Did the Net repair. Ran the normal one and it shows the same TankLib error
I ran the debugger with Tracer and it was successful - A:\DataTool2\New folder (2)>DataTool.exe "A:\Program Files (x86)..
I ran it for D.Va and it came up with the same error as last time - D.va
I might just ask my friend if he can give it a go at this point
Is Battle.net running at the same time
That did it, but I ran into another thing:
Traceback (most recent call last):
File "C:\Users\user\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_scene_owm-master\manager.py", line 637, in execute
import_oweffect.read(efct_settings)
File "C:\Users\user\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_scene_owm-master\import_oweffect.py", line 447, in read
ret = process(settings, data, pool, existing_parent, t, None, {})
File "C:\Users\user\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_scene_owm-master\import_oweffect.py", line 167, in process
bpy.ops.import_scene.seanim(filepath=bpyhelper.normpath(os.path.join(pool, directory)) + os.path.sep, files=[{'name': file}])
File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\modules\bpy\ops.py", line 189, in __call__
ret = op_call(self.idname_py(), None, kw)
AttributeError: Calling operator "bpy.ops.import_scene.seanim" error, could not be found
location: <unknown location>:-1
I imported the lootbox .owentity from LootBoxes\Base\Entities\0000000013EF.003\ and tried to import the first .owanim file, 00000000384A.owanim.
I'm not entirely sure that that's the right workflow to get animations in Blender, but... welp
Did it with and without. Same errors
install this: GitHub
You nee dto install the SEAnim plugin. https://github.com/SE2Dev/io_anim_seanim/archive/master.zip
------------
¯\_(ツ)_/¯
Are you 100% sure the game loads correctly?
In the importMesh def of the import_owmdl.py file you have this following code:
mesh.vertex_colors["ColorMap1"].data[i].color = (col1[loop.vertex_index][0], col1[loop.vertex_index][1], col1[loop.vertex_index][2], 1.0)
mesh.vertex_colors["ColorMap1Alpha"].data[i].color = (col1[loop.vertex_index][3], col1[loop.vertex_index][3], col1[loop.vertex_index][3], 1.0)
mesh.vertex_colors["ColorMap2"].data[i].color = (col2[loop.vertex_index][0], col2[loop.vertex_index][1], col2[loop.vertex_index][2], 1.0)
mesh.vertex_colors["ColorMap2Alpha"].data[i].color = (col2[loop.vertex_index][3], col2[loop.vertex_index][3], col2[loop.vertex_index][3], 1.0)
Is there any particular reason you are assigning a 4th value?
I would guess its to set the alpha channel of the vertex color to a default because your using a second map for the alpha, but the error log tells that color is expecting 3 values.
Deleting the last parameter seem to fix the problem of materials not being loaded.
Started the game up just to look at the Tracer and Genji all-star skins. It appears to work as intended
4th value is alpha, blender crashes in later 2.79 and 2.80 if you don't set a 4th value.
Honestly you got me confused.
I thought your script was not supposed to be supported in Blender 2.80?
Im running latest 2.79 and the script is not working with the 4th parameter, I get the result I posted earlier.
Removing it solved the problem.
It doesn't work with 2.80, at least animations and skeletons don't. Everything else should work (but it'll destroy your blend enviornment)
It's working fine on my blender, and I'm using the buildbot blender builds that I re-download every week.
I wasn't aware of buildot and thought the version on the main page was the latest (2.79b).
Anyways, I'm building some shaders in unity but it only supports one layer mask.
By using the builder build I'm now able to use that 4th channel for blending in unity by applying the alpha mask to the alpha layer of the color mask.
https://files.facepunch.com/forum/upload/309097/a71e76c2-7a68-403d-aa24-ce96089539ef/Unbenannt.png
Still gotta incorporate the height data and assign corresponding colors to different textures.
But this saved me a lot of time because I was about to paint the vertex colors by hand for grounds.
Neat update, really appreciate your work guys.
https://files.facepunch.com/forum/upload/116730/89174aef-0c0d-452b-b85f-3bee31f42ef7/1534559142.png
Only 773 materials left to fix.
https://github.com/overtools/io_scene_owm/archive/1.8.5.zip
https://files.facepunch.com/forum/upload/116730/38ea5095-a909-4149-8336-6865be657b5f/1534562935.png
Importing maps will now attempt to blend two maps together. (moving the node group to a library file made this SO MUCH EASIER to implement)
it just doesent work for d.va , im so desperate at this point im going to pay someone for the skin file....
Material importing is mostly 100% accurate now, still some issues.
https://files.facepunch.com/forum/upload/116730/3096b19a-8c88-4fac-b4e2-b56bb108ca81/Render.png
Use extract-maps with "Busan Stadium". I doubt it will work because your install seems to be utterly broken.
New Blender Plugin update
(Sorry i'm updating it a lot)
https://github.com/overtools/io_scene_owm/releases/tag/1.8.7
Old lighting:
https://files.facepunch.com/forum/upload/116730/8fd5e71b-6568-4678-8188-ed670a312463/RenderL2.png
New lighting:
https://files.facepunch.com/forum/upload/116730/1f9515fe-1007-4375-acb3-550f12c46cf0/RenderL3.png
So, maps that are no longer availble (like Black Forest Winter) can get fragmented and materials might be corrupt. I am assumming this has to do with the "Asset Curator" cleaning up GUIDs and reusing existing ones by assets that are no longer public. So if you want an event map, you'd do best to wait for the event to come around.
(Hint: Extract Lucioball maps now)
well i extracted d.va with the debug 5 one u sent , i hope the map will work now too..
Debug 5 is fine
Busan Stadium 92A
Texture 0000000152EC on model 00000000654B
Took me 5 minutes.
By mixing, I was indeed referring to the MixRGB node here. This is what I've been doing for months without any complaints on my publicly released rigs. The result looks just like in-game. And the glass/transparency thing is also a pretty common trick, but the issue is identifying which materials are glass and which ones aren't.
Yes. That would be nice. We also carry shader types, so I might start naming the main shader group in materials after that number so we can start having unique materials for shaders that don't fit the standard pattern (i.e. SSS, or glass, or hair)
Hey there, in the v1 thread there was Mei's Ice Wall as an obj. Sadly the file is down.
Does anyone have that still??
Quick update: To support this better, I've re-done the way we assign materials
It's now a lot easier to update, and it is self-updating so whenever I fix a material or a node group, you should only have to re-import the material.
Release [1.9.0] Automation · overtools/io_scene_owm · GitHub
Quick question: I have not run this in a while, but loaded latest tools, and they seem to export skins correctly, but when I try to import the owmdl into Blender I am getting: "struct error: unpack requires a bytes object length of 4". I am able to load models from a few months ago, just not the new ones. Any idea? Thank you for your help!
Update the blender importer. https://github.com/overtools/io_scene_owm/archive/master.zip
Thank you! I thought I had it updated already. Cheers. I wish I could buy you a pint!
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