Overwatch Ripping Thread - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html) +---- Forum: Project Organization (https://www.vg-resource.com/forum-119.html) +---- Thread: Overwatch Ripping Thread (/thread-30367.html) |
Overwatch Ripping Thread - Pingus! - 12-22-2016 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: Overwatch_anim.zip (Size: 25.46 KB / Downloads: 597) -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!!!): 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!!!) RE: Overwatch Ripping Thread - Lumcoin - 12-25-2016 I think the Mask Map does work like this (this works with ue4): PS: The blue channel is (almost) equal to the green one, so i hardly think they're used for two different things. RE: Overwatch Ripping Thread - Pingus! - 12-25-2016 (12-25-2016, 03:27 AM)Lumcoin Wrote: I think the Mask Map does work like this (this works with ue4):Yeah, that's exactly how they work. But, they're different values, and are used for different things. |