cinix
Level 1: Interceptor
Posts: 4
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Post by cinix on Mar 24, 2008 23:51:58 GMT -5
Im just wanting to know if any one has any Dawn of War models.
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qwerty59
Level 3: Assault Frigate
Posts: 55
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Post by qwerty59 on Apr 9, 2008 18:21:14 GMT -5
I've been looking too actually (mostly since you posted this). The closest I've managed to get was to convert the files to .x format. You can find the program here. Deep Exploration does not want to take any of the files I try and have it open, .peo or .x ... If someone else would be able to bring it back to a more usable format I'd be more than happy to post raw models/ textures or .x formated models. Let me know if anyone is interested.
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jrmiii
Level 3: Assault Frigate
Posts: 39
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Post by jrmiii on Apr 10, 2008 8:29:34 GMT -5
I know 3d exploration can open .x files, and i think 3ds max might be able to import them
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Post by yessmasster on Apr 10, 2008 15:05:06 GMT -5
3d exploration can export to 3ds which is supported by 3d studio max
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Post by luciora on Sept 6, 2008 11:33:04 GMT -5
Sorry for the ressurection of this post, but any updates on this?
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qwerty59
Level 3: Assault Frigate
Posts: 55
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Post by qwerty59 on Sept 14, 2008 16:07:10 GMT -5
I've found a few sites, there's a program that should work, but the stuff goes WAY over my head: forums.relicnews.com/showthread.php?t=76791This seems to show more promise than anything else I've found so far. I think to run the program you've got to put the listed files in the 3ds directory but as I said it's a little out of my league. Anyway, if anyone wants to "decode" the readme (posted later) it'd be able to take another shot at it. Oh, and it looks like most of the models are huge poly (2000 min) Santos' Tools by Brother Santos
Version 0.4
I. Installation
Copy 'scripts', 'UI' and 'help' folders from this archive into your 3d studio max directory (eg. C:\3dsmax7).
In order to be able view help inside 3dsmax add following line into plugin.ini file placed in your 3dsmax main directory:
Santos Tools Help=C:\3dsmax7\help\santos_tools.chm
(change path accordingly to your 3dsmax installation directory)
Than you can open this file in max by selecting Help->Additional Help... and choosing 'Santos Tools Help' from the list.
Note! If you used previous version of the scripts delete following files from your max scripts/startup directory: - WHMImportDEV.ms - WHEConvertDEV.ms - XREFToolDEV.ms
II. Preparation
In order for the scripts to work properly you should do the following:
a) Extract W40kData-Whm-High.sga (W40K) and/or WXPData-Whm-High.sga (WXP) into any [mod]\Data directory inside your Dawn of War installation directory (eg. C:\Program Files\Dawn of War\My_Mod\Data). The mod directory you choose should be later set in WHM Import script by pressing SetModDir button.
b) Extract textures from RSH files with Spooky's RSH Tool, flip them vertically, save as TGA and put in Texture Share folders inside X:\[Dawn of War Dir]\ModTools\DataSrc\[Mod]\Art\EBPs (eg. for Space Marines & My_Mod - C:\Program Files\Dawn of War\ModTools\DataSrc\My_Mod\Art\EBPs\Races\Space_Marines\Texture_Share).
This step is not necessery - you can extract textures later - but if script won't be able to find textures while importing animations, 3dsmax will prompt for them for each newly created file. Take my advice and extract them before importing model
III. Known bugs
- Script is not importing smoothing groups. - There are various problems with importing following models: - heretic - 1 marker is not linked - commissar - 3rd left cape bone is reversed - there are some errors with vertex weights - desecrated_stronghold - causes script to crash - Several models have some issues with vertex weights which will cause problems when exporting with Relic Tools. You can fix them by hand in REF.MAX file and than use 'Fix Skin' utility from WHM Import script to correct skin in animation files. - Some animations (especially 'aim' animations) might not work properly. You should fix them by hand. Applying 'TCB Rotation' controller will usually do the trick. - Internal textures can now be imported but they are saved as rsh files and need to be converted with Spooky's Tool. Also in such a case meshes may have assigned incorrect materials. This needs to by corrected manually.
Please report all bugs to: brother_santos@poczta.fm
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qwerty59
Level 3: Assault Frigate
Posts: 55
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Post by qwerty59 on Sept 22, 2008 11:27:14 GMT -5
Actualy...
If anyone has a account on the forum there, it'd be a lot easier if we could just ask for a model or two. I might set up an account if no one feels like putting a message up. (I probably won't be able to do anything until the weekend)
Anyway, if anyone's interested in asking for a model or two to be decompiled/opened/whatever, that'd be great! Post here so we can make sure we don't have more than 1-2 people asking.
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qwerty59
Level 3: Assault Frigate
Posts: 55
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Post by qwerty59 on Oct 3, 2008 9:24:55 GMT -5
I got it!!!!! (a workable model at least)
A friend of mine helped me get that script to run so I can get the models out and into 3ds. At this point the only thing stopping me from actually getting it into meta/pepa is that the textures don't want to convert. (oh, and the dreadnought's got 2300 polygons!)
I'll keep everyone updated.
-qwerty59
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Post by xv15mods on Oct 28, 2008 17:19:57 GMT -5
I have been doing this for over a year now but just noticed this forum. Its illegal to post any models From DoW (it breaks Games Workshop's IP policy) I can even get Team color textures working just fine too.. The only setback with these models is the Extremely High Poly count.. which makes making simple patterns very time consuming. I have been working on Building Patterns for my Tau, IG, & SM armies. Santos' Tools are the Key to getting the Meshes into a Readable format.. from format X use blender to import the mesh.. you can also use any Texture tool to Export the Textures (IIBoards work great) (make sure they are flipped the correct way.. as they are normally upside down and reversed when exported) then apply the texture to the mesh.. and unfold using your normal methods. here is a image of a Pattern I did for a Warp Spider model (2 ft Tall!)
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Raven
Level 6: Carrier
Beware the quiet ones
Posts: 948
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Post by Raven on Oct 28, 2008 19:33:44 GMT -5
DUUUUUUUUDE!!!! Alright, I'm expanding my range in unfolding while I'm in the navy. What tools did you use to extract that. Please, write a tutorial!
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qwerty59
Level 3: Assault Frigate
Posts: 55
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Post by qwerty59 on Oct 30, 2008 16:22:43 GMT -5
How did you deal with the face overlap? I managed to get the SM Dreadnought into 3ds and even into meta but when I saw the absolute mess it was going to be to try and clean up all the overlap by hand, I kinda lost hope. Also, if I'm remembering correctly, Santo's tools outputs from/into 3ds (I havn't worked on it for a while...). This may seem like a really simple question but, how did you rename the textures so it can be exported?
EDIT: would it be against their policy to post an unfolded model? (ie a .jpg or .pdf) Just a thought...
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Raven
Level 6: Carrier
Beware the quiet ones
Posts: 948
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Post by Raven on Oct 30, 2008 18:17:22 GMT -5
Against who's polocies? This site had LOADS of unfolded models posted before we got hacked.
When I get my new laptop, one of my projects will be to make a sister site that expands on this site, hosting models for all kinds of Sci-Fi vehicular papercraft. (Including biological units with 50% or more mechanical armor on them, such as Tao Fire Warriers.)
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qwerty59
Level 3: Assault Frigate
Posts: 55
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Post by qwerty59 on Oct 30, 2008 21:31:25 GMT -5
Games Workshop (GW). They tend to be rather finicky about what can and can't be done...
The only reason I propose image files of the unfolds is because it leaves no digital copy of the model while pepakura does.
-qwerty59
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Post by xv15mods on Oct 31, 2008 12:36:34 GMT -5
I used 3D Studio Max, the Official DOW Mod Tools, Santos' Tools, SGA Extractor, DOW Texture tool, Peparkura Designer, & Photoshop with TGA/DDS support.
I have written a lot of scripts to automate most of the process.. but to get the unfolded texture to look like the one I posted.. it took many, many hours of manual adjusting in Peparkura Designer.
There are some models that just can't be extracted due to some model errors.. but oh well.. have fun.
No models extracted from any video game depicting Game Workshops IP can be put up externally online.. nor paper patterns of said models due to their Copyright restrictions, Mod Tools Agreement, GW IP Policy, etc.
BUT
That doesn't mean you cannot make your own models from scratch and do the same.. although don't take my word for it.. check with Games Workshop legal department.. but I do know they have a strict policy with making publicly available paper patterns as there is a specific section in their IP policy concerning Paper model patterns.
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Raven
Level 6: Carrier
Beware the quiet ones
Posts: 948
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Post by Raven on Oct 31, 2008 14:20:05 GMT -5
The only things they would have a problem with is making the vehicles to scale with the models they sell. The infantry and smaller mechanical units are too small for anyone to make in similar detail to the models and can not be used in official games.
Besides, unless we started selling the papercraft, they can't sue because we are using tools and materials we bought/were given from them and other people.
What we are doing is NOT illegal and as long as we don't try to interfere with the rules of their games, there is No reason they should be complaining.
The biggest reason for this is that Games Workshop has a contract with THQ to have these games made. THQ bought relic, which is why the file structure is SO similar to Homeworld. If games workshop didn't ant something like this to happen, they should have done there research to find a more propriatery structure for their game or not made the game at all.
In essenc, they have no right to complain.
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