A small workaround for this is to go under material buttons and make a single user for the selected mesh then reapply texture.
Also Great job Szkaradek123,
I hope you continue your work on this script because this game is AWESOME and Please, Please consider animation support for .w2cutscene
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The Witcher 2 Models
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Re: The Witcher 2 Models
Very awesome tool!
Characters work very well, armors too, but somehow i'm unable to import the weapons. Am i doing something wrong?
Characters work very well, armors too, but somehow i'm unable to import the weapons. Am i doing something wrong?
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Re: The Witcher 2 Models
I redownloaded and relaunched v2.49 like 10 times and the script still give an error! What's wrong?
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Re: The Witcher 2 Models
maybe you need to install additional tools for using blender, such us Python v2.6.5 and PyFFImegakoresh wrote:I redownloaded and relaunched v2.49 like 10 times and the script still give an error! What's wrong?
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Re: The Witcher 2 Models
you have to open the script through the scripts windows in blender. then you have to select the unpacked game directory as the entirety of pack0. i made the mistake of directing it to the location of the texture.
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Re: The Witcher 2 Models
open only .blend file, after opening .blend file script opens automatically, you need only right-mouse-btn on the script window and Executing it!odrin wrote:you have to open the script through the scripts windows in blender. then you have to select the unpacked game directory as the entirety of pack0. i made the mistake of directing it to the location of the texture.
for me it work just fine:
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Re: The Witcher 2 Models
i always thought these w2ent were more like reference files and that the model data was stored elsewhere, but it seems all of the mesh data is inside of these files.
are these more suited to be exported/imported within the environment of a resource editor? cause there must be some settings that need to be controlled outside of a modeling program.
are these more suited to be exported/imported within the environment of a resource editor? cause there must be some settings that need to be controlled outside of a modeling program.
Re: The Witcher 2 Models
Yes, there is usually data other than CMesh objects in w2ent files.
https://blog.gib.me/
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
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Re: The Witcher 2 Models
do you know if rigging is done per model or via the engine itself? i looked at the male models and they all seem to have the same bone structure. would enabling a model for use as a player model replacement be as simple as changing a line or is more complex than that?
Re: The Witcher 2 Models
First off I want to thank Szkaradek123 as I was really looking forward to being able to work with the in game models. After some time, I managed to get everyhting working. That being said, I dont know if its because I'm new to blender or if you just havnt implemented it yet, but I can't seem to get the rigging working. I really want to be able to animate these models as right now there int a whole lot I can do with them in their static state.
Once again, Thanks
Once again, Thanks
Re: The Witcher 2 Models
Though I have experience in 3d modelling and texturing, I am completely new to blender and animation. Could you give me a quick tip on how to parent the bones to the mesh of any cahracter I pull from the dzip.