Here I'll show steps on how to export this model from blender to DoW.
-
Open the model
- Download the model
- Import the model to Blender.
Go toFile -> Import -> glTF
and select the model. - Remove
Plane
andBook
meshes.
-
Reduce vertex count
DoW uses 16 bits for vertex indices, so you cannot have more than 65536 vertices per mesh.
In practice, DoW fails much earlier at about 8K vertices per mesh and 30K vertices in total in my experience.
A typical DoW model uses about 5K vertices for all meshes together.
In the case of this model, the main offender is theBody
mesh with 115K polygons.
Blender offers a lot of options for reducing polygon count. Here I used the simplest ones:-
Manually remove extra vertices
Many meshes in the model actually consist of 2 layers of polygons. You need to select and remove extra layers.- Select the mesh
- Go to Materials
- Select
FullBlack
orFullBlack.001
material and click the Select button - Delete selected vertices
For the
Body
mesh it's a good idea to instead remove vertices with Body material and then switch material for the remaining slot fromFullBlack.001
back toBody
and flip all face normals of the mesh. This way you can save small details like eyelashes.
Additionally you can remove parts ofBody
hidden by other meshes. -
Add
Decimate
modifiers
For the majority of meshes you can simply add aDecimate
modifier and set the Ratio to about 0.2.
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 theBody
mesh.
-
-
Remove unnecessary materials
Go through the mesh list and removeFullBlack
andFullBlack.001
materials.
The addon cannot export them because they don't have an image and the model looks fine without them. -
Export the model to
.sgm
Go toFile -> Export -> Dawn of War Object Editor model (.sgm)
. -
Convert textures
Since the original model uses.png
textures and the addon can only convert .dds you need to convert them to.rsh
manually.
NOTE: Now the Addon can automatically convert almost any texture to.rsh
, but I'll leave the manual steps here in case you have issues with automatic conversion.By default the textures are exported into the folder with the same name as the exported model.
- Resize and convert to
.dds
The original model uses textures of size 1024x1024, and Object Editor really doesn't like it.
I'm using ImageMagick here, but there are probably other ways:
ls -1 -I info.txt | xargs -I % convert % -resize 512 %.dds
- Copy .dds textures into the appropriate location inside
DataGeneric
mod folder (e.g.art/ebps/races/space_marines/texture_share
). Checkinfo.txt
in the exported textures folder for the correct locations. - Use Texture Tool to convert copied
.dds
textures to.rsh
.
- Resize and convert to
-
Create
.whe
- Put the exported .sgm file inside the
DataGeneric
mod folder and open it with Object Editor - Follow this tutorial and setup the default action with idle motion.
- Put the exported .sgm file inside the
-
Export the model to
.whm
Go toFile -> Export -> Dawn of War model (.whm)
. -
Put converted textures,
.whm
and.whe
files into your mod folder
I put the resultingtechgirl.whm
andtechgirl.whe
intoData/art/ebps/races/space_marines/troops
.
Copy converted.rsh
textures into the appropriate location. Checkinfo.txt
in the exported textures folder near the.whm
file for the correct locations. -
Configure DoW to show your model in Army Painter
- Open your mod with Corsix's Mod Studio
- Add an entity to
Data/attrib/ebps/races/space_marines/troops
You can copy an existing file and changeentity_blueprint_ext - animator
value toRaces/Space_Marines/Troops/techgirl
Also setui_info - screen_name_id
value toTechgirl
and the data type toText
- Edit
space_marine_race.rgd
.
FindData/attrib/racebps/space_marine_race.rgd
and setteamcolour_preview - entity_03
value totechgirl
.