What are you trying to 'say'? it does not fit into 1024x1024. Plus 1024 / 12 is 85.33333. I know this 12er block thingy needs a filler of 4 pixels or 1 block on the edges. Knowing that doesn't help anway or make it easier figuring out the core of the scrambling algorithm.
hi guys
can someone maybe extract the roadhog bejie skin/model for me pls.
i got really bad internet at the moment to download all the tools and stuff.
would really appreciate it!
thank you guys!
Thanks for the replies regarding voices. I am using the extract hero voice, so all "variants" of a particular line are indeed grouped by folder, but what I more wanted to know was if I could tell which group the folders were (what voices they corresponded to) without going through every one. Sadly, it seems like that's not the case, but thanks for replying anyway.
Bit of a minor issue. When extracting assets from Zenyatta's Rare and Epic skins, they have symbols on them that I assume are decal meshes, seeing as they don't show up on the diffuse texture.
https://i.imgur.com/CHx4IOm_d.jpg?maxwidth=640&shape=thumb&fidelity=medium
However, when looking at the extracted models and textures, these symbols are nowhere to be found. Any chance of there being a fix for this?
However, when looking at the extracted models and textures, these symbols are nowhere to be found.
Looking in-game, they are also nowhere to be found. Maybe check that they actually exist in the current version before saying that the tools are broken?
shit. my apologies, i should have checked for myself. sorry for bothering you, man!
So, I was been checking out my saved models in blender 2.8 (still in-dev though), and I saw them having bad texture assignments, like hair and outfit being grey,but the skin texture were the same.
That was probably because the 2.8x version has a different material assignment system than 2.7x and it uses Cycles as the default engine and there's a new one called EEVEE, which works along Cycles.
Is there anything I could do to make it look identical to the 2.7x loaded model?
Blender 2.8 isn't supported. Import in 2.7, save, then load in 2.8.
I'm using saved .blend files with packed textures and I loaded an another one in and it looks even better than I expected.
Maybe I got confused by the viewport texture look again.
Blender 2.8 support will be there once Blender starts to properly document the API changes. Currently we use "empty" objects as anchor points for models, the importer can create thousands of these for maps and are subsequently hidden so they don't clutter the viewport.
2.8 removed the ability to hide meshes, so we'll have to rewrite it using the scene layers system, while this would in the end be better, the documentation for this is just not there.
There are also a bunch of other underlying API changes.
I haven't tried it out, but the 2.8x version supports the transparent rendering (like Tracer's goggles) or it will be the same deal as with the current versions?
The shader nodes are identical for both 2.8 and 2.7
Do not anger the Hamster! Hammond/Wrecking ball patch now live :-)
Could anyone help me with how the symbol on Baihu Genji's chest works? Is it a special type of texture or a model of it's own?
Pretty sure it's an Effect. We don't really know the format yet and there's no way we can properly implement it in Blender.
hello! im late to the happy new forum stuff but i return
i remember there was some discussion of this in the last thread, but i didn't get to see the end of it. did anyone figure out how to extract Reyes' voice from Retribution?
You can extract them if you just extract the entire voice folder using CASCExplorer, but you'll have to search for them manually since they won't be sorted.
I can live with that, thank you!
Brace yourself, the folder has over 16000 audio files.
They are grouped together so you don't have to check every file, just look at the filenames.
Hello there, I want to extract Wrecking Ball's sounds. I just checked other threads of overwatch model too but can't find updated-working method for extract the heroes voices. Is there any updated-working method or guide for extract sounds of heroes?
We can't extract from the current patch until the tools are updated, mate. It's like this for every patch. Hang tight, it'll come soon.
I have a list/WIP of basically "numbers" to "files". Not 1:1 naming, but ranges...so this kind of stuff can be identified. I'll share it when complete or useable enough - would wiki be best place?
Thank you for your explanation and help, mate. So i will follow this topic for updated tools.
I'd really appreciate it!
and thanks for the concern everyone but it's not the first time I've done this lol, I just never used CASC to do it. I'll figure it out in due time
As mentioned earlier, yeah, you can only get those through CASCExplorer currently. The ID ranges you'll be looking for are as follows:
[code]000000049B3C-000000049BEA
00000004A572-00000004A648
00000004BC96-00000004BC9F
00000004C36A-00000004C3E8[/code]
Should be 314 sounds in total.
I got it. the thing is, I updated my CASCexplorer using this tutorial https://owdev.wiki/Tutorial/Extracting#Prep.2FUpdating
and now it's not working at all. is the tutorial or CASC too out of date or did I do something wrong? all I did is the Updating steps
The tools have not been updated for the live game yet, the same applies to CASCExplorer.
im not trying to use the latest update, i have a datatool that should still work, but would that stop CASC from working? like it won't even open right now.
Got the CMF and keys now... but something has changed in the way that default unlocks (e.g classic skin) are defined and extraction for them is broken. Going to hold out releasing until I can figure out what changed.
Sorry about the wait.
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