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Re: The Witcher 2 Models

Posted: Sun Jun 05, 2011 4:42 pm
by Modman69
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

Re: The Witcher 2 Models

Posted: Mon Jun 06, 2011 11:28 pm
by clairegrube
Very awesome tool!
Characters work very well, armors too, but somehow i'm unable to import the weapons. Am i doing something wrong?

Re: The Witcher 2 Models

Posted: Tue Jun 07, 2011 12:09 pm
by megakoresh
I redownloaded and relaunched v2.49 like 10 times and the script still give an error! What's wrong?

Re: The Witcher 2 Models

Posted: Tue Jun 07, 2011 12:34 pm
by Tosyk
megakoresh wrote:I redownloaded and relaunched v2.49 like 10 times and the script still give an error! What's wrong?
maybe you need to install additional tools for using blender, such us Python v2.6.5 and PyFFI

Re: The Witcher 2 Models

Posted: Tue Jun 07, 2011 9:24 pm
by odrin
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.

Re: The Witcher 2 Models

Posted: Tue Jun 07, 2011 9:48 pm
by Tosyk
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.
open only .blend file, after opening .blend file script opens automatically, you need only right-mouse-btn on the script window and Executing it!

for me it work just fine:

Re: The Witcher 2 Models

Posted: Tue Jun 07, 2011 11:04 pm
by odrin
oh that's true. didn't realize that. thanks.

Re: The Witcher 2 Models

Posted: Wed Jun 08, 2011 8:19 pm
by CMihai
The contents of this post was deleted because of possible forum rules violation.

Re: The Witcher 2 Models

Posted: Fri Jun 10, 2011 5:13 am
by odrin
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.

Re: The Witcher 2 Models

Posted: Fri Jun 10, 2011 12:52 pm
by Rick
Yes, there is usually data other than CMesh objects in w2ent files.

Re: The Witcher 2 Models

Posted: Fri Jun 10, 2011 5:48 pm
by odrin
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

Posted: Sat Jun 11, 2011 5:07 am
by Ladoo
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

Re: The Witcher 2 Models

Posted: Sat Jun 11, 2011 5:42 am
by odrin
he says there's no joint on the bones. when i import them it looks like the bones are not aligned correctly.

Re: The Witcher 2 Models

Posted: Sat Jun 11, 2011 7:51 am
by CMihai
Actually the bones import perfectly, all you need to to is to parent them, remove doubles, make some of then to not deform the mesh, esp the ones tagged with roll.

Re: The Witcher 2 Models

Posted: Sat Jun 11, 2011 5:13 pm
by Ladoo
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.