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Dawn of War File Formats



Information on the different files in the game resources, and how they are edited or what they do. Information, apart from being provided by Relic, has been found from the old wiki, as well as from the forums, and people themselves.

Getting at the files

Many files are stored in the .SGA archives in the game – these act like ZIP files. You need to use the Mod Packager which comes with the mod tools to extract them.

Modding file list

Here is a list of file extensions you'll come across, what they mean and how to access them.

You must extract the .SGA to access the game data. Currently you can use the Mod Packager/Spooky's Extractor/Corsix's Extractor to decompress the archive. The game will use the extracted files instead of the compressed ones.

These files all contain lua code and data for the embedded scripting engine. They can be edited with a normal text editor (NOTE: Microsoft Word, OpenOffice and Wordpad are NOT normal text editors!). Use Notepad or better still download http://scintilla.sourceforge.net/Scite. Scite has Lua syntax highlighting and many other cool features – It's also completely free.

Note that Attribute data for patches 1.3 onwards, compiled into:

See also these sections:

This format can be read by many paint programs such as Photoshop (Commercial), Paint Shop Pro (Shareware) or The GIMP (Completely free). Your paint program must handle and save TGA transparency. Note: All TGA files need to be 32 bit, with the alpha transperency layer on, else they will be replaced by pink in game, and pictures don't like to be pink!

Quick note: Pixel size for some textures: Badges: 64x64 pixels. Banners: 64x96.

Use Spooky's RSH extractor to convert these. Most textures are in DDS (DXTC) format. This is a compressed format that can be stored in the VRAM of your graphics card. They may contain multiple Levels Of Detail (Mip Maps) so the engine renders less pixels on distant models. Nvidia has some DDS tools but there are also plugins available for a few popular paint packages. You could also use a standalone DDS-to-bitmap converter. I can't recommend a method because I've never done it.

I'd imagine that they are basically meshes with texture ids, hardpoints, shaders, and animations (skeleton). The model files can also contain cameras (I have no idea why)! I'm also guessing that Relic have used either Gmax as they have before or maybe even Blender (there's a reference to PlayBlender in the code) and will release a plugin for either or both.

These are scenario/map files, opened in the Mission Editor. It is a relic chunky file, like most of the other Relic files, and contains the data on map sizes, where what things are placed, and what mod is used to run it along with its name and description. Basically, everything apart from the mini-map, the heightmap, terrain painter information, and icon.

Trivia: In Impossible Creatures™, the last Relic game, the. SGB format was used for models.

These are a bit like MP3 files, compressed (to varying degrees) sound files. You can burn them using the Audio Editor, although there currently no known way to play these back or reverse engineer them – apart from playing them in the Audio Editor and recording the sound that goes to the speakers (detailed in the Audio Editor pages). The source for the files are. AIF or. WAV.

These contain text information about how to burn something, using the Audio Editor.

These can be opened in any text editor, and contains some information on displaying fonts.

These files can be edited or added using freeware DivX tools. Currently no tutorials on the wiki for these files, although encoding and resizing among other things VirtualDub is recommended.

They make it easier for the game to be translated by not mixing printable text with the game logic. Whenever you see a string like "$90034" in the code it will refer to text in one of these files. See the UCS information page for how to use this file.

All I know is they have something to do with audio! Speculation: With sub-folders of sounds for speech (eg: “die”, “damage”, “morale”), this is a file which is placed in the units root folder for speech, probably indicating that the actual sounds to use are in the sub-folder of the same name, although the letter seemingly is meaningless.

Other files list

In the \ProfileXXX\ModName\Schemes folder are where these are found, being a simple text file with information about the RBG colour scheme chosen, and the icons chosen, for cirtain armies.

This file is a recorded game. The size varies on the length of the game, but is smaller then almost all saved games because it records the actions (obviously) and plays them back in the game using this file. You won't be able to edit these, however.

A snapshot of a single or multiplayer game, saving the progress will create one of these files. There is no way to edit them, however.

Possibly old/removed.


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