Note: the addon is being developed on GitHub and I would appreciate it if you drop a star there.
Make sure you are using Blender 4.1 or newer.
The addon reports some messages that you can find in Info Editor.
In case it doesn't help feel free to file an issue.
Here I'll show steps on how to export this model from Blender to DoW.
File -> Import -> glTF
and select the model.Plane
and Book
meshes.Body
mesh with 115K polygons.Manually remove extra vertices
Many meshes in the model actually consist of 2 layers of polygons. You need to select and remove extra layers.
FullBlack
or FullBlack.001
material and click the Select buttonFor the Body
mesh it's a good idea to instead remove vertices with Body material and then switch material for the remaining slot from FullBlack.001
back to Body
and flip all face normals of the mesh. This way you can save small details like eyelashes.
Additionally you can remove parts of Body
hidden by other meshes.
Add Decimate
modifiers
For the majority of meshes you can simply add a Decimate
modifier and set the Ratio to about 0.2. It is also required that all polygons are triangular, so add a Triangulate
modifier as well.
You can use vertex groups to limit a Decimate modifier to a part of the mesh, e. g. keep face detailed while affecting the rest of the Body
mesh.
FullBlack
and FullBlack.001
materials..sgm
File -> Export -> Dawn of War Object Editor model (.sgm)
..rsh
.png
textures and the addon can only convert .dds you need to convert them to .rsh
manually..dds
The original model uses textures of size 1024x1024, and Object Editor really doesn't like it.ls -1 -I info.txt | xargs -I % convert % -resize 512 %.dds
DataGeneric
mod folder (e.g. art/ebps/races/space_marines/texture_share
). Check info.txt
in the exported textures folder..dds
textures to .rsh
..whe
DataGeneric
mod folder and open it with Object Editor.whm
File -> Export -> Dawn of War model (.whm)
..whm
and .whe
files into your mod foldertechgirl.whm
and techgirl.whe
into Data/art/ebps/races/space_marines/troops
Data/attrib/ebps/races/space_marines/troops
entity_blueprint_ext - animator
value to Races/Space_Marines/Troops/techgirl
ui_info - screen_name_id
value to Techgirl
and data type to Text
space_marine_race.rgd
.Data/attrib/racebps/space_marine_race.rgd
and set teamcolour_preview - entity_03
value to techgirl
.The first release. It should mostly work but may still have some bugs.
Certainly one of the most important "ModTool" projects of recent years. We, the Modders, do not exist without the tools created by the craftsmen of the Code. (hard code) You allow us to dream of the future.
An open source engine for Dow being the holy grail.
It's not absurd like utopia. Large modding communities have dared to take the plunge. (Ex: OpenMorrowind, TAspring...)
Ombrephénix:
- Original author of UI Evolution. Codex (U.A/FoK and other U.I use my work directly or indirectly.)
- 2D/3D art design of the Praetorian Guard faction. (Modding Resource for Mod Projects)
- Contribution O.E/3D objective_points_SS. (yes that too)
I think I've also made some relevant gameplay suggestions with my A.E/LUA/Gamescreen work.
Why give you my CV? Just so you realize that your work is truly appreciated by those who realize what you have just offered to the DoW/SS community.
Fame is a pipe dream and should not be a goal. Being a Modder is a militant act against any form of lobotomy.
Just amazing!
!!!Great news!!!
Bow Down to the King!!
Amazing!
I've been waiting for something like this since I started modding a long time ago, thanks man, you're an absolute madlad!