• Overwatch Model Thread v3
    999 replies, posted
Probably not going to happen any time soon. In any case, the seanim importer isn't developed by us.
You need to download the latest versions of the tools. Every update to the game requires a new version of the tools. Latest Version: https://ci.appveyor.com/api/buildjobs/exdhksxs97cosf4n/artifacts/dist%2Ftoolchain-release.zip
Fun trivia: this build has vertex color support
thats the version i downloaded.....
No it isn't. You downloaded 1.26, latest is 1.27. Did you even check the version number? Your version: DataTool v1.26.0.637-git-656e87f5a391791ab68e51a8f3755aecf57b5ebf Latest version: DataTool v1.27.0.668-git-4955522d5766a65a053b1932197b55a380d5b447
Okay so we got Vertex Color support and a way to prevent DataTool from exporting the same texture fifty times. Any other feature requests?
Naomi is your d.va blender file?
Naomi is your d.va blender file? I don't understand what that's supposed to mean. -------- About the error: Scan and repair in Battle.net.
I'm guessing he's asking about my banner, in which case yes. https://files.facepunch.com/forum/upload/116730/4abd6e21-332c-419a-bbf5-78862b8429fe/DVaWaceracer2.png
neat render. her head looks like wax tho. subsurf scatter is do or don't.
@Naomi Hey mate, is there a place I can discuss in private message with you?
Yeah i'm still experimenting a bit with skin shaders. Blender doesn't provide cycles the data necessary to make a 1-to-1 copy of Overwatch's "fake" SSS.
It's regarding OWM plugin. I might have a work-around to convert OWM models (static) from Blender to UE with shaders, I just need a very little help on Blender side.
I barely know the blender side, the OWM plugins barely work and me trying to change one thing broke the entire plugin for a day.
I was sure it was you who made/updated them? nvm then. ty anyways :P
Where do you scan & repair i cant find it anywhere in the blizzard app
Getting the same error here. I even went the extra mile to install the game on a virtual machine and still nothing. I have no idea what I'm doing wrong
Same error once again. https://files.facepunch.com/forum/upload/311467/7edd34b3-dc7a-46ba-be6a-d79180c4ea58/image.png
Hey lads, am I correct in that the game updated about 20 hours ago, just before I needed to extract something? It is version 49758 atm. I should've made a backup when summer games dropped. I pray to thee, CMF gods. I usually just use the SSS texture by mixing it with the diffuse texture in Screen mode. Honestly, that's probably pretty much what the game does.(Yeah sure it probably interacts with the lighting a bit but meh, it's unnoticable even if it does.) There were a couple small changes I've made to the Blender importer but I never ended up sharing it cause I don't want to learn how to use github(I tried before and failed) and I didn't want to look like an idiot by linking a pastebin to the modified import_owmat.py cause what kind of ghetto code contribution is that am I right? But I'm doing that now because I can see that to this day nobody has changed the normal map value from -1 to 1, rendering all normal maps disabled. (TIF, or otherwise.) We discussed this before and Zing said that it causes some normal maps to turn the mesh black, which is true, this happens when the normal map's Z channel is empty, but I have now fixed that by discarding the Z channel and filling it with 1 via nodes. I showcased this months ago in the old thread but I also made it so that the color textures become the active texture in all materials, since Blender's Textured Viewport(Alt+Z) displays the Active Texture(whatever Texture node was last created/selected.) (This way everything looks a lot nicer on import). Those are all the changes, let me know if you'll update the importer with the new file or if I've done something wrong. Sorry for sharing these changes so late. And I see you mentioning vertex colors, I might give that a look sometime soon, thanks for implementing it!
mets my man, do you do custom requests?
It was, but that doesn't mean I know what I'm doing. The shader generation for example, that's zingy.
Do you have enUS locale installed and have you launched the game?
To both of you: Do you play the game in English? To use DataTool with locale set to enUS you have to have the English language data installed (speech and text). Ensure you have the English locale installed, or select a different locale in DataTool using "--L". e.g "--L=esES" for Spanish. You will have had to played the game in the target locale on the current patch to ensure the data is correct. To max: Install as in copy your install? Moving the same broken data wont fix the problem. ---------- There is a slight bug where DataTool doesn't warn you if you don't have the default locale (enUS) installed, which is probably related to these issues.
Thanks for adding it! Might not be a perfect solution but having X and Y normal map is still better than having no normal map at all! :P Yeah it occured to me that the Z channel might not always be empty, but from what I've seen, the effect of an average normal map's Z channel is very negligible, to the point where I don't feel bad about discarding it. I didn't know there was a way to work around it with maths though, quite a piece of maths it seems like :P Shipping with a blend file in order to avoid those hundreds of lines of code(and having to write more in the future) to set up the nodegroup node by node and link by link is a great idea, you should definitely go for it when you find the time, it would be so much easier to make changes to the nodegroup that way. Not sure what kind of request you mean but the answer is most likely no. (I don't extract stuff for people, nor am I taking rigging or animation commissions, sorry. But yes, I will be adding the D.Va skin to my rig, that's why I'm here.) Fixed animation scale unpacking Awesome! Thanks so much. Is there a way to properly quote only part of a post on this "new" UI? :s
Yes, select the text in the post you want to quite, then hit reply on the post
Current Blender import-tools has some problems with the DataTool update. Materials of owmdl are not being loaded: https://files.facepunch.com/forum/upload/309097/8f829b27-1aab-452a-878f-8b4bc8ae0212/ow.png Also importing owmap results in wrong orientation, top is Y instead of Z-Axis. Not every model is placed in its main parent object in the outline view and every loaded mdl will be place at the center. This is how Necropolis looks like: https://files.facepunch.com/forum/upload/309097/a36d96bc-a889-4376-b1ed-b489f75799e5/ow2.png
It was a completely fresh install on Virtual machine. Battle.Net was set to English UK and Overwatch was set to all English. Even the datatool was fresh install. I've also updated my Winrar to make sure it's not an extraction problem. Made an antivirus exemption to make sure it's not that either. Is there anything else I should try? A:\DataTool>DataTool.exe "A:\Program Files (x86)\Overwatch" extract-unlocks "A:\DataTool" D.Va [Core] DataTool v1.27.0.674-git-98797e25e7001185eae1e3904d673b4b9102632f [Core] CommandLine: ["A:\Program Files (x86)\Overwatch", "extract-unlocks", "A:\DataTool", "D.Va"] [Core] Using Overwatch Version 1.27.0.1.49758 [CASC] Initializing... [CASC] Loading APM Win_SPWin_RDEV_LenUS_EExt [CASC] Using CMF procedure 49656 TankLib.CASC.BLTEDecoderException: frame header mismatch (bad BLTE file)    at TankLib.CASC.ApplicationPackageManifest.Load(String name, MD5Hash cmfhash, Stream stream, CASCHandler casc, String cmfname, LocaleFlags locale, ProgressReportSlave worker)    at TankLib.CASC.Handlers.RootHandler..ctor(BinaryReader stream, ProgressReportSlave worker, CASCHandler casc)    at TankLib.CASC.CASCHandler..ctor(CASCConfig config, ProgressReportSlave worker)    at DataTool.Program.Main() Seems to be slightly different when I try to extract Tracer A:\DataTool>DataTool.exe "A:\Program Files (x86)\Overwatch" extract-unlocks "A:\DataTool" Tracer [Core] DataTool v1.27.0.674-git-98797e25e7001185eae1e3904d673b4b9102632f [Core] CommandLine: ["A:\Program Files (x86)\Overwatch", "extract-unlocks", "A:\DataTool", "Tracer"] [Core] Using Overwatch Version 1.27.0.1.49758 [CASC] Initializing... [CASC] Loading APM Win_SPWin_RDEV_LenUS_EExt [CASC] Using CMF procedure 49656 System.NullReferenceException: Object reference not set to an instance of an object.    at TankLib.CASC.ApplicationPackageManifest.Load(String name, MD5Hash cmfhash, Stream stream, CASCHandler casc, String cmfname, LocaleFlags locale, ProgressReportSlave worker)    at TankLib.CASC.Handlers.RootHandler..ctor(BinaryReader stream, ProgressReportSlave worker, CASCHandler casc)    at TankLib.CASC.CASCHandler..ctor(CASCConfig config, ProgressReportSlave worker)    at DataTool.Program.Main()
Hope that wasn't my fault, I only changed import_owmat.py, not import_owmdl.py where the error seems to occur, but you never know and now I'm spooked. What if you use the previous plugin, before my changes, does it work then?
The update of ow import-tool is working fine with maps/models exported using previous version of DataTool. I think DataTool updated some file formats which need to be applied to blender import. DataTool v1.27.0.668 and latest Blender import: https://files.facepunch.com/forum/upload/309097/011c833e-cac2-44d5-bf77-25dbaa8db570/ow3.png
So, I've been experimenting with the nodes / shaders, and found out that a MixRGB node or a Mix Shader could be nice to combine the Diffuse texture and the Subsurface Scattering texture into one texture which may represent the models better. Also, I found out that when trying to make "glass" objects look (and render) transparent, adding a Transparent Shader into both materials (in case of Widow's sunglasses) then combine them with Mix Shader and connecting it with the existing OverwatchGenerated group into Material Display makes it look (and render) transparently.
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