• Overwatch Model Thread v3
    999 replies, posted
The color ramp is there for effects, the painted texture is for reflections and minor details like gloss. The color ramp is baked into a texture by the editor when the game gets assembled, this texture is then spliced up into 157-ish frames and shuffled to make it harder to extract. This ends up becoming like this when it's all stacked together https://i.imgur.com/D1LEhtJ.png This is the diffuse texture, but jiggled. Also note that it has an alpha channel, that's the metalness map you're looking for.
Can i ask for a video example, a mesh part and textures that composite the visual effect?
It's not a ramp shader.
Hi, I'd really appreciate some help. I really don't understand how these owentities and owanims work. I've spent all day trying to find answers and there's 0 documentation. When I extract victory poses, there's no owanims at all. All I want to do is position weapons and stuff. Please help.
owanims aren't supported for victory poses and emotes because they rely on relative paths.
Is that guaranteed? How do I position the weapon for a victory pose or in general in that case?
If the owanim existsm, import the owentity then the owanim and it will do everything for you. Otherwise, you'll need to do some magic with hardpoints which is really annoying to do.
Ok, I'll have a look around. So I can't do it with seanim? Could you point me in the right direction with harpoints?
owanim imports the seanim and deals with hardpoints for you.
I saw your post on the v2 thread Overwatch Model Thread v2. I'd really appreciate if you could help me find an easy way to attach weapons to victory poses because I have quite a few I want to make.
Okay. i dunno this skins for this gamemode. The reference looked like they use a ramp aka palette type of texturing for the skin color variations. Texture 'frames' suggests it's and animated texture? Or a tile texture to composite the color mask. That'd need a tile index map tho. I can picture a bunch of shader tricks to get the resources small.
It's not a gamemode, these are the Overwatch League skins. The ramp texture you are referring to is not used for the main color. It is a red herring and is actually used FOR EFFECTS AND POSTFX. The main color texture is baked by the editor at creation. This texture is then mangled like above to prevent us from using it.
I tried. I don't think this will be decoded. You'd have to show me the real texture to convice me this mess of colors is a real texture.
"Real texture" is never explosed, only way we'd get it is if we trick DirectX into rebaking the output into the UV buffer, which we can't do even if the game didn't have numerous protections.
Hi Naomi, I don't suppose you could help with with any input regarding positioning character weapons in general and with victory poses? I can't seem to get it working with Pharah's kneeling victory pose.
Hey all.. Has anyone uploaded a collection of any characters from this gave yet.. By the looks of it, it ain't easy.. Hoping someone may have uploaded Reaper from the earlier versions of the game??
How come you can't grab the characters yourself? The tools are on the first page. Not trying to be condescending, but it's fairly straightforward.
@eddpocalypse ..No you're just being rude .. I went straight to the latest page.. something about trouble ripping textures properly with the current update!?.. I assumed earlier tools would no longer work with the current version even if I had the game! I do rip most of my models thanks, just new to Overwatch... Sincere apologies upsetting you.. NOT.
we're talking about trouble ripping overwatch league skins. everything else is working as intended, seeing as i extracted zenyatta's skins last night.
Look I really like the facepunch forum as most are pretty helpful... a few keyboard warriors but I suppose that's to be expected (No pun intended)...Not to mention awesome resources!!!... thanks for clarifying the status on the game.
I told you how to do it. If you search through the entity animations you might be able to find the .owanim for the animation that was extracted by the emote/pose extraction. If the owanim exists, import the owentity then the owanim and it will do everything for you. Otherwise, you'll need to do some magic with hardpoints which is really annoying to do. You also linked a post from ages ago where I literally described the annoying way to do it too. Don't know what else I can do. --- First post describes the issue, in bold. ¯\_(ツ)_/¯
Random question: when looking through extracted voices, is there any way to figure out which numbers correspond to which voices? I tried coming up with a map based on looking through them manually, but the numbers never matched between different characters, and some characters didn't even have the numbers that others had. But it can't just be random, otherwise the game would have no idea which voice to use.
Voices/Sounds are grouped together except there is no way to know what the group is or what a sound is. Sounds like the "Hello" voicelines or the respawning voicelines should generally all be in a single folder and it should be the same folder for every hero but i'm not 100% sure.
I have a question. Is it already possible to take wrecking ball?
No, you need to wait until he gets added to the live game, the tools do not work on the PTR.
there's some of the sounds labeled as their origin, here: Gist 1 Gist 2 Gist 3 and here's the list of the files that have no use for the conversion: bnk gist be warned that this information is totally outdated because this was made with data from version 1.12.0.2.37415, and the numbers may also have been changed.
Are you using "extract-hero-voice"? If not then you should be. Each "x.078" folder represents a VoiceStimulus. This is like an identifier that corresponds to multiple voice sounds that can be played. The stimus id (folder name) is consistent across every hero (except for voice line unlocks which are weird). All were re-rolled in 1.14, so not valid at all anymore.
you probably need to focus the proportions, like 512², 1024² etc, less rectangular? ( just an idea, not an expert)
Nah. Doesnt work like that. I just put some 'blocks' together that seems to belong together. The lot of the texture is scrambled in smaller blocks tho. Like the smallest 12x12 block fragments. Quite impossible to get right just looking at it.
The original size of the image plays a key part in decoding.
Sorry, you need to Log In to post a reply to this thread.