What map do you want to export anyways? If it's pre-Doomfist a.k.a. 1.13 you can just use Kjasi / OWMDL Maya Importer — Bitbucket . Tho you probably know this already so I'm just being useless again >_>
Is there a way to stop the new plugin from importing as Cycles Render by default? I just use Blender as a converting tool so I don't really care for rendering in Blender.
will test
You can uncheck "Import Materials" in the import settings of the script, this will not switch the renderer.
However, if you don't plan rebuilding the shaders you will need to import the materials thus you have to use Cycles because the materials are built on top of it.
If your'e only using Blender for conversion, why even bother switching to Blender Render?
Thanks for the info. For your question, nyeeeeh, I'm stubborn and dislike change lmao. However, if I really need to I guess I'll get used to Cycles.
So, I was been toying around the shaders again and got around a new solution for Glass materials.
This:
https://i.imgur.com/TWu1hUW.png
Turns into:
https://i.imgur.com/3gxb401.png
So, in the viewport, it looks like it's working perfectly.
I'm not sure if more textures needed than those two that are actually related to the lenses and maybe the Glass Shader node (it's on the default settings) / texture nodes could use a tweak, but it seems to be working.
somewhat similar to what i'm doing
https://files.facepunch.com/forum/upload/116730/0e85041d-d9f1-4cff-a6cd-2f2005c1ee25/1535066435.png
https://files.facepunch.com/forum/upload/313402/9dc7bc04-2f26-4a3b-9df5-442ef0e276d0/3c4a412bdf5828371d8ab57df6c557a5.png
Is the importer broke again? Using version 1.9.3 (the one right before the newest update in the post above)
what are you trying to import? what does the console say?
I lied, I was using blender 2.79b -- Havent switched the two out -- have the 2.79 on my desktop
Checking rn to see if exports are fixed.
Important OWM update: I accidentally forgot to set the color space to "color" on diffuse textures, the latest version has this fixed but if you installed OWM prior to this reply's posting date you'll have to fix it manually or reimport everything with the fixed importer.
https://github.com/overtools/io_scene_owm/archive/master.zip
Sorry i'm making so many updates guys. I'm kind of implementing features as I come up with them so I don't really have a version roadmap planned in my mind. I also fix the bugs as I encounter them myself.
DAMNIT LMAOOOOO
All, any tips on exporting from Blender using FBX format. Basically all I am doing is loading up the map in Blender and then selecting a few objects that I am interested in e.g. like a tower and exporting them as FBX. However when I reimport the FBX file back to Blender or to UE4 all the texture relations are lost. In Blender I see the node structure is completely gone bonkers. In UE4 a material file is imported along with the mesh but no textures. I have tried the usual 'Path Mode' set to Copy in the Blender FBX exporter but that is not helping either. Any idea?
In general what would be a good work flow for creating basic modules/component meshes with textures (Diff, Normal etc) linked and then assembling them in an engine like UE4? I.e. I just want to build a library of basic blocks and then create maps in UE4. Any advise will be much appreciated!
Cheers
Unfortunately this is not possible without hassle.
Blender Cycles Materials are not supported by other 3rd party tools/formats.
You could bake the Materials and use those baked images as input for the shaders you are trying to use, but this workflow is still inefficient and requieres manual work.
I'd rather suggest rebuilding the shader in your software of choice and then parse the ow file format to auto assign the textures to materials (what owimport tool does for blender).
Thats the same thing I'm currently doing for map import in Unity.
I wrote an editor extension that allows you to switch the shader by parsing the owmap file and then assign textures by linked owmat data.
Shaders are still not optimised as you can see in the video (some parts are way to bright) and there are still some assignment problems because of the naming convention of duplicate filenames in io_scene_owm which I have to figure out, but it lets you work without having that manual pain.
https://files.facepunch.com/forum/upload/309097/b7cc4f9d-0d6c-47f2-a596-ea457bc94404/Desktop 2018.08.20 - 21.27.35.04.mp4
Someone (probably Naomi, im not sure) was aking for feature requests earlier. I got 2:
-Can you make it so we can set a default overwatch directory (i dont care if i have to write something there instead, just make it simple )
-Can we have the option to never extract OWL skins without having to write it after the extraction command.
ty
Ermmmm. Just gonna say, that's how you get DMCA'd. Blizzard really doesn't want people trying to emulate the game.
Nice work. Was it a big effort to get this all done in Unity? Unfortunately it is beyond me to write extension for parsing and reassigning textures in UE4 :-( So essentially I will just manually create shaders in UE4 and then link the correct textures for the models. As I am not interested in importing the whole map but only a few objects, it should be OK :-)
As other companys do, my work is not being advertised nor is it going to be published.
I'm doing this solely for educational purposes (as you guys do I guess).
Thanks for your concern, I'm aware of my legal limits.
It wasn't, the difficult part would have been reversing the file format, but since datatool is open source I managed to just look it up.
Still this requires you have some background in programming and the scripting backend of the editor you're using.
For sure. Especially all the drama that happened at the beginning when the game was released and Blizzard issuing DMCA etc....For me it is just to understand how games are made and hopefully learn enough to create some original stuff myself :-) I am just grateful that people in this thread are always willing to explain stuff. Cheers
Is there a webpage where I can find a step by step guide on how to set up the tools to begin extracting models? I have been browsing the forum for hours and only find questions from people who already have it all set up. How do I set up the tool?
There was, but it's outdated.
Setting up the tool isn't that complex, but requires some fundamental understanding of using the command line.
There's also a graphical interface somewhere, I think.
So Ive tested the Exports with everything being the latest version. Same outcome, no textures. Man.
GUIs:
https://yernemm.xyz/projects/owet
AppVeyor (xyx's)
Personally, i use the cmd. Easier for me.
Note: i have done some vids on the topic, and i have walked through someone on how to use the cmd version of the tool on my discord channel (https://discordapp.com/invite/uPSSMXR). Not gonna plug my YT though, you can find me if you really want to.
I got frustrated and my food got gold so I just selected random emoji.
I was testing some map exports, noticed some materials were fucked and that some entities weren't exported so I was trying to fix it.
But since it takes fifty years to export and import maps I got commit happy.
I seem to be having the same issue as Tagz. The models all seem to be there, but reference with the dashed lines to perhaps where instances of those assets should be in the scene. I did my best to ensure that I was using same versions of everything as him, but I'll list my stuff here.
Here's a screenshot (looking top down)
https://files.facepunch.com/forum/upload/314663/114b206b-d8f2-4b19-a289-be26817e3bb3/BlenderCapture.JPG
Blender - 2.79 (initial release, not alpha or beta)
Overwatch - 1.27.0.1.49758
DataTool - 1.27.0.668
Blender import tools - tried latest and tried this commit version from a few days ago (going off what Tag had indicated he was using) GitHub
Looking at the console, I see a lot of these lines every time:
bpy_struct: item.attr = val: sequences of dimension 0 should contain 3 items, not 4
@TagAnimationz , or anyone else, know what I could check? Thank you all in advance for the help. Looking forward to studying the levels a bit
I dont think theyve gotten as far as getting the things needed to finalize the materials/paths to other programs.
Not to sure. At first it was trying to get things to work so we could see the materials directly in blender. But now theres no way to get these maps out which Im hoping can be figured out
In the old threads, just having the characters and shading them and making the renders are nice, but as Ive said, It would take 1 week per map to go in game and try my best to match all the textures.etc
I had to do this for 3 maps.
And having the characters can only go so far. If you want to animate them in a scene, it gets boring not having a map or set u can place them in.
Idk if the old Overtool exporter still has code that can identify how it was to path the shaders out of blender? (worth looking into) as it seems the new devs seem to be abit faster in the reverse engineering of the Game//ripping. Super thankful for all work put towards this application!!
Get Blender 2.79.6.
https://builder.blender.org/download/blender-2.79-658a9c6cf52-win64.zip
Blender Builder
Dashed lines are relationship lines, you can disable it in the display settings for the viewport by pressing N and looking to the right side.
https://files.facepunch.com/forum/upload/116730/1508ee13-fae3-4e27-8430-4f75bf0f4452/1535177213.png
That worked, thank you very much! Just switching the version was what I needed to get the scene imported correctly. Load time is quite a bit longer when it's actually working.
One follow up question, are textures something I should have working or not?
Thanks again
Depends, when have you updated the plugin?
Looks like I made sure I was using the latest and just got everything working. I am really used to Maya, but can at least see that there's a material hooked up on the mesh and the preview looks right. Thanks!
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