legs and arms have the correct skins? Ever seen that?



#27 Moreartillery

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Posted 12 February 2022 - 02:58 AM

For some reason deleting the 3ds Max 8 folder worked. Im able to export models, but now half of the model is transparent in OE while the legs and arms have the correct skins? Ever seen that?

either the mesh is not visible in the animation you have selected, or the model has a skin batching issue. Check the OE debug window.


Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#28 qwop_guy

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Posted 12 February 2022 - 03:21 AM

21:18:53.78   OBJECTEDITOR started at 2022-02-11 21:18
21:18:53.78   OS NT 6.2, 0MB Physical Memory
21:18:53.78   RUN-OPTIONS 
21:18:53.78   WORKING-DIR C:\Program Files (x86)\THQ\Dawn of War - Dark Crusade\ModTools
21:18:53.78   USER Jordan
21:18:53.78   
21:18:53.81   objecteditorinit.c/88:!WARHAMMER 40K OBJECT EDITOR -- Starting...
21:18:58.51   objecteditorviewinit.c/51:!Initializing SPOOGE (C:\Program Files (x86)\THQ\Dawn of War - Dark Crusade\ModTools\)
21:18:58.51   deviceconfig.c/88:!Unable to find device tweek file [spDx9_config.txt].
21:18:58.59   treetransform.c/543:!SHAD -- Parsing [shader.txt] compiler script.
21:18:58.59   treetransform.c/551:!Unable to parse translation file.
21:18:58.59   MATHBOX -- Version=5, Cpu=unknown:f=6,m=14, Mode=SSE
21:18:58.59   SPOOGE - Driver[Dx9 : Software TnL] on adapter[0], version[4,32]
21:18:58.61   SPDx9 -- Driver Name = nvldumd.dll  Device = \\.\DISPLAY5  Desc = NVIDIA GeForce RTX 2070
21:18:58.61   SPDx9 -- Driver Vendor = 0x10DE  Device = 0x1F50  SubSys = 0x18911043  Rev = 0x00A1
21:18:58.61   SPDx9 -- Driver Version  Product = 0x001E  Version = 0x0000  SubVersion = 0x000E  Build = 0x2601 (9729)
21:18:58.61   SPDx9 -- Driver GUID = {D7B71E3E-5C10-11CF-F255-9F380EC2D335}
21:18:58.69   SPOOGE -- 4095.00MB available texture memory
21:18:58.69   SPOOGE -- 4095.00MB available texture memory
21:19:01.39   SPOOGE -- 4095.00MB available texture memory
21:19:01.39   SPOOGE -- 4095.00MB available texture memory
21:19:01.39   SPOOGE -- 4095.00MB available texture memory
21:19:01.39   SPOOGE -- 4084.00MB available texture memory
21:19:01.40   objecteditordoc.c/1063:!Sync'ing to latest revision before opening for edit!
21:19:01.40   OE -- Opening model 'C:\Program Files (x86)\THQ\Dawn of War - Dark Crusade\ModTools\DataGeneric\My_Mod\art\ebps\races\imperial_guard\troops\guardsmen.SGM'
21:19:01.44   'troops': WARNING -- Motion 'thrown_long_3' has an absolute modifier, has events, and does not ignore transitions -- it may skip events!
21:19:01.44   'troops': WARNING -- Motion 'thrown_long_1' has an absolute modifier, has events, and does not ignore transitions -- it may skip events!
21:19:01.44   'troops': Motion 'flag_plant_start_1' has more than one animation:
21:19:01.44   'troops': Animation: flag_plant_1
21:19:01.44   'troops': Animation: vis_flag
21:19:01.44   'troops': WARNING -- Motion 'thrown_long_2' has an absolute modifier, has events, and does not ignore transitions -- it may skip events!
21:19:02.28   BurnerImp -- Ready to Burn
21:19:02.28   BurnerImp --
21:19:02.28   BurnerImp -- Burning C:\Program Files (x86)\THQ\Dawn of War - Dark Crusade\ModTools\DataGeneric\My_Mod\art\ebps\races\imperial_guard\troops\guardsmen.ebp
21:19:02.28   WHE Plugin -- [C:\Program Files (x86)\THQ\Dawn of War - Dark Crusade\ModTools\DataGeneric\My_Mod\art\ebps\races\imperial_guard\troops\guardsmen.ebp] -> [C:\Program Files (x86)\THQ\Dawn of War - Dark Crusade\My_Mod\Data\art\ebps\races\imperial_guard\troops\guardsmen.whe]
21:19:02.28   Number of files burnt: 1
21:19:02.31   surfacecompiler.c/140:!Too many passes ?
Shader original : [(add (mult (add (selecta light: colour:constant) colour:constant,black) (selecta texture:rgbamask,uv0,tile,linearmipmappoint colour:constant,black)) (mult colour:constant,black colour:constant,black))]
Shader optimal  : [(add (mult (add (selecta light: colour:constant) colour:constant,black) (selecta texture:rgbamask,uv0,tile,linearmipmappoint colour:constant,black)) (mult colour:constant,black colour:constant,black))]
21:19:02.31   surfacecompiler.c/140:!Too many passes ?
Shader original : [(add (mult (add (selecta light: colour:constant) colour:constant,black) (selecta texture:rgb,uv0,tile,linearmipmappoint colour:constant,black)) (mult colour:constant,black colour:constant,black))]
Shader optimal  : [(add (mult (add (selecta light: colour:constant) colour:constant,black) (selecta texture:rgb,uv0,tile,linearmipmappoint colour:constant,black)) (mult colour:constant,black colour:constant,black))]
21:19:02.31   surfacecompiler.c/140:!Too many passes ?
Shader original : [(add (mult (add (selecta light: colour:constant) colour:constant,black) (selecta texture:rgb,uv0,tile,linearmipmappoint colour:constant,black)) (mult colour:constant,black colour:constant,black))]
Shader optimal  : [(add (mult (add (selecta light: colour:constant) colour:constant,black) (selecta texture:rgb,uv0,tile,linearmipmappoint colour:constant,black)) (mult colour:constant,black colour:constant,black))]
21:19:02.31   surfacecompiler.c/140:!Too many passes ?
Shader original : [(add (mult (add (selecta light: colour:constant) colour:constant,black) (selecta texture:null,uv0,tile,linearmipmappoint colour:constant,black)) (mult colour:constant,black colour:constant,black))]
Shader optimal  : [(add (mult (add (selecta light: colour:constant) colour:constant,black) (selecta texture:null,uv0,tile,linearmipmappoint colour:constant,black)) (mult colour:constant,black colour:constant,black))]
21:19:02.32   surfacecompiler.c/140:!Too many passes ?
Shader original : [(add (mult (add (selecta light: colour:constant) colour:constant,black) (selecta texture:rgbamask,uv0,tile,linearmipmappoint colour:constant,black)) (mult colour:constant,black colour:constant,black))]
Shader optimal  : [(add (mult (add (selecta light: colour:constant) colour:constant,black) (selecta texture:rgbamask,uv0,tile,linearmipmappoint colour:constant,black)) (mult colour:constant,black colour:constant,black))]
21:19:02.32   surfacecompiler.c/140:!Too many passes ?
Shader original : [(add (mult (add (selecta light: colour:constant) colour:constant,black) (selecta texture:rgb,uv0,tile,linearmipmappoint colour:constant,black)) (mult colour:constant,black colour:constant,black))]
Shader optimal  : [(add (mult (add (selecta light: colour:constant) colour:constant,black) (selecta texture:rgb,uv0,tile,linearmipmappoint colour:constant,black)) (mult colour:constant,black colour:constant,black))]
21:19:02.32   surfacecompiler.c/140:!Too many passes ?
Shader original : [(add (mult (add (selecta light: colour:constant) colour:constant,black) (selecta texture:rgb,uv0,tile,linearmipmappoint colour:constant,black)) (mult colour:constant,black colour:constant,black))]
Shader optimal  : [(add (mult (add (selecta light: colour:constant) colour:constant,black) (selecta texture:rgb,uv0,tile,linearmipmappoint colour:constant,black)) (mult colour:constant,black colour:constant,black))]
21:19:02.32   surfacecompiler.c/140:!Too many passes ?
Shader original : [(add (mult (add (selecta light: colour:constant) colour:constant,black) (selecta texture:null,uv0,tile,linearmipmappoint colour:constant,black)) (mult colour:constant,black colour:constant,black))]
Shader optimal  : [(add (mult (add (selecta light: colour:constant) colour:constant,black) (selecta texture:null,uv0,tile,linearmipmappoint colour:constant,black)) (mult colour:constant,black colour:constant,black))]

 
Here's the output but I m not sure what the shader output here means.


#29 Moreartillery

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Posted 12 February 2022 - 09:26 AM

This is the winter assault guardsmen right? Open the actions tab on the left and play the default action. If it shows the whole body then theres no problem.


Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#30 qwop_guy

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Posted 12 February 2022 - 10:15 PM

The animation plays, but his head and armor are missing their skins. Everything has a skin such as the weapons, legs, arms, etc.



#31 qwop_guy

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Posted 12 February 2022 - 10:38 PM

It looks like it's something to do with that specific material used. I applied a different material in 3ds max to those areas and re-exported; they show up then. For some reason that specific material is not being exported.



#32 qwop_guy

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Posted 13 February 2022 - 08:17 AM

I got the missing elements to show up in the OE, however in-game they are still missing.



#33 Lord_Seifou

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Posted 16 May 2022 - 10:39 AM

HI, How to activate the product ?



#34 Moreartillery

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Posted 19 May 2022 - 02:18 PM

HI, How to activate the product ?

I'm not sure what you mean by that. If your talking about registering the product the answer is you don't have to. Mine says unregistered version and it works fine.


Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#35 Lord_Seifou

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Posted 19 May 2022 - 03:43 PM

I didn't use the crack sorry :xd:



#36 Lord_Seifou

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Posted 19 May 2022 - 04:47 PM

How to add new model or part to the model that i have imported to 3D MAX,

 

I mean for ex: Adding space marine helmet to force commander model.



#37 Guest_JonaQ_*

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Posted 20 May 2022 - 05:08 AM

@Moreartillery
 

At least credit the original author (a63nt on RelicNews Forums), he's still about, modding GTA V & Fallout 4 & still dables in DOW Modding from time to time, just so you know.


52084814662_bbc8541e0f_o.jpg.



#38 Guest_JonaQ_*

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Posted 20 May 2022 - 02:53 PM

The original tutorial authored by a63nt (& full thread also) on Relicnews back in 2008 (stored on Wayback Machine - Internet Archive).

https://web.archive....o-set-it-all-up

There's some additional info in the thread. Might be useful for someone, maybe, etc.

@Moreartillery
That's how to credit someone properly (also, why try to pass their work off as your own anyway? :dry:). I found the Wayback Machine link with a simple copy & paste. Given that's how you got 90% of your original post, wouldn't have been hard to do.
Those guys on Relicnews blazed a trail where modding & especially DOW modding was concerned. Credit where credit is due, anything less erodes a modding community from within, as people decide not to share\release what they know & what they have created to avoid stress & hassle.

I came to this forum looking for a place to dump tons of custom DOW models I've created over the past few years,

52085834216_90b587d584_b.jpg

but now I think this might be a shady place where people just steal stuff & pretend they made it etc (by the by, that Terminator Chaplain has art assets created by someone else, I would have at least credited them, if I'd decided to release it & couldn't find a way to contact them for permission etc). Long rant, but point is, if not done right the modding community (that I presume you care about) suffers as a result. Worth doing it politely & by the book, if you want the community to last as long as possible etc.

 



#39 Lord_Seifou

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Posted 20 May 2022 - 07:50 PM

How to make the mrkr or helper (the green cross) folow the object when its rotate.

 

I can only make the object folow the bone but I can't make the helper folow the bone.

 

Pleas any help



#40 Moreartillery

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Posted 21 May 2022 - 12:51 PM

@ JonaQ It was credited. There used to be a prominent thread here with that tutorial but I can't find it now. I also provided a link to the original tutorial on the 'introduction to modding' thread months ago.

 

@ Lord Seifou Link the marker to a bone or mesh with the link tool. It look like two boxes connected with a doted line. Its in the tools bar along the top.


Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles




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