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RDN Dawn of War MOD Tools README v1.11



This file is a brief introduction to the RDN Toolset for Dawn of War. If you want to jump straight into making scenarios then, you can safely ignore this file and visit the on-line documentation for the Mission Editor at http://www.relic.com/rdn/wiki.


Do NOT directly modify W40K data in place – this will potentially break multiplayer games for yourself and others! Instead, you should modify any attribute files under your own mod project so that your changes are available only to people with your MOD installed.

Revision History 1.1 – 1.11


3DS MAX Exporter

FX Tool

Mission Editor

Object Editor

Revision History 1.0 – 1.1

The following are the major changes to the tools from version 1.0 of the tools.

3DS MAX Exporter

• Export script now has options to export only the model or only the texture. This is useful if you have modified only the model or only the texture and do not want to save the other data.
• Included max script tool to manage custom node properties.
• Now only supports 3DS MAX 6 & 7, 3DS MAX 5 or earlier is not supported!

Attribute Editor

• The AE now loads and edits LUA files and saves binary data files for the game to use.
• The AE now supports proper MOD inheritance. If you edit a file that is stored in a required Mod it will make a local copy (in the current MOD) and work on that copy.

Audio Editor

• Recompiled to work with the latest version of the pipeline.

Chunky Viewer

• No changes

FX Tool

• Uses new camera system
• Minor bug fixes

Mission Editor

• Now resides in the same folder as W40k.exe. You no longer have to supply wkDir command line arguments!
• Improved overall performance.
• New settings for MODs in the Settings->Terrain Properties dialog.
• Now locks out light angles that do not work with the stencil shadow system
• Several crash fixes
• Uses new camera system

MOD Packager

• No changes

Object Editor

• Fix for playing sound data
• Uses new camera system
• Improvements to Action tree view – Game actions now display a full tree view of all hookups
• Improvements to Action properties UI when adjusting sub-action action or motion attachments
• Added master visibility UI for previewing animations with no mesh visibility tracks.
• Bug fix for scrubbing while paused
• Bug fix for refreshing the event list when importing events.
• Able to preview camera shake events.
• Other minor bug and crash fixes

Debugging In-Game

You can run the game with the “-dev” command line argument (no quotes) to run it in debug mode. This will cause the game to create additional log files in the Logfiles/ sub-folder as well as additional in-game debugging information. For example, when in-game you can type “sd_drawweapons=1” to enable weapon debugging information.

New MOD Setup

Please see the supplied ModSetup.rtf document for information on setting up new MODs and running the Attribute Editor to modify game-play data.

Converting Existing MODs

Please see the supplied ModConversion.rtf document for information on how to convert existing MODs to the new 1.3 format.

3DS Max Tools

We have included plug-ins and scripts for 3DS MAX 6 & 7. Please copy the contents of the C:\Program Files\THQ\Dawn of War\ModTools\3dsmax\ folder to the appropriate MAX directory.

3DS MAX 5 and earlier is NOT supported.

Sample Data

Depending on the installer you chose to download 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.

NOTE: You only have to do this procedure once – and only for the data we have supplied as a sample. You do not need to do this on models you have created for your MOD!

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

  1. Load the Model’s Reference/REF.MAX file
  2. Select the Utilities panel.
  3. Click the “More…” button
  4. Select Bitmap/Photometric Path Editor
  5. Click OK 
  6. In the resulting “Path Editor” rollup panel click “Edit Resources…”
  7. Select the textures to remap, and then click the “…” button at the bottom of the dialog
  8. Click “Set Path” and you are finished!

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:


Non-Gameplay Data

If you want to view sample models, team colour files, sound files, fx files, event data, etc. then, you will need to extract the appropriate data archive.

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 – FX and event files
C:\Program Files\THQ\Dawn of War\W40k\W40kData-SharedTextures-Full.sga – texture and team colour files
C:\Program Files\THQ\Dawn of War\W40k\W40kData-Sound-Full.sga – sound files
C:\Program Files\THQ\Dawn of War\W40k\W40kData-Whm-High.sga – model 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\).

Other Tools

Tools to accomplish the following are currently not supplied:


If you have any other questions please visit our on-line documentation at http://www.relic.com/rdn/wiki.



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