Excuse me. Just want to make a custom model for a GMOD (for Tracer). I have in mind this edit: White T-Shirt (as seen in Tracer Reflections - need textures), black shorts (like for sleeping) and slippers or a bare feets.
But I need to extract them somehow and I ask for newest extraction tools. Can't seem to find up-to-date ones.
And thus, exporting is same as making other models for GMOD or do I need to take time to export it from Overwatch to Blender to GMOD?
Got Source Tools like: Crowbar, VTFEdit and example QC's with example SMD paths.
Managed to make a few models and edits.
Hello. Can you send me Ashe model (folders and files) to bvrstudio@gmail.com
Thanks a lot.
@VadBul one thing you'll need to learn here in the Overwatch thread is that there is no such thing as a free lunch!.. however, if you ask nicely, some may show you how to fetch for yourself 🙂
In terms of extracting, i made a "tutorial" (more of a walkthrough of a basic example) here: Tutorial/Extracting with DataTool .
Hey guys! Thanks a lot for your efforts! Cant's seem to get anything to work with the 1.30 version of Overwatch. Spent few days. Is there any link to some backed up vesrion? Or a link where i can get overwatch map files or environment textures/models? Thnaks!
Everything there is outdated.
Don't use the QuickDataTool updator. Use https://ci.appveyor.com/project/yukimono/owlib/branch/master/artifacts
TankView? I've been used to DataTool GUI (Quick)
How can I extract the exact model I want with this tool? I can only extract all models from the following path: /files/00C (models)
Thus DataTool mode - extract hero cosmetics, does not work at all as I click on the exact hero I want to extract the model files.
Use the actual DataTool executable. The page in TankView is WIP and doesn't do anything yet.
Is anybody working on the OW shader for blender? I love it but i'm trying to recreate the hair shader and i'm struggling a little bit
Man... gotta wait then for working version of it. Or if I'll copy the commands from QuickDataTool and... nah, ain't gonna work.
While importing animations to Blender how do you import and attach the weapon model to the character model? Someone earlier mentioned importing owentity. Anyone able to provide some steps to be followed? I am using the tutorial from Tutorial/Import animations into Blender and using SEAnim files for importing the character models.
https://i.imgur.com/EFDblu4.png
this usually works nice, pay attention to non color data images and use 0.25 on anisotropic rotation, this should resemble what it does in game, if you want to be more fancy you can put play around by mixing with a translucent shader
New update out. As usual, you will need to wait for new version to be released.
Thank you for your patience.
Hi, I just got back to OW and realised that QuickDataTool isn't working so I've resorted to DataTool.exe but i have no idea how to use the commands to extract any models/skins, could someone help me?
its literally one post above yours.
Haha of course....uh, thanks.
Thanks so much! Do you have any other shaders you'd be willing to share? Like the eyes? That's another thing I struggle with x-x reflections
https://i.imgur.com/i4ruCKF.png
cornea material at the bottom, eye material at top. i wouldn't say my values are perfect, but i think it's looks good enough, also, you must disable the shadows for the eyes, cornea and eyelash, it's done by going to the object menu (orange box icon) of selected object, and inside "cycle settings" there is a checkbox for shadows
Thank you so much!!!!!!!
Update of TankView or tool-chain? Bleeding page link, as I'm not wrong?
He means every time OW itself updates, the tools need to be updated too.
DataTool 1.31.0.794: https://ci.appveyor.com/api/buildjobs/jkl6h8ypgq70wi6u/artifacts/dist%2Ftoolchain-release.zip
TankView: https://ci.appveyor.com/api/buildjobs/jkl6h8ypgq70wi6u/artifacts/TankView%2Fbin%2FTankView.zip
ow.keys: https://raw.githubusercontent.com/overtools/OWLib/master/TankLib/ow.keys
Changelog:
1.31 support.
Fixed an issue with non-packaged files in the Speech CMF. (most notably some sound files failed to extract)
Yay! Thanks for the update! May I ask what Tankview is as well as the other OW keys? I've only eve used QuickDataTool in the past so Im unaware of this method
Try copying this GUI, to your updated tool-chain folder. Still works with updated DataTool. It may take some more time to list and export everything.
Ah thanks. One more question if you don't mind, I'm having trouble mapping textures to Mercy in 3ds max, it's strange. I have her texture here:
https://files.facepunch.com/forum/upload/132434/6367d352-435a-42af-ae1c-b83acae8d4d6/image.png
But whenever I assign it to the part of Mercy it should be, it's not mapping correctly:
https://files.facepunch.com/forum/upload/132434/76f0f8a1-23d0-4006-876a-c03276869b43/image.png
I also took a look at her UV that includes her face:
https://files.facepunch.com/forum/upload/132434/2eb902ce-032f-4be6-a6b4-7d212ce14873/image.png
Evidently I'm doing something wrong but I haven't encountered this issue previously, any clue what's going on?
Which uv channel is that? They have multiple channels afaik, some filled with some random stuff like this. Setting it to channel 0 should fix that.
System.NullReferenceException: Referencia a objeto no establecida como instancia de un objeto.
en DataTool.SaveLogic.Combo.SaveVoiceSetInternal(ICLIFlags flags, String path, ComboInfo info, UInt64 voiceSet)
en DataTool.ToolLogic.Extract.ExtractHeroVoice.SaveSet(ICLIFlags flags, String basePath, UInt64 entityMain, String heroFileName, String skin, STUVoiceSetComponent& voiceSetComponent, ComboInfo& info, STUVoiceSetComponent baseComponent, ComboInfo baseCombo, Dictionary`2 replacements)
en DataTool.ToolLogic.Extract.ExtractHeroVoice.SaveHeroSounds(ICLIFlags toolFlags)
en DataTool.Program.Main()
After extracting everything correctly, this appears in red. Is this normal?
Hm, I can't change the map channel to 0, it seems like only values from 1 to 99 are allowed. This is a first time occurrence for me so I'm pretty confused
hey there! i got a question about the eyes
so, i'm trying to port over krampus junkrat, and the eye texture is a little bit messed up. what i did i imported the materials as well, and then set them onto junkrat. they all worked pretty well without any editting, but for junkrats eyes it seems like theres three different layers? there's the outer shell which has a thin line along the center, and two inner orbs.
the innermost orb has two textures that line up properly, the intense green one you see below, and another one which is completely white with the iris a bit transparent i believe? the second doesn't line up properly with the first two textures, and the last lid i can't even guess what should go ontop
https://files.facepunch.com/forum/upload/330644/ddd7f405-0014-4e58-a2f8-fd26441d3924/2018-12-13_15-01-15.png
here's a picture for reference. i'm not sure what textures are supposed to go on these 3, and would love some advice.
thank you!
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