• Overwatch Model Thread v4
    297 replies, posted
Threads auto lock at 1k posts now. Former Threads: Overwatch Model Thread v3 Overwatch Model Thread v2 Overwatch Model Thread v1 Tools for extracting data from Overwatch's files. Note: We do not currently know how to implement the shader/material for the Overwatch League skins, so for now you'll have to assign some textures manually. The OWL skins do not use a standard diffuse texture. Wiki: owdev Latest builds for Overtool (bleeding edge): AppVeyor OWLib: GitHub
@8fold in the other thread: https://forum.facepunch.com/dev/btacw/Overwatch-Model-Thread-v3/33/#postcwjqws Eyes use some cheats to add depth to the eyes and make them look "real." The innermost shell is the iris, this will have the standard eye diffuse, spec, normal, emis, etc. The second layer is the cornea, it will only have a normal map because it's only there for glossy parameters (think glass.) The third/outermost shell is shadow highlighting which is a simple black-to-transparent gradient.
Happy new thread!
Is there a version of the blender importer with better documentation? I've been thinking about writing a new importer for maya but the old importer doesn't have any comments and I have no idea what changed within the last 2 years.
Thanks Naomi, I got it figured out
Hi guys and gals. About a year ago, I was porting OW weapons to another game and used some backed up 1.13 OW version with OverTool (I think) to extract stuff. Back then it also extracted all sounds, not just voices. Is it possible to extract non-voice sounds from the current game version using DataTool now?
Hey everyone, is there any way to extract non-raw files from TankView? I only get texture file (.004).
You need to get TextureTool (for .004 /.04D), ConvertTool (for .006 and .00C) from this old toolchain, and use it to convert the raw files to importable files. You can find more help on the usage of them in this page.
Thanks so much, working. And does Tankview show files in Overwatch added by date? Because i found Dragon Symmetra skin added in 2016.
There is no date associated with any file. Files are ordered by something I don't remember (their package order??). There is no real way to know when a file was added without having a historical log of all files however, generally newer files have higher file numbers but this does not apply in all cases.
For anyone still confused about the double mesh eyes: The outer sphere model should have this node setup: https://files.facepunch.com/forum/upload/116730/df19701f-afb9-4cb7-b240-dd388d050009/settings.png Result is something like this https://files.facepunch.com/forum/upload/116730/1193469d-a221-49a0-bffd-a82059476ff4/cornea.png It's not very noticable, but it slightly changes the shape of the lens, and smoothes out the light a bit. Without the cornea. https://files.facepunch.com/forum/upload/116730/63f51210-b8e9-4b52-ba81-3dc142f6ed56/lens-only.png
Well. Xcuse me. Your roughness seems miles off. And both seem to need more node to control the intensity of the environment reflection. Plus an outer eyeball can basicly be a glossy one. You use glass if you wanna and maybe should render this with the refraction. That would deform the shape of the iris behind the surface. The normal map here sure is that kinda smooth where it becomes kinda irrelevant to fake this. It doesn't even have a sharp edge around the iris to give this edge effect some value. mmh. https://i.imgur.com/Qd7JxoI.jpg
Thanks! People keep asking this question, and I don't do enough art to give them a guaranteed answer -- which is why these shader nodes weren't included into io_scene_owm. With the settings provided, I think I can add them.
Blender 2.8x is reached the beta stage. Is that a good sign for us, or we will have to wait for the other dependencies to get updated to it once it becomes a stable version?
No problem. I'm aware that most of those game (rasterizer) engine things and artist controls can't be ported directly into cycles. I kinda winged it too. Those eyes are a stacked model, which gotta be cycled like a stacked model. You gotta add/blend the 'outer rim and envmap' on top with a transparent 'pass'. You sure coulda gotten the roughness correct. Glass has basicly none. That is the thing. Probably one of the white textures.
io_scene_owm still can't function with 2.8, we still have to wait on the SMD importer and the SEAnim importer. I've written a bunch of boilerplate code to manage the api differences between 2.79e and 2.80, but there are still some bugs and the Python API hasn't been documented properly since 2.5.
Hey, does someone has any idea why I have problems with props on my maps? My settings: DataTool.exe --language=enUS --convert-textures-type=tga --lod=0 "F:\Program Files\Overwatch" extract-maps "F:\pavel\Hollywood\test" "Hollywood" https://imgur.com/a/Fbgsw97
Welp. I was bored. I 'tweaked' it to the point it renders a slight gloss on the inner lens of the eye. The refraction part of the cornea bump still doesn't work somehow, even if i enable it I seems to only disturb direct light rays not the ones that are supposed to refract on the cornea, neither disturbs rays from the environment probe. That's really strange. https://i.imgur.com/s8FD8mz.jpg
Unfortunately because of how Overwatch setup it's shader (as the lens model is using the standard shader 44, which is used for pretty much everything normal), we can't safely modify that shader. but the cornea shader is 55, which is only used for materials similar to that. End result is this: https://files.facepunch.com/forum/upload/116730/ba6ed0b7-395b-4f36-a485-bbad34e24671/1545544093.png
Yep. Getting the same results. The way the inner eye spec texture decomposes the specularity and metal are actually zero. It's basicly just diffuse. Atleast on the sombra data i have here. Can be made better with some lil bits of artist work. The thing is, the outer hull is kinda just gloss 'added'. This is game shader blending stuff. That means it's gotta be semi transparent in cycles, to pass the light thru to the inner geometry. You gotta abuse hdr and guesstimate and blend the transparency to get the reflection without making it too opaque to (not) pass light thru. Plus, the glass shader is just a setup for the roughness and specularity of the reflection. It does not make it transparent automaticly either, hence why you gotta add the node do the transparent mix manually.
some models feature a particular eye texture with no red channel, thoughts on that? https://i.imgur.com/1Q5zhfA.png
That i don't know. The regular way it's the msr texture with just roughness. It could also use this green for specular or it could be a heightmap for parallax mapping or be ambient occlusion, which makes no sense tho.
It's the PBR texture. G is roughness, B is roughness (sometimes, it's also detail in some models), R is metal and specular packed together (since they're exclusive.) 0,127 is spec, 128,255 is metal.
Well idk if you guys missed my question earlier or if you don't have an answer, either way I'll repost it just in case
thank you so much! i'll try setting it on a bit related since i couldn't find it, but some .owmat files don't import in, it works fine for most of the files, especially on the main model, but then some decide not to import in? (for example, eye gradient hasn't imported in, though i can easily make that. the orb for zenyatta didn't import in at all)
Happy New Year! What are the goals this year?
Keep ripping & tinkering...
hi guys , yesterday i export all modelings, and all owmdl turn to (overwrited) skeletons. (maybe first person modeling) i have screenshot with working mercy, that was near bcrf mercy updates. even same 000000000005dba.00c file as screenshot, there are 2 arms and skelton. https://files.facepunch.com/forum/upload/395106/7e8697a5-a1cb-49ff-bb5b-24ecc5211118/180607_freeboard_2011_4ae6b8da2cdf29e39537776ae72919620d81749f.png was datatool command changed? i can't rememer exact command, but think i tried both of following command, DataTool.exe --language=enUS --convert-textures-type=tif --lod=0 "D:\Overwatch\Overwatch" extract-unlocks ".\\" "mercy|skin=*" DataTool.exe --language=enUS --convert-textures-type=tif --lod=0 --extract-refpose=true "D:\Overwatch\Overwatch" extract-unlocks ".\\" "mercy|skin=*"
Check out this updated GUI: Link It helps with extraction and has a refpose extract, and deduplication switch too.
thankyou for kind reply. you're my life saver DataTool.exe --language=enUS -0 --expert --cache --cache-data --convert-textures-type=tif "E:\Overwatch" extract-unlocks "F:\\Owmdl" "D.va|Skin=*" there was a little changed. thank you again
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