• Overwatch Model Thread v3
    999 replies, posted
How can you download only the newely added voicelines (for example)?
You mean actual unlockable voicelines or general voicelines. The tools can't detect newly added files between patches. You can extract 2018 Summer Games [Unlockable] voicelines though. DataTool.exe {overwatch-directory} extract-unlocks {output-directory} "*|voiceline=(special=sg2018)"
I spent a couple of hours today adding the IDs for all the other events. There are 2989 cosmetics total (including general and portrait icons,) of which 1066 are event tied.
@Js41637 I understand you are responsible for the sound tracker website. Could you tell me a bit more how adding new voicelines work? Is it as simple as importing and selecting the voicelines or would i have to do something special.
My sound tracker site hasn't been updated for like over 6 months, since the 1.14 update I think when everything changed I think. I've been planning on remaking it and making use all the extra data we are now able to extract, I just haven't gotten around to it. I had a lot of scripts that used old commands that extracted sounds for heroes and my scripts would parse everything and detect new/removed sounds and all that stuff, doesn't work anymore as the outputs have changed.
Longtime Lurker of this thread. I wandered back here checking to see if the code is better suited for Map importing, since even pre 1.13 when it was still just Overtool, map importing and retexturing was a pain (literally spent a few weeks on just Dorado, Hanamura and Kings Row). Though, even though above it seems things should work, but Im testing with the HLC map and importing with cycles on in Blender 2.79b and Im not getting any textures or texture groups at all. What am I doing wrong? (Love the effort put into this newer version post 1.13 thou, yall killing it) If I can get this to work, Ill port all the maps and Put them on GOOGLE drive. Ive done some cool tests with what I have, but havent done much more since no good map exports EXs: https://twitter.com/i/status/1028700128855515136 https://files.facepunch.com/forum/upload/313402/dc1c66af-8169-4801-a9d9-7456142d9108/Dj49W8vU8AAhfMj.png https://files.facepunch.com/forum/upload/313402/1ad38e26-66d1-4bf6-b759-b61ac0b9bd23/Dj48LUfU4AAqDlF.png https://files.facepunch.com/forum/upload/313402/7cc7163f-b3d2-4d4e-91ba-5c36b8ee89c4/Dj47CMJVsAAnkf9.png https://files.facepunch.com/forum/upload/313402/850b259e-b3af-449d-886d-9445fc1663bb/0cf7c6241c50bcfe1885c0e37ab13d18.jpg
Ah, I see. If/when you get around to remaking it, could i request a feature to export renamed voicelines as pairs in a format (txt file, each pair in its own line): oldname.ogg|newname.ogg Thats useful for renaming with bulk rename utility.
Recently, I encountered a problem. In the latest io_scene_owm plugin, I saw that it can export vertex colors, but the version is limited to 1.6. ```` if major >= 1 and minor >= 6: col1 = bin_ops.read(stream, owm_types.OWMDLVertex.exFormat[4]) ```` The problem is that for models like walls, the version declared in their header files is 1.5, that is, the vertex color of them cannot be exported. I would like to know if io_scene_owm have the ability to export vertex colors of models like walls or if this this feature will be supported in the future. The key to solving this problem is the format of owm. I find the declaration in GPA ```` // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // POSITION 0 xyz 0 NONE float xyz // NORMAL 0 xyz 1 NONE float xyz // TANGENT 0 xyzw 2 NONE float xyzw // BINORMAL 0 xyz 3 NONE float // TEXCOORD 0 xy 4 NONE float xy // TEXCOORD 1 xy 5 NONE float xy // COLOR 0 xyzw 6 NONE float xyzw // VERTEXINDEX 0 x 7 NONE uint x // INSTANCEDATA 0 xy 8 NONE uint xy   ```` So my guess for the format of a vertex is: position:float3 normal:float3 tangent:float4 uv0:float2 uv1:float2 color:float4 I want to know am i right? Or is it the right way to get the vertex format? It will be very helpful if there is a common owm format description. ...English is not good, forgive me please ..
All models are extracted using format 1.6 on the latest DataTool. You'll need to re-export whatever you're looking at. The vertex input layout in the shaders is completely unrelated to the actual vertex buffer data in the model. Also quick sidenote: don't post shader code in public, bilizzard does not like it.
how do i download all emotes from every hero?
You need the latest 2.79 build, 2.79b is missing information on the vertex color format. https://builder.blender.org/download
Thanks for your answer! It works.
So far, I've found that only RGA is used for vertex colors, and blender only supports RGB for one vertex color. Maybe you can put the A channel of owmd vertex colors in channel B when import it into blender.
Blender support alpha+color, but the shader nodes do not.
https://github.com/overtools/io_scene_owm/archive/master.zip ColorMap1 is now ARG ColorMap1Alpha is replaced with ColorMap1Blue ColorMap2 is now ARG ColorMap2Alpha is replaced with ColorMap2Blue
Anybody got an Idea why this is happening when I try to import smth? Traceback (most recent call last):   File "C:\Users\arhas\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_scene_owm-master\manager.py", line 109, in execute     import_owmdl.read(settings)   File "C:\Users\arhas\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_scene_owm-master\import_owmdl.py", line 481, in read     status = readmdl(materials, rotate)   File "C:\Users\arhas\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_scene_owm-master\import_owmdl.py", line 429, in readmdl     materials = import_owmat.read(matpath, '', settings.importTexNormal, settings.importTexEffect)   File "C:\Users\arhas\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_scene_owm-master\import_owmat.py", line 89, in read     m[data.materials[i].key] = process_material_Cycles(data.materials[i], prefix, root, t)   File "C:\Users\arhas\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_scene_owm-master\import_owmat.py", line 120, in process_material_Cycles     nodeOverwatch.node_tree = bpy.data.node_groups[owm_types.TextureTypes['NodeGroups']['Default']] KeyError: 'bpy_prop_collection[key]: key "OWM: Physically Based Shading" not found'
For some reason the library file didn't get imported into blender, can you scroll up and look at any [owm] logs that show up?
Just gonna paste the whole log here: Read prefs: C:\Users\arhas\AppData\Roaming\Blender Foundation\Blender\2.79\config\userpref.blend found bundled python: C:\Program Files\Blender Foundation\Blender\2.79\python [owm] trying to update library file [owm] local version 1, remote version 1 [owm] DiffuseAO = [["Color"], [], 2903569922] [owm] DiffuseOpacity = [["Color"], ["Opacity"], 1239794147] [owm] DiffuseBlack = [["Color"], ["Opacity", "Emission"], 3989656707] [owm] DiffusePlant = [["Color"], [], 3093211343] [owm] DiffuseFlag = [["Color"], [], 1281400944] [owm] Diffuse2 = [["PBR"], [], 1716930793] [owm] Normal = [["Normal"], [], 378934698] [owm] AnisotropyNormal = [["Normal"], [], 562391268] [owm] RefractNormal = [["Normal"], [], 562391268] [owm] Tertiary = [["PBR"], [], 548341454] [owm] Tertiary2 = [["PBR"], [], 3852121246] [owm] Opacity = [["Opacity"], [], 1482859648] [owm] Opacity2 = [["Opacity"], [], 1140682086] [owm] MaterialMask = [[], [], 1557393490] [owm] SubsurfaceScattering = [[], [], 3004687613] [owm] Emission = [["Emission"], [], 3166598269] [owm] Emission2 = [["Emission"], [], 1523270506] [owm] Emission3 = [["Emission"], [], 4243598436] [owm] AnisotropyTangent = [[], [], 2337956496] [owm] Specular = [[], [], 1117188170] [owm] AO = [[], [], 3761386704] [owm] DiffuseEnv = [["Color2"], [], 2959599704] [owm] NormalEnv = [["Normal2"], [], 2637552222] [owm] TertiaryEnv = [["PBR2"], [], 244152978] [owm] DiffuseEnv2 = [[], [], 3120512190] [owm] NormalEnv2 = [[], [], 1897827336] [owm] TertiaryEnv2 = [[], [], 824205512] [owm] imported node groups: OWM: Unpack RG Normal, OWM: Unpack PBR, OWM: Physically Based Shading [owm] trying to download https://raw.githubusercontent.com/overtools/io_scene_owm/master/LIBRARY_VERSION [import_owmat]: E0723AAC67B3A389 uses shader 50 [import_owmat]: could not find node group for shader 50, using default [import_owmat]: 490AD697C6DD67DD uses shader 50 [import_owmat]: could not find node group for shader 50, using default [import_owmat]: 0759ABF53401124C uses shader 38 [import_owmat]: could not find node group for shader 38, using default [import_owmat]: 53DD91DDC8CEEDCB uses shader 38 [import_owmat]: could not find node group for shader 38, using default [import_owmat]: FE2474553EAEA77C uses shader 44 [import_owmat]: could not find node group for shader 44, using default [import_owmat]: 0000000151CB.dds is Emission [import_owmat]: 0000000151CA.dds is DiffuseAO [import_owmat]: 000000000D01.dds is MaterialMask [import_owmat]: 00000000000A.dds is Opacity [import_owmat]: 0000000151CC.dds is Tertiary [import_owmat]: 0000000151CD.dds is Normal [import_owmat]: 05E5311743866DDF uses shader 50 [import_owmat]: could not find node group for shader 50, using default [import_owmat]: E64D267B5B065856 uses shader 50 [import_owmat]: could not find node group for shader 50, using default [import_owmat]: 5D2E6BF0530B3D68 uses shader 44 [import_owmat]: could not find node group for shader 44, using default [import_owmat]: 000000000D01.dds is Emission [import_owmat]: 0000000151CF.dds is DiffuseAO [import_owmat]: 0000000151D2.dds is MaterialMask [import_owmat]: 000000000460.dds is Opacity [import_owmat]: 0000000151D0.dds is Tertiary [import_owmat]: 0000000151D1.dds is Normal [import_owmat]: EB66FE28E7034102 uses shader 43 [import_owmat]: could not find node group for shader 43, using default [import_owmat]: 0000000151D8.dds is SubsurfaceScattering [import_owmat]: 0000000151CF.dds is DiffuseAO [import_owmat]: 0000000151D0.dds is Tertiary [import_owmat]: 0000000151D1.dds is Normal [import_owmat]: 93542648E1BECE09 uses shader 34 [import_owmat]: could not find node group for shader 34, using default [import_owmat]: 000000016F13.dds is Diffuse2 [import_owmat]: 0000000151E2.dds is Opacity2 [import_owmat]: 000000017E99.dds is RefractNormal [import_owmat]: 0A77318C007663C3 uses shader 34 [import_owmat]: could not find node group for shader 34, using default [import_owmat]: 000000016F13.dds is Diffuse2 [import_owmat]: 0000000151E2.dds is Opacity2 [import_owmat]: 000000017E99.dds is RefractNormal [import_owmat]: 467C3CACFAFAE141 uses shader 34 [import_owmat]: could not find node group for shader 34, using default [import_owmat]: 000000016F13.dds is Diffuse2 [import_owmat]: 0000000151E2.dds is Opacity2 [import_owmat]: 000000017E99.dds is RefractNormal [import_owmat]: 97A6EBF626E272DA uses shader 44 [import_owmat]: could not find node group for shader 44, using default [import_owmat]: 0000000151DF.dds is Emission [import_owmat]: 0000000151DE.dds is DiffuseAO [import_owmat]: 00000000000E.dds is MaterialMask [import_owmat]: 00000001541A.dds is Opacity [import_owmat]: 0000000151E0.dds is Tertiary [import_owmat]: 0000000151E1.dds is Normal [import_owmat]: C2E055C4D26CF6F0 uses shader 44 [import_owmat]: could not find node group for shader 44, using default [import_owmat]: 0000000151DF.dds is Emission [import_owmat]: 0000000151DE.dds is DiffuseAO [import_owmat]: 00000000000E.dds is MaterialMask [import_owmat]: 00000001541A.dds is Opacity [import_owmat]: 0000000151E0.dds is Tertiary [import_owmat]: 0000000151E1.dds is Normal [import_owmat]: removed material: 53DD91DDC8CEEDCB [import_owmat]: removed material: 93542648E1BECE09 [import_owmat]: removed material: 0A77318C007663C3 [import_owmat]: removed material: 97A6EBF626E272DA DONE [owm] trying to update library file [owm] local version 1, remote version 1 [import_owmat]: E0723AAC67B3A389 uses shader 50 [import_owmat]: could not find node group for shader 50, using default Traceback (most recent call last):   File "C:\Users\arhas\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_scene_owm-master\manager.py", line 109, in execute     import_owmdl.read(settings)   File "C:\Users\arhas\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_scene_owm-master\import_owmdl.py", line 481, in read     status = readmdl(materials, rotate)   File "C:\Users\arhas\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_scene_owm-master\import_owmdl.py", line 429, in readmdl     materials = import_owmat.read(matpath, '', settings.importTexNormal, settings.importTexEffect)   File "C:\Users\arhas\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_scene_owm-master\import_owmat.py", line 89, in read     m[data.materials[i].key] = process_material_Cycles(data.materials[i], prefix, root, t)   File "C:\Users\arhas\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\io_scene_owm-master\import_owmat.py", line 120, in process_material_Cycles     nodeOverwatch.node_tree = bpy.data.node_groups[owm_types.TextureTypes['NodeGroups']['Default']] KeyError: 'bpy_prop_collection[key]: key "OWM: Physically Based Shading" not found' location: <unknown location>:-1 location: <unknown location>:-1
try this version https://github.com/overtools/io_scene_owm/archive/master.zip I should mention that you should avoid renaming node groups.
Thx, appears to be working now. And I will export it to maya anyways but thx for the tip!
So I downloaded the Latest Toolchain and the latest Blender,not using 2.79b now I was able to import a map into Blender (takes so long,normal?) I see the textures using the cycles render, but how should I export the map? Ive tried regular OBJ, though when opening in Maya or C4D, the textures aernt there. Do we have to import using cycles and switch it to blender render when exporting? Trying some other stuff, but any help is welcomed
Forget about exporting maps to maya, unless there's just a small section of the map you actually need. The textures maya will have assigned (if any) are wrong most of the time, so you can either use the maya importer with overtool and overwatch 1.13 or like I said, if you need a small section of the map just keep blender open at the same time and check which textures you need I guess. It's a hassle tho. @ellowas has made a post in the last thread about a potential workaround but I don't think anyone was able to help him since some blender python skills are needed IIRC
I mainly use c4d, maya was just more of a reference for using both. Before, when using Overtool, the textures would come over but theyd be all over the place. But I can see that in Blender, its better since they actually show up unlike previous versions. But on exports, is there no path data for these textures? On every export so far, Ive been getting the material groups but no materials, in FBX or OBJ. If I can find a working way to do this then thatd be awesome.
Yes. Depends to where. Maya prefers FBX, C4D probably FBX or COLLADA DAE.
Well when I imported smth to maya a while back it did import the textures with path IIRC and definitely not all of them and like you said all over the place. And maya's interface isn't really designed for a hot mess of hundreds of textures assigned more or less randomly so I didn't even bother with trying to find a workaround for too long. It might have changed actually, tho it's probably not very different. Either way here's ellowas original post, in case that could help you https://forum.facepunch.com/f/fbx/qxgy/Overwatch-Model-Thread-v2/52/#postcvdbhr And I can't really help you with c4d since the last time I've used it was like 4 years ago or smth. :/ And I am not sure if it exports the texture paths correctly, tho at the end of the day it doesn't really matter anyways since they're gonna be assigned to the wrong thing. It'd prolly be "easier" to just check which on it is and just drag and drop it.
Ill be trying Collada and DAE Im also trying old map exports. though Im prolly sure they wont work as well. But lemme know if you guys can test anything, The exports and importing are taking way long -- lmao
I strongly suggest exporting the maps (with DataTool) to an SSD, and importing them while you're not doing anything. It's gonna use up a LOT of resources, so having more than 12 GB RAM
Also use the deduplication flag "-0" if you aren't already.
Gotta 1TB SSD and 128GB ram SAD EMOTEEEEE xD
https://github.com/overtools/io_scene_owm/archive/master.zip Important update, I broke material importing in the 1.9.2 version because I forgot to remove an S. It's been fixed in 1.9.3 (above)
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