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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 Today, 10:39 AM

HI, How to activate the product ?





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