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RDN Dawn of War MOD Tools README v1.0


This file describes the basics of setting up the tools and folder structure to create a data MOD for Dawn of War. If you want to jump straight into making scenarios, you can safely ignore the contents of this file and visit the on-line documentation for the Mission Editor at http://www.relic.com/rdn/wiki/.


Do NOT modify game play attribute data “in-place” under the Dawn of War\W40k\ folder – this will likely break multiplayer games for yourself and other players. Instead, you should modify any attribute files under your own mod folder so that only people with your MOD installed can join multiplayer games created by yourself.

Required MOD Folder Structure

You will need to create a folder structure for your game. For your convenience we have included a sample project named “My_Mod”. You should copy and paste the following instances of “My_Mod” and rename the copies to your MOD’s name:

The given paths assume you have installed the game in the default location (C:\Program Files\THQ\Dawn of War), if you have the game installed in another directory, modify the path as required.

Required MOD Files

You will need to edit/create the following files for your MOD.

C:\Program Files\THQ\Dawn of War\My_Mod.module
Copy this file and rename the copy to the name of your mod, .e.g. Tyranids_v1. The fields of interest in this file are:

C:\Program Files\THQ\Dawn of War\Run_My_Mod.bat
Copy this file and rename the copy to match your MOD. Then edit it to change the –modname parameter to match the name of the module file you just created. It will start the game with your MOD active.

C:\Program Files\THQ\Dawn of War\pipeline.ini
You will need to edit this file to create a project for the tools to operate under. To do this, open the file and then go to the bottom to the [project:my_mod] section. Change the name of this field to match the folder name you created for your MOD. Then edit the paths within this section to replace My_Mod with your folder name as well as your MODs description (for tools that support this field). Leave the Global flag set to 0.

C:\Program Files\THQ\Dawn of War\ModTools\My_Mod.attrib
Copy this file and rename the copy to match your MOD. Then open it with a text editor and change the path to point to your MOD’s Data/Attrib folder.

C:\Program Files\THQ\Dawn of War\ModTools\My_Mod\~DataGeneric\_default.burn
If you create a folder structure for your MOD, make sure you copy this file otherwise certain tools (such as the Exporter, OE, and Audio Editor) will not work!

Attribute, FX, Sound and Event Data

If you want to MOD the behavior of Dawn of War’s game play the first thing you need to do is extract the game data for use with the Attribute Editor.

If you want to view the event data for the sample models included, you will need to extract the FX and Sound data.

Assuming you have installed the game in the default location (modify the path as required) you will need to extract the following archives:

C:\Program Files\THQ\Dawn of War\W40k\W40kData.sga – game attributes & event FX
C:\Program Files\THQ\Dawn of War\W40k\W40kData-Sound-Full.sga – sound files

To extract an archive, load it into the Mod Packager tool and select the Archive->Extract Archive menu item. This will pop up a folder browser. In this browser select the folder you created for your MOD (e.g. C:\Program Files\THQ\Dawn of War\My_Mod\). Once the archive is extracted you will be able to load the game data files into the Attribute Editor and all of the included FX into the FX Tool.

Burner Tool

This is a command line tool to take DataGeneric files and “burn” them (i.e. optimize them for the game engine) and output them to the appropriate folders.

Specifically, this tool works with:

Sample usage of this tool is in the Burn_SGMs.bat file.

3DS Max Tools

We have included plug-ins and scripts for 3DS MAX 5, 6 & 7. If you use MAX 5 copy the contents of the C:\Program Files\THQ\Dawn of War\ModTools\3dsmax5\ folder to your MAX directory. If you use MAX 6 or 7 then copy the contents of the C:\Program Files\THQ\Dawn of War\ModTools\3dsmax6\ folder to your MAX directory.

MAX 4 and earlier is NOT supported.

Sample Data

We have included some sample 3DS MAX data files, as well as files to create team pattern files (*.WTP) for the following models:

Environment\Gameplay\Strategic_Objective (Critical Location)


The Environment objects have been included so that you can modify them to include flags for any races you may want to add in a MOD. The Marine Troops and Listening Post are provided as complete examples of units that are in-game.

As 3DS MAX saves full path names to all referenced textures and your installation folder will be different that our directory structure, you will have to re-map texture paths to have the models load properly on your machine.

To re-map texture paths perform the follow steps for each model:

Note: The Marine Predator Tank also has 4 animations that use animated textures. You will have to perform the above steps for the following animations:


Missing Tools

Tools to accomplish the following are currently not included / not available:

Referring pages: ModTools/Archive

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