diff --git a/ConvertExportedToUnreal.blend b/ConvertExportedToUnreal.blend
index a7c2b54..df05999 100644
Binary files a/ConvertExportedToUnreal.blend and b/ConvertExportedToUnreal.blend differ
diff --git a/ConvertExportedToUnreal.blend1 b/ConvertExportedToUnreal.blend1
index 86d16ae..b8d85da 100644
Binary files a/ConvertExportedToUnreal.blend1 and b/ConvertExportedToUnreal.blend1 differ
diff --git a/README.md b/README.md
index 64bc6db..afa7014 100644
--- a/README.md
+++ b/README.md
@@ -5,11 +5,11 @@
## Overview
### Needed software
-[PAYDAY 2 Model Tool](https://github.com/kythyria/payday2-model-tool)
+[PAYDAY 2 Model Tool](https://github.com/kythyria/payday2-model-tool/releases)
[PAYDAY-2-Hashlist](https://github.com/Luffyyy/PAYDAY-2-Hashlist)
[DieselBundleViewer](https://github.com/Luffyyy/DieselBundleViewer)
[BeardLib-Editor](https://github.com/Luffyyy/BeardLib-Editor)
-[Blender](https://github.com/kythyria/payday2-model-tool)
+[Blender](https://www.blender.org/)
[Python]
### pdworld2json.py
@@ -24,4 +24,102 @@ Makes it easier to export models by just letting it run via a bat in the backgro
### ModelCopyForBlender.bat
Makes it easier to set up a work folder for blender
-## Get started
\ No newline at end of file
+## Get started
+
+### Download the project files.
+
+![Download files by using Download ZIP](/assets/images/DWL1.png)
+
+Extract the contents, make sure you have enough space for the game assets later. The extracted game assets are quite large.
+
+### Export Level data
+Install [DieselBundleViewer](https://github.com/Luffyyy/DieselBundleViewer) and open payday2s bundle_db.blb
+
+![Open DieselBundleViewer](/assets/images/DBV1.png)
+![Open bundle_db.blb](/assets/images/DBV2.png)
+
+Navigate to /levels/narratives and chose a map to port in my case First World Bank
+
+![Navigate to /levels/narratives/classics/red2](/assets/images/DBV3.png)
+
+![Then go in the world folder](/assets/images/DBV4.png)
+
+![Press Convert and Save as](/assets/images/DBV5.png)
+
+![Then save it on the /WorldFiles/DieselWorldCONTINENT](/assets/images/DBV6.png)
+
+### Get started with pdworld2json.py
+
+Install python
+
+![Open a Powershell Terminal and write python](/assets/images/IP31.png)
+![It should open the windows store, hit install and let it finish installing python](/assets/images/IP32.png)
+![After the install make sure if it is installed](/assets/images/IP33.png)
+
+You can also just install it a different way this is just the easiest.
+
+Next install the requirements using requirements.txt
+
+Open a Powershell Terminal in the Folder you extracted the project files.
+
+Then use the command
+
+```
+pip install -r requirements.txt
+```
+![](/assets/images/PDWJ1.png)
+
+Next run this command to convert the world.continent to a json
+
+```
+python .\pdworld2json.py
+```
+
+![](/assets/images/PDWJ2.png)
+![You should have a world.json like this](/assets/images/PDWJ3.png)
+
+**It should also have printed out what files you will need to export u will need to remember that**
+![](/assets/images/PDWJ4.png)
+
+### Export the needed assets from the game
+
+Go back to Diesel Bundle Viewer and navigate to /units
+
+![](/assets/images/EXPF1.png)
+
+Export the needed files Printed out by pdworld2json.py (In my case it is pd2_dlc_red, pd2_dlc_drive, pd2_dlc1, payday2, pd2_dlc_arena, pd2_dlc_eng, units, pd2_dlc2, vehicles, pd2_dlc_casino, lights, world, equipment, dev_tools, pd2_mcmansion)
+
+Mark them Right Click and Press save as and save them in your project folder in a folder called "units"
+
+![](/assets/images/EXPF2.png)
+
+### Convert .model files in the unit folder and make them ready for blender
+
+Make sure to download [PAYDAY 2 Model Tool](https://github.com/kythyria/payday2-model-tool/releases) [PAYDAY-2-Hashlist](https://github.com/Luffyyy/PAYDAY-2-Hashlist)
+
+![Extract PD2ModelParser.exe like this](/assets/images/TMF1.png)
+
+![Next extract the hashlist in the root of the PD2ModelParser.exe this is very important or else the rest will not work](/assets/images/TMF2.png)
+
+If all done right just open ExportModels.bat and it should export the models. It will take a bit for it to finish so sit back and relax.
+
+You can also use this, it is faster, but i found if it encounters an error it will crash, and not export the rest, using the .bat makes if it encounters an error it will just continue.
+```
+.\PD2ModelParser.exe --batch-export=VALUE
+```
+
+After it finished, we need to sort the data for the next step, so open ModelCopyForBlender.bat
+
+It should have created 2 more folders output and textures, and copied the data needed for blender.
+
+### Fixing the models using blender and a script
+
+Now we should have a bunch of models with the .gltf inside output with the proper folder structure but they are not really usable in unreal.
+
+So download [Blender](https://www.blender.org/) if you haven't already and open ConvertExportedToUnreal.blend.
+
+If for some reason you cant open the .blend file anymore, you can just make a new project and load the blender_script.py.
+![](/assets/images/B1.png)
+
+If up to this point you have done everything correct you should be able to hit the run script button, and wait for it to finish.
+![](/assets/images/B2.png)
\ No newline at end of file
diff --git a/WorldFiles/DieselWorldCONTINENT/FirstWorldTest.continent b/WorldFiles/DieselWorldCONTINENT/FirstWorldTest.continent
new file mode 100644
index 0000000..7285650
--- /dev/null
+++ b/WorldFiles/DieselWorldCONTINENT/FirstWorldTest.continent
@@ -0,0 +1,12464 @@
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diff --git a/WorldFiles/UnrealJSON/FirstWorldTest.json b/WorldFiles/UnrealJSON/FirstWorldTest.json
new file mode 100644
index 0000000..c85c532
--- /dev/null
+++ b/WorldFiles/UnrealJSON/FirstWorldTest.json
@@ -0,0 +1,57810 @@
+[
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+ "position": {
+ "x": 1206.0,
+ "y": -2976.0,
+ "z": 475.0
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+ "rotation_quaternion": "0 0 0.707107 -0.707107",
+ "rotation_vector": {
+ "yaw": 90.0,
+ "pitch": 0.0,
+ "roll": -0.0
+ },
+ "unit_description": "floor_lamp",
+ "path": "/Script/Engine.StaticMesh'/Game/units/world/props/office/light/floor_lamp/floor_lamp.floor_lamp'",
+ "name": "100751"
+ },
+ {
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+ "y": -3599.0,
+ "z": 566.342
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+ "rotation_quaternion": "0 0 0.382684 -0.923879",
+ "rotation_vector": {
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+ "pitch": 0.0,
+ "roll": -0.0
+ },
+ "unit_description": "desk_papertray",
+ "path": "/Script/Engine.StaticMesh'/Game/units/world/props/office/desk_accessories/desk_papertray/desk_papertray.desk_papertray'",
+ "name": "100788"
+ },
+ {
+ "position": {
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+ "rotation_quaternion": "0 0 0.382684 -0.923879",
+ "rotation_vector": {
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+ "pitch": 0.0,
+ "roll": -0.0
+ },
+ "unit_description": "desk_lamp_04",
+ "path": "/Script/Engine.StaticMesh'/Game/units/world/props/office/desk_accessories/desk_lamp_04/desk_lamp_04.desk_lamp_04'",
+ "name": "100790"
+ },
+ {
+ "position": {
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+ "path": "/Script/Engine.StaticMesh'/Game/units/world/props/office/light/floor_lamp/floor_lamp.floor_lamp'",
+ "name": "100796"
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+ "rotation_vector": {
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+ "unit_description": "computer_case",
+ "path": "/Script/Engine.StaticMesh'/Game/units/world/props/office/computer/computer_case/computer_case.computer_case'",
+ "name": "100807"
+ },
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+ "unit_description": "chair_03",
+ "path": "/Script/Engine.StaticMesh'/Game/units/world/props/office/chair/chair_03/chair_03.chair_03'",
+ "name": "100812"
+ },
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+ "unit_description": "desk_folderpile_04",
+ "path": "/Script/Engine.StaticMesh'/Game/units/world/props/office/desk_accessories/desk_folderpile_04/desk_folderpile_04.desk_folderpile_04'",
+ "name": "100813"
+ },
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+ "unit_description": "desk_book",
+ "path": "/Script/Engine.StaticMesh'/Game/units/world/props/office/desk_accessories/desk_book/desk_book.desk_book'",
+ "name": "100814"
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+ "rotation_vector": {
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+ "unit_description": "boss_desk",
+ "path": "/Script/Engine.StaticMesh'/Game/units/world/props/office/desks/boss_desk/boss_desk.boss_desk'",
+ "name": "100815"
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+ "unit_description": "red_int_elevator_shaft_02",
+ "path": "/Script/Engine.StaticMesh'/Game/units/pd2_dlc_red/architecture/red_int_elevator_shaft/red_int_elevator_shaft_02/red_int_elevator_shaft_02.red_int_elevator_shaft_02'",
+ "name": "107094"
+ }
+]
\ No newline at end of file
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diff --git a/blender_script.py b/blender_script.py
index fd77aaf..51438bf 100644
--- a/blender_script.py
+++ b/blender_script.py
@@ -3,13 +3,13 @@ import os
import xml.etree.ElementTree as ET
# Display print() in the blender console window for debuging
-def print(data):
- for window in bpy.context.window_manager.windows:
- screen = window.screen
- for area in screen.areas:
- if area.type == 'CONSOLE':
- override = {'window': window, 'screen': screen, 'area': area}
- bpy.ops.console.scrollback_append(override, text=str(data), type="OUTPUT")
+#def print(data):
+# for window in bpy.context.window_manager.windows:
+# screen = window.screen
+# for area in screen.areas:
+# if area.type == 'CONSOLE':
+# override = {'window': window, 'screen': screen, 'area': area}
+# bpy.ops.console.scrollback_append(override, text=str(data), type="OUTPUT")
for material in bpy.data.materials:
bpy.data.materials.remove(material, do_unlink=True)