12-22-2016, 06:14 PM
As you may know, I've recently delved into the files of Overwatch and managed to PROPERLY extract an entire model, alongside possible working animations. Special thanks to Random Talking Bush for aid in converting textures properly. I'll be illustrating on here the steps required in order for extraction, as I can't do this all on my own. It's a basic knowledge of understanding how the textures are used in the engine. Here's a few things you're going to need:
Peardian's Texture Remix
Noesis(For Texture Conversion)
Over Tool for Initial Extraction
OPTIONAL: OWMImporter for importation of models. (Can use the model tool that's contained in overtool as well.)
Overwatch Animation Converter: [attachment=7137]
-Some version of Blender
Step 1: Extraction
Read this thread here on how to extract using OverTool(Much easier than explaining it)
https://owdev.wiki/Tutorial/Extracting_with_OverTool
Step 2: Conversion of Textures
Step 2-A: Using batch folder processing, open all of the *.dds textures in Noesis and convert them all to *.PNG.
Diffuse Texture Conversion:
Mask Map Conversion (Oh my gosh PLEASE read!!!):
I'm for now uncertain what the other two channels are, but I guarantee they're important. But, the Masks' RED channel is the specular map (According to my good friend RTB)
What a Mask map looks like:
Which looks like this:
Red Channel:
Green Channel:
Blue Channel:
Simply, in Texture Remix, just click the red square from the original image and click a red channel in ONE of the four boxes below it. Do that for each of the three channels, but use individual boxes for each channel (so it makes 3 out of 4 boxes used, which will output 3 separate images)
Normal Maps:
Step 3: Animations
That's really it, just import the models using the OWMImporter linked above, and export as a .dae (Only dae submissions will be accepted, as a model-checker as I KNOW it's easily do-able). Make sure to follow all the standards TMR requires in submissions, and have fun ripping! Here's a list of models already up:
Questions? Comments? Concerns? Ask below, I'd love to help!
~Pingu! (Noot-Noot!!!)
Peardian's Texture Remix
Noesis(For Texture Conversion)
Over Tool for Initial Extraction
OPTIONAL: OWMImporter for importation of models. (Can use the model tool that's contained in overtool as well.)
Overwatch Animation Converter: [attachment=7137]
-Some version of Blender
Step 1: Extraction
Read this thread here on how to extract using OverTool(Much easier than explaining it)
https://owdev.wiki/Tutorial/Extracting_with_OverTool
Step 2: Conversion of Textures
Step 2-A: Using batch folder processing, open all of the *.dds textures in Noesis and convert them all to *.PNG.
Diffuse Texture Conversion:
Here's a simplified example of how a Diffuse texture may look (Varies based upon skin + The character)
Diffuse Texture:
-Will always split off into the Diffuse Map and Ambient Occlusion Map!!!!:
Original:
Split off into the proper channels:
New Diffuse Map:
New Ambient Occlusion Map:
This conversion is simply done through Peardian's Texture Remix, and upon loading the Diffuse texture in and the save path, pressing the "C+A" button.
Diffuse Texture:
-Will always split off into the Diffuse Map and Ambient Occlusion Map!!!!:
Original:
Split off into the proper channels:
New Diffuse Map:
New Ambient Occlusion Map:
This conversion is simply done through Peardian's Texture Remix, and upon loading the Diffuse texture in and the save path, pressing the "C+A" button.
I'm for now uncertain what the other two channels are, but I guarantee they're important. But, the Masks' RED channel is the specular map (According to my good friend RTB)
What a Mask map looks like:
Which looks like this:
Red Channel:
Green Channel:
Blue Channel:
Simply, in Texture Remix, just click the red square from the original image and click a red channel in ONE of the four boxes below it. Do that for each of the three channels, but use individual boxes for each channel (so it makes 3 out of 4 boxes used, which will output 3 separate images)
Shouldn't require any editing, maybe an occasional alpha removal, but not necessarily. Looks like so:
Look in the folder where OverTool extracted the skin. You'll see a bunch of letters and numbers, with a file containing the string "refpose.smd". Take the smd and go into the Animations folder, and drop it into the corresponding folder. RENAME THE SMD TO "refpose.smd". Take all of the *.006 + refpose.smd and throw it into the same folder as the animation tool. Drag and drop the *.006 file onto the Overwatch_anim.exe, and it'll convert it to a .smd (source engine model). That's all there really is. (If requested enough, I'll write out a command prompt batch loop that converts all of them.)
1. Zenyatta (Skullyata Skin)- Pingu!
~Pingu! (Noot-Noot!!!)