• Overwatch Model Thread v4
    297 replies, posted
Your model files are horrendeously outdated. The models you're trying to import are before we added vertex colors. Additionally, don't drag and drop the folders but click the "Install addon" button at the bottom and then open the zip with blender.
An updated DataTool has been released Release Notes: Added support for Overwatch 1.34.0.1.55918 [TankView] Fixed crash when playing certain sounds [TankView] Added the ability to order by certain columns (id, size, etc.) [TankView] Added grid mode to texture view (warning, can be quite laggy) Heaps of other stuff that isn't really that interesting so it's not even worth mentioning but I did anyway. Toolchain: https://ci.appveyor.com/api/buildjobs/sl5ga1dgws4x3pyu/artifacts/dist%2Ftoolchain-release.zip Other Artifacts: https://ci.appveyor.com/project/yukimono/owlib/builds/23267517/artifacts
I can't seem to extract anything anymore. it says it extracted but doesnt show anything. This is my output: Time now: 22-3-2019 0:47:54 Cmdline: DataTool.exe --language=enUS --cache --cache-data --convert-textures-type=tif "F:\hots\2\Overwatch" extract-unlocks "C:\\Users\\xxxx\\Downloads\\toolchain-release (6)\\Extract" "Baptiste |Skin=" Output: C:\Users\xxxx\Downloads\toolchain-release (6)\Extract [Core] DataTool v1.33.0.809-git-0c08793b6b8d03a98e2ae0c74297b4114c5a1fc7 [Core] CommandLine: ["--language=enUS", "--cache", "--cache-data", "--convert-textures-type=tif", "F:\hots\2\Overwatch", "extract-unlocks", "C:\\Users\\xxxx\\Downloads\\toolchain-release (6)\\Extract", "Baptiste |Skin="] [Core] CommandLineFile: C:\Users\xxxx\Downloads\toolchain-release (6)\DataTool.exe.args [CASC] Set language to enUS [CASC] Overwatch build 1.34.0.1.55918 [CASC] Initializing... [CMF] Using CMF procedure 55918 [CMF] Using CMF procedure 55918 [CASC] Ready [Core] Checking ResourceKeys [Core] Tooling... [Core] Execution finished in 00:00:00.1196053 seconds
You have Skin= it needs to be Skin=* to extract all skins.
Right, I prefer not to use Mass Convert Models with id-daemon's tools and Python if there's an easier way. Also, this wouldn't help me since I need the animations. I'm also not certain how to assemble the textures with these models either. I have a couple models from years ago that I was able to extract and that's it. Trying to guess how the textures should be setup is a nightmare. https://files.facepunch.com/forum/upload/426893/0d70f4ce-f4af-41c2-81e9-36cc9c767678/trace.jpg
Anyone knows a solution to this? thanks
Seems like we both have the same issue.
First of all, obtain the latest version of the OWM importer (2.79b): GitHub Make sure to replace the dots in the archive name with underscores (_), this will make sure that the add-on gets loaded in. Most of the informations / guides on the owdev wiki are out of date. Blender 2.8x is still in the beta stage, just like anything else with it. Don't load a 2.79 extension in 2.80, and vice versa.
Right, and neither blender or the 3ds max or Maya plugins work.
It isn't overwatch ( but similar ) do any of you know how to convert extracted m3 from HotS to OBJ? I need three models, but it seems the blender plugin is outdated :S
You can use Talv's M3 Importer with 2.79, it's working perfectly. If you want to use an M3 importer in Blender 2.8, you can use Naomi's M3 Importer. You can then save the M3 model to OBJ with Blender.
So am I naming my blender importer right or not? Do I have to extract it from winrar before installing it in blender. Does it have to be dropped into the add-ons folder?
I figured out what I was doing wrong. I had the wrong importer so I installed it into the addons section of blender and i browsed for it in the plugin manager to add it. works
Getting the same error as some people above. Using 2.79b using the latest 1.96 (i believe) importer I tried downloading the newest one linked above for the other poster -- wouldnt work Tried renaming it (underscores no periods) // renaming several different ways Tried repacking changing it to "io_scene_owm-blender-2.79' in the zipped folder (originally says 2.0.0) Not too sure why Blender wont recognize the addon -- loads older ones just fine but with half imports on this particular model (Wrecking ball) https://files.facepunch.com/forum/upload/313402/0f01fb9a-3a6a-4dac-ac23-0f224d09abf5/Screenshot 2019-03-27 04.43.19.png
Try taking it out of the winrar file and putting the folder into the plugins section of blender with the right name and add the .py file or other .py files using the 'import addon' option of blender
Tried, Tried it within the addons folder. Tried renaming it to io-scene...Master,etc tried pretty much everything Legacy works flawlessly (to install) but I have to say the importer (latest) might have a bug if noone can really get it to be installed Used to be able to download and just install, 2 steps But i checked this thoroughly. Try testing to see if its a bug!!! Really want to try to get Wrecking Ball exported lol
You could try out this method shown on the subreddit: https://www.reddit.com/r/overtools/comments/b748ej/the_required_addons_for_blender_plus_one_extra Even though the post does not say, but this method is for 2.79b, not 2.80.
Use the Blender 2.79 from the buildbot. Blender Experimental Builds
Same issue. https://files.facepunch.com/forum/upload/313402/762d2f19-8627-4ee6-8cca-5366298ca768/4314abf807c8c0d797cb21f38a4c8618.png
Anyone know how to import the OW animations into blender?
import smd refposes and replace the skeleton, then import the seanim to that skeleton, or use owanims. Or use the latest plugin.
For those trying to import animations into Blender but they're coming out all wonko, you can do one of two things: When exporting in DataTool set the "--scale-anims" flag (i.e. DataTool --scale-anims C:\Overwatch extract-unlocks C:\Extract *) OR Edit import_seanim.py which is in io_anim_seanim in your Blender scripts folder (%APPDATA%/Blender Foundation/Blender/2.79 or 2.80/scripts/addons). Find the g_scale = 1 value, and change it to g_scale = 1 / 2.54
can confirm that this wont work
Also, don't forget that the SEAnim scale flag can be easily toggled within the updated QuickDataTool GUI: GitHub
I'm trying to use it now. I know how to use the regular datatool but is there any instructions for quick datatool? I can't figure out how to export. Thanks
https://files.facepunch.com/forum/upload/426893/bc8b6a03-11ca-460f-9d74-829cc2dd83de/Untitled-1.jpg I put in your scale. My models still look like this. SLightly less bad than before but still terrible.
Can someone extract Wrecking back Horizon for me, The importer wont work for me.. :C
Hi Guys, I've been trying to use these tools again after first finding them over a year ago. I've been playing around with extracting maps but currently have a rendering issue. The issue I'm having looks very similar to the issue described here: https://forum.facepunch.com/dev/btacw/Overwatch-Model-Thread-v3/8/ Unfortunately it's not clear to me how to solve it. The problem I am having is that Rendered Mode looks significantly different to material mode preview. Material Mode: https://files.facepunch.com/forum/upload/455442/35c59b24-a713-4572-afc3-e1f246760189/Material Mode.PNG Rendered Mode: https://files.facepunch.com/forum/upload/455442/211a37a3-eb93-494c-8088-28b1a48dffe0/Rendered Mode.PNG After some investigation it looks like my blender is reading .dds files instead of .tiff files: https://files.facepunch.com/forum/upload/455442/cb6c5aaa-7180-4d09-a28a-96511c84476b/DDS.PNG However, I am using the latest version of the tools and Overwatch which should automatically convert them? https://files.facepunch.com/forum/upload/455442/c47f1c2a-5243-4e21-b78a-d4ecdda4508f/Extract Command.png How can I go about converting the textures such that they render correctly in Blender?
Can someone explain to me why my animation rig scaling is still messed up despite setting the g_scale correctly. Also, is there a way to know what textures go where on the characters. I'm lost when trying to put together their eyes. Thanks.
All I can say is use the latest versions, I can't reproduce the result. The reason it looks different is because of lighting. LookDev/Material mode has no lighting parameters, Rendered does. The noise is becasue of the sheer amount of lights in a map. I'm still trying to balance light importing because Blender just can't handle it right now.
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