I have a semi-automated system to find new audio, so some form of replacement for cascconsole would be nice. All I personally need is the ability to say "here is where Overwatch is, extract all 03F and 0B2 files of locale X into directory Y". Don't need any kind of pattern-matching for file IDs, just the types.
TankView seems much faster than cascconsole, so thanks a ton for that.
Hey, i have managed to get the lucioball sydney map imported into blender however everything is white and untextured. I tried dragging the dds file out from each Model folder but there has to be a much faster way to texture the whole map correctly?
Guys, you are amazing. Thank you very much, TankView is awesome. Just one question, concerning this:
> More map announcer sounds are now extracted. (e.g Soldier in Mei's Snowball Offensive)
What's the command for extracting those announcers? Does it work with other map voices (e.g. Junkertown Queen)?
It is just pulled out with the normal "extract-maps".
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Ok, I'll take a look
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Textures are applied automatically. You need to switch to material view:
https://www.blender3darchitect.com/wp-content/uploads/2018/03/ViewportShading_279_1.png
https://files.facepunch.com/forum/upload/308933/c043c9bd-5215-4263-84b1-1283a1e658da/image.png
i just get stuff like this when i render
https://files.facepunch.com/forum/upload/308933/255b2d99-ad53-4db1-9f37-89c84f898b0b/image.png
This is in material mode. is it automatically using uvs for some reason?? just want normal textures :3
I think you gotta go node editor and just click aka 'select' the diffuse texture for those material.
You need to switch to the Cycles renderer before importing. Proper materials aren't supported on Blender Internal.
With Blender 2.8x, this won't be an issue
Well yeah, but the importer doesn't support 2.8.
Not sure what could cause this error, but I'm getting this even after doing scan and repair in bnet:
[NULL] System.Exception: local data corrupted
at TankLib.CASC.ApplicationPackageManifest.Load(String name, MD5Hash cmfhash,
Stream stream, CASCHandler casc, String cmfname, LocaleFlags locale, ProgressRe
portSlave worker)
at TankLib.CASC.Handlers.RootHandler..ctor(BinaryReader stream, ProgressRepor
tSlave worker, CASCHandler casc)
at TankLib.CASC.CASCHandler..ctor(CASCConfig config, ProgressReportSlave work
er)
at DataTool.Program.Main()
You're not giving me enough info. Post the full DataTool log.
Full log:
E:\Dataminers\toolchain-release-1.27-662-20180810>datatool "E:\Program Files (x86)\Battle.net\Games\Overwatch" extract-unlocks E:\mdl "Ana|Skin=Classic"
[Core] DataTool v1.27.0.662-git-925684df31fae37a5270f3d9dfaca1cb47b75ef7
[Core] CommandLine: ["E:\Program Files (x86)\Battle.net\Games\Overwatch", "extract-unlocks", "E:\mdl", "Ana|Skin=Classic"]
[Core] Using Overwatch Version 1.27.0.1.49758
[CASC] Initializing...
[CASC] Loading APM Win_SPWin_RDEV_LenUS_EExt
[CASC] Using CMF procedure 49656
[NULL] System.Exception: local data corrupted
at TankLib.CASC.ApplicationPackageManifest.Load(String name, MD5Hash cmfhash,
Stream stream, CASCHandler casc, String cmfname, LocaleFlags locale, ProgressRe
portSlave worker)
at TankLib.CASC.Handlers.RootHandler..ctor(BinaryReader stream, ProgressRepor
tSlave worker, CASCHandler casc)
at TankLib.CASC.CASCHandler..ctor(CASCConfig config, ProgressReportSlave work
er)
at DataTool.Program.Main()
I hope this helps.
Have you played with the enUS/english locale selected recently?
Never launched since the new update has been released, but I will launch it soon.
If you never have enUS as your selected locale then the data for it will never be downloaded, hence the error.
Okay, it's working now.
https://files.facepunch.com/forum/upload/308933/225d4e71-68f3-4696-ae41-7cfcdb2cd59f/image.png
https://files.facepunch.com/forum/upload/308933/e9dd0136-4b58-4117-a60d-38cc57331c98/image.png
imported with cycles render selected. What am i doing wrong :/ the textures only go funny when rendering
Make an entirely new file, then set Cycles Render, then import the map again.
thats what im doing. Open Blender, switch to Cycles then import. In materials mode everything is fine but as soon as i render it turns pink :/
What GPU do you have?
gtx 1070 and i5. i would assume thats enough, maybe im wrong.
Click on "Show Console" in the Window menu, then make a screenshot of it after importing the map, perhaps it will provide more information about why do these textures are showing the pink default texture.
How old is that export? All the textures are in .dds and Blender doesn't like that format, so the newer versions of DataTool convert the DDS textures into TIFF (.tif) format, so they use less space and they are fully compatible with Blender.
So, I guess you should re-export the map with the latest DataTool, and it will work.
Or, try this one I exported from the Old Horizon Lunar Colony map: hlc.blend
dude ive been trying to do this for 2 days and all i had to do was convert the textures to .tif.. THANK YOU it worked
It should auto-select the active languages from the battle.net configs.
I have 2 questions about in blender: how to I get glass/transparent objects (such as glass in horizonlunarcolony) to become how they are meant to look like and not show as solid black objects.
also how do i use the skeleton on winston to create a pose? are there any tutorials?
https://files.facepunch.com/forum/upload/309488/4fc70c4d-3c5b-4e0b-930d-de2af5aa4358/image.png
Glass shaders are somewhat tricky because they don't follow PBR rules (same as eyes and hair)
It requires some experimentation on your own part, but for most cases it's 1 color texture, 1 roughness texture, and 1 normal map.
The roughness is often the alpha of the color texture. Sometimes you may need to use an "Invert" node on the roughness.
The IOR determines how much light refracts through the mesh, if you want normal glass you want to make this a number very close to 1, like 1.025.
If it's something more curvy, you want something a little bit higher.
Then, with the mesh that has the glass you want to go into the cycles settings and disable diffuse and transmission because it'll be really dark on the other side because of the aformentioned lack of PBR.
https://files.facepunch.com/forum/upload/116730/815d2801-36e7-4a6a-b393-fe4f7791646f/1533988007.png
https://files.facepunch.com/forum/upload/116730/8c3c2b2d-15ba-46f8-932a-3d2c52477631/1533987759.png
turns into
https://files.facepunch.com/forum/upload/116730/19ade932-f8cd-405c-b885-ec77f550be77/DVaWaveracer.png
You can use the OWANIM method and the SEAnim method to assign the animations.
The OWANIM method automatically sets up anything used with the animations, including the refpose and the child objects (weapons / any other used objects like the shield of Winston), so it's an one-click solution,
while with the SEAnim method, you need to export the .smd refpose with the model itself, and you have to delete the existing skeleton of the model, and it will fall backwards on the "floor".
After that you need to select all submeshes of the model, then import the SMD skeleton (make sure you select "Make new armature" instead of "Append to target"), then select anything (except the Camera and Lamps, but these should be unselectable), then press the R(otate) button, then press X, then type "90" to make the model stand up again, then press Enter.
After this, select only the skeleton, then import the corresponding SEAnim file that you want to apply to the skeleton (You can export the emote you need, it will be in the SEAnim format with a distinctive ID number), then after importing the SEAnim file, you will be in Pose Mode, which you need to switch to Object Mode.
In Object Mode, select everything, but select the skeleton as the last object (orange outline), then press Ctrl+P, then select "Armature Deform".
After this, the model itself has the animation, but you have to import any further Child Objects.
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