/soulstorm

Asset Decoder for Warhammer: Dawn of War - Soulstorm (requires .whm to .x converter first)

Primary LanguagePythonMIT LicenseMIT

soulstorm

Asset Decoder for Warhammer: Dawn of War - Soulstorm (requires .whm to .x converter first)

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Explanation

The Asset files for Soulstorm are illegible to both humans and machines.
EBP files are non-existent in the Steam distribution of Soulstorm.
The .ebp gets compiled to .whe and the .sgm gets compiled to .whm - this has the geometry data.
Other data includes stats and animation which can be extracted using DoW ModTools v1.
This is all compressed inside a .sga archive which is like a .jar file
that 7-zip doesn't know how to open.

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My scripts need to be used with DoW_Modtools_setup_v1
and mudflaps-whm-to-x-converter from Mudflaps_whm_and_whe_Tools_2008_III
to extract it from the .sga archive in the first place, so:

ModStudio.exe -> DoW:SS Mod -> DXP2.module (English)
-> Data/art/ebps/races/dark_eldar/structures/kabal_fortress.whm
-> Right Click, Extract File
.whm -> mudflaps-whm-to-x-converter -> .x
.x -> x2obj.py -> .obj

Windows, Blender and Unity can then start to recognise the assets straight away
so you can include the assets in e.g. Tabletop Simulator.
The assets are now also human readable which makes it easier to port
in newer versions of the omniverse.

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