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Sadly I have one problem: when I add the model to a project - save and try to reopen the session, i get the following error:
failed to lock vertex buffer in cmeshdx8::lockvertexbuffer
Any solutions? - Thanks!
The only way I think that'd work is if you used Revzin's Puppet script, Although I'm not sure. I can't directly port them due to how different the bones were comparatively between versions
Those are bolts and ports. They're just part of the texture
Yeah, you should only have one installed. The SFM Lab version is the one for people having difficulties with the SFM Workshop version
also I couldn't find the genji model for some reason, AND i think its because I have the SFM Lab Genji model. Should I remove that model?
Speeder's Overwatch Rig should work. I've added it to the required items section so that it's easier to find for some people
You need to use Speeder's Overwatch rig. The bone names aren't the actual names, their just changed by a command in the QC because otherwise we'd have to change the bone names every time we ported a new one, instead of using the same QC commnds.
If the extract takes it out. I don't think I'll be able to get the pumpkin model myself, though
Nope. Try unsubscribing, loading SFM, removing it, then resubscribing and restarting SFM
Ah, that's a corrupt export, which either means something interrupted the export or the save is self is corrupted. It doesn't have anything to do with the model.
Try exporting again, and if that doesn't work, export in a different format. If it still fails to export properly, it might be a corrupt session (I have no idea how to fix it if that's the case)
Can you please elaborate on the glitching that's happening (Perhaps posting a video, gif, or image of the glitch)
could you please explane this so i can resolve this as quick as i can
The older one had a bunch of tweaks to make they Cubemaps look right, but they're not needed for this one as much. I had to restart from scratch, so I'd have to redo all of the tweaks (Which was not fun in the first place) and I'm not even sure if they'd look good with the new materials
It's a material update and a update to the whole skeleton
The early stage extractors didn't export skeletons from Overwatch, so I originally made my own and custom rigged the entire model using guesswork. Now there is proper extraction tools that allow said extraction of the actual game skeletons.
If you didn't know already, I re-did the entire thing using an updated extractor. This allowed me to use the original Overwatch skeleton, rather than the one I made when we could only get the meshes. However, this will break any scenes made with beforehand.
If you made something using the old version, there is a dropbox link in the description that includes all the old files. Simply extracting the files to the correct place and locking them to the skeleton you animated, then zeroing it in should fix it.
Don't worry about overriding this one with the older version, I made sure they were compatible with each other.