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Is anyone using Blender? Help for a noob please?

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B

berserker66666

Rookie
#21
Aug 29, 2015
biozokker said:
Woh you were faster than I, yes its my tutorial
Click to expand...
Cool. Thanks for creating that. A lot of people will find that useful.
 
B

biozokker

Rookie
#22
Aug 30, 2015
Hey guys, notized a problem with textures if there are more then 1 diffuse or normal maps used by an file.
I don't realized this until now because as e.g. the horse file in the tutorial has only on diffuse and one normal map.
The problem: Blender renames them when importing to something like Diffuse texture.001
I'm working on an fix for that. (Just changing these textures to the unduplicated one had no effect for me)

---------- Updated at 03:57 PM ----------

Ok tested some files and actually its NOT a problem with blender or the tutorial so no need to worry about this. All normal witcher 3 files i tested so far worked as expected. Also textures with duplicated names as i mentioned above do work, so no need to fix this. Ony DLC files do not work for some reason. If you modify a dlc file and reimport it all textures stored in an dlc file won't be displayed ingame. As e.g I reimported the alternative outfit for yennefer and the only texture displayed ingame was the body texture(stored in normal game files) all the other textures (stored in dlc files) were only displayed white.
 
M

marvelmaster

Forum veteran
#23
Aug 30, 2015
Can you tell me whats the problem when the object is invisible ingame -.-? q.q

---------- Updated at 08:31 PM ----------

bump q.q
 
Gilrond-i-Virdan

Gilrond-i-Virdan

Forum veteran
#24
Aug 30, 2015
biozokker said:
The problem is the fbx importer that comes with blender. The importer isn't able to import the vertex weights of the meshes.
Click to expand...
Is it a known Blender bug? If not, may be it's good to report it with example of how it fails (i.e. on this fbx file) so developers would be able to investigate?

See https://developer.blender.org/
 
Last edited: Aug 30, 2015
M

marvelmaster

Forum veteran
#25
Aug 30, 2015
is this the explonation for invisible meshes`?

 
B

biozokker

Rookie
#26
Aug 31, 2015
Gilrond-i-Virdan said:
Is it a known Blender bug? If not, may be it's good to report it with example of how it fails (i.e. on this fbx file) so developers would be able to investigate?
Click to expand...
No it is not a bug. The development of the .fbx importer for blender is on an early state so they have not added the ability to import armtures with vertex groups yet.
You can see what is working and what not on the blender wiki. Look for Compatibility (Import):
Link: wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX
Armatures, Armature Deformation and shape keys are on their TODO list.

Updated :
Blender can import Armatures and Vertex Groups since importer version 7.x so this is not the problem.
I found out the problem is the linking inside the fbx files.
All normal fbx files do not have an Armature in there. All the bones are "loose" in them.
 
Last edited: Aug 31, 2015
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D

dragonbird

Ex-moderator
#27
Aug 31, 2015
biozokker said:
Ok tested some files and actually its NOT a problem with blender or the tutorial so no need to worry about this. All normal witcher 3 files i tested so far worked as expected. Also textures with duplicated names as i mentioned above do work, so no need to fix this. Ony DLC files do not work for some reason. If you modify a dlc file and reimport it all textures stored in an dlc file won't be displayed ingame. As e.g I reimported the alternative outfit for yennefer and the only texture displayed ingame was the body texture(stored in normal game files) all the other textures (stored in dlc files) were only displayed white.
Click to expand...
I've found some issues NOT related to export/import of meshes that may coincide with this, so sharing notes...
1. With some of the DLC armour, the exported file seems to be missing material definitions in the maps. I noticed this in particular regarding chainmail, a lot of which CANNOT be modified using the four maps - the only option available is to make changes within the XML file that goes with the mesh. I can only assume that the export just doesn't include the full UV mapping? (Or that it doesn't exist)? I haven't seen this with the models from the main game, only the DLCs.

2. I don't know about anyone else, but I've hit roadblocks generally with normal maps. It's as though it can't decide whether the alpha channel is for height or is used as a specular map. If you modify the normal map and don't touch the mesh, it works. If you export/import the mesh and don't re-import the normal map, it works, but if you re-import BOTH, the specularity and the height info both go crazy. Could that be what you were seeing that you interpreted as a problem with two normal maps?
 
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B

biozokker

Rookie
#28
Aug 31, 2015
Dragonbird said:
I don't know about anyone else, but I've hit roadblocks generally with normal maps. It's as though it can't decide whether the alpha channel is for height or is used as a specular map. If you modify the normal map and don't touch the mesh, it works. If you export/import the mesh and don't re-import the normal map, it works, but if you re-import BOTH, the specularity and the height info both go crazy. Could that be what you were seeing that you interpreted as a problem with two normal maps?
Click to expand...
Ok thanks for your report. I will look for this.
If you could send me the "test" files this would be verry helpfull for me.
I send you a pm with my email adress.
 
D

dragonbird

Ex-moderator
#29
Aug 31, 2015
Ack, I've tried that many things I don't know if I have a clean example. I'll find one though...

But a couple of specifics for the missing materials:
- Wolven Superior Armour.
The chainmail section is "Material1" in the xml file that goes with the mesh. If you simply swap the entire material definition (including the base value) for something else, it does what you've told it, but there's nothing regarding this part of the mesh in the maps themselves.
- Wolven Mastercrafted Armour.
There are two chainmail sections in this, one on the sleeves, the second as panels in the lower jacket. I can find neither a map nor material definition in the XML for the panels. The one on the sleeves can be accessed only by changing the material definition as with Superior, but, again, there's no map with it.
 
Last edited: Aug 31, 2015
B

biozokker

Rookie
#30
Aug 31, 2015
Gilrond-i-Virdan said:
Is it a known Blender bug? If not, may be it's good to report it with example of how it fails (i.e. on this fbx file) so developers would be able to investigate?
Click to expand...
The the funny thing about it, if you import an fbx file exported with blender everything is working on importing. All external fbx files not generated with blender like one from maya or something are failing by importing them.

---------- Updated at 12:47 PM ----------

marvelmaster said:
is this the explonation for invisible meshes`?
Click to expand...
A distant diagnosis is really really complicated.
There could be so many things which lead to an invisible mesh.

---------- Updated at 01:04 PM ----------

OK so far so good I think I found the actual problem with importing the fbx files.
Blender can import Armatures and Vertex Groups since importer version 7.x so this is not the problem.
I found out the problem is the linking inside the fbx files.
All normal fbx files do not have an Armature in there. All the bones are "loose" in them. See following picture left side normal fbx file. Right side fbx file able to import with vertex groups and vertex weights with the blender importer.

So if we would be able to add these Armature headder in I think importing will work without any problems.

---------- Updated at 02:42 PM ----------

Dragonbird said:
1. With some of the DLC armour, the exported file seems to be missing material definitions in the maps. I noticed this in particular regarding chainmail, a lot of which CANNOT be modified using the four maps - the only option available is to make changes within the XML file that goes with the mesh. I can only assume that the export just doesn't include the full UV mapping? (Or that it doesn't exist)? I haven't seen this with the models from the main game, only the DLCs.
Click to expand...
Solved the problem with missing material on dlc meshes. It was the sensitivity of the mod tools. Your file tree of the uncooked files need to be exactly correct.
For me it worked with following folder directory

...\uncooked\ (all normal game files are in there)
...\uncooked\dlc\ (uncooked dlc's ) like
...\uncooked\dlc\dlc4\data.........
 

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    fbx header.JPG
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D

dragonbird

Ex-moderator
#31
Aug 31, 2015
biozokker said:
The the funny thing about it, if you import an fbx file exported with blender everything is working on importing. All external fbx files not generated with blender like one from maya or something are failing by importing them.

---------- Updated at 12:47 PM ----------



A distant diagnosis is really really complicated.
There could be so many things which lead to an invisible mesh.

---------- Updated at 01:04 PM ----------

OK so far so good I think I found the actual problem with importing the fbx files.
Blender can import Armatures and Vertex Groups since importer version 7.x so this is not the problem.
I found out the problem is the linking inside the fbx files.
All normal fbx files do not have an Armature in there. All the bones are "loose" in them. See following picture left side normal fbx file. Right side fbx file able to import with vertex groups and vertex weights with the blender importer.

So if we would be able to add these Armature headder in I think importing will work without any problems.

---------- Updated at 02:42 PM ----------



Solved the problem with missing material on dlc meshes. It was the sensitivity of the mod tools. Your file tree of the uncooked files need to be exactly correct.
For me it worked with following folder directory

...\uncooked\ (all normal game files are in there)
...\uncooked\dlc\ (uncooked dlc's ) like
...\uncooked\dlc\dlc4\data.........
Click to expand...
OK, so maybe it's a different issue (because I'm using that structure, after having issues earlier when I didn't)
 
B

biozokker

Rookie
#32
Aug 31, 2015
Dragonbird said:
OK, so maybe it's a different issue (because I'm using that structure, after having issues earlier when I didn't)
Click to expand...
At the moment I only tested Yennefers alternative outfit.
I will test Wolven Superior Armour and report you if it works for me or if i found a solution :D

---------- Updated at 04:03 PM ----------

So tested the Wolfen Supirior Armor and this is how it look like for me when imported back into the game (with small deformation to see if importing has worked :D)
 

Attachments

  • witcher3 2015-08-31 17-51-29-91.jpg
    witcher3 2015-08-31 17-51-29-91.jpg
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Last edited: Sep 3, 2015
D

DarukuVadoru

Rookie
#33
Sep 18, 2015
First of all, thanks of lot for your help biozokker!
Because of you I've discovered blender and the 3d world and I am having a lot of fun :)

A little precision regarding the dlc texture solution:
At first I didn't get it because I had the right tree structure.
But there was a little misunderstanding and I thought you where talking about the ModXX/Uncooked tree, but it is actually the uncooked game tree (depot).
I had two different uncooked directory for content0 and dlc contents.
But it should be all in the same directory with the structure you described.

Now I'd like to rise another issue I have encountered (and haven't found it dealt with anywhere so far).
Transparent textures seem to disappear in the .w2mesh export/import process.
One example being the Yennefer stockings from the dlc outfit.
It is not obvious but if you look at it closely, after simply exporting/reimporting the fbx, you'll see it is not transparent anymore (particularly, you'll see a line on top of the stockings).
From what I understand the materials properties are defined in the xml file, so there should be something wrong or missing there.
I don't know if there is a solution because it might be a problem with the mod kit tools.
But If someone could confirm that the problem is real and that I'm not just doing something wrong, that'd be great.
 
B

biozokker

Rookie
#34
Sep 19, 2015
DarukuVadoru said:
But If someone could confirm that the problem is real and that I'm not just doing something wrong, that'd be great.
Click to expand...
Yes, I can confirm this problem.
 
Last edited: Oct 1, 2015
D

DarukuVadoru

Rookie
#35
Dec 31, 2015
Just a little follow up on the "Transparent textures" issue (as I went back to blender with heart of stone).
Might have been solved somewhere else though.
As suspected it seems to be a problem with the xml file, which refers to an improper material base.
In the "stocking" example, reference in file is pbr_hair_simple.w2mg that doesn't exist.
Change it to pbr_hair.w2mg and it works.
This modification seems to work with any martial if transparent texture is required.
 
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