Bug fixes and Writing the README.md
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README.md
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## Overview
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## Overview
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### Needed software
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### Needed software
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[PAYDAY 2 Model Tool](https://github.com/kythyria/payday2-model-tool)
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[PAYDAY 2 Model Tool](https://github.com/kythyria/payday2-model-tool/releases)
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[PAYDAY-2-Hashlist](https://github.com/Luffyyy/PAYDAY-2-Hashlist)
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[PAYDAY-2-Hashlist](https://github.com/Luffyyy/PAYDAY-2-Hashlist)
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[DieselBundleViewer](https://github.com/Luffyyy/DieselBundleViewer)
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[DieselBundleViewer](https://github.com/Luffyyy/DieselBundleViewer)
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[BeardLib-Editor](https://github.com/Luffyyy/BeardLib-Editor)
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[BeardLib-Editor](https://github.com/Luffyyy/BeardLib-Editor)
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[Blender](https://github.com/kythyria/payday2-model-tool)
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[Blender](https://www.blender.org/)
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[Python]
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[Python]
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### pdworld2json.py
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### pdworld2json.py
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### ModelCopyForBlender.bat
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### ModelCopyForBlender.bat
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Makes it easier to set up a work folder for blender
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Makes it easier to set up a work folder for blender
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## Get started
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## Get started
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### Download the project files.
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![Download files by using Download ZIP](/assets/images/DWL1.png)
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Extract the contents, make sure you have enough space for the game assets later. The extracted game assets are quite large.
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### Export Level data
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Install [DieselBundleViewer](https://github.com/Luffyyy/DieselBundleViewer) and open payday2s bundle_db.blb
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![Open DieselBundleViewer](/assets/images/DBV1.png)
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![Open bundle_db.blb](/assets/images/DBV2.png)
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Navigate to /levels/narratives and chose a map to port in my case First World Bank
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![Navigate to /levels/narratives/classics/red2](/assets/images/DBV3.png)
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![Then go in the world folder](/assets/images/DBV4.png)
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![Press Convert and Save as](/assets/images/DBV5.png)
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![Then save it on the /WorldFiles/DieselWorldCONTINENT](/assets/images/DBV6.png)
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### Get started with pdworld2json.py
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Install python
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![Open a Powershell Terminal and write python](/assets/images/IP31.png)
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![It should open the windows store, hit install and let it finish installing python](/assets/images/IP32.png)
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![After the install make sure if it is installed](/assets/images/IP33.png)
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You can also just install it a different way this is just the easiest.
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Next install the requirements using requirements.txt
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Open a Powershell Terminal in the Folder you extracted the project files.
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Then use the command
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```
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pip install -r requirements.txt
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```
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![](/assets/images/PDWJ1.png)
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Next run this command to convert the world.continent to a json
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```
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python .\pdworld2json.py
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```
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![](/assets/images/PDWJ2.png)
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![You should have a world.json like this](/assets/images/PDWJ3.png)
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**It should also have printed out what files you will need to export u will need to remember that**
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![](/assets/images/PDWJ4.png)
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### Export the needed assets from the game
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Go back to Diesel Bundle Viewer and navigate to /units
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![](/assets/images/EXPF1.png)
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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)
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Mark them Right Click and Press save as and save them in your project folder in a folder called "units"
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![](/assets/images/EXPF2.png)
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### Convert .model files in the unit folder and make them ready for blender
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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)
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![Extract PD2ModelParser.exe like this](/assets/images/TMF1.png)
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![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)
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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.
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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.
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```
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.\PD2ModelParser.exe --batch-export=VALUE
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```
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After it finished, we need to sort the data for the next step, so open ModelCopyForBlender.bat
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It should have created 2 more folders output and textures, and copied the data needed for blender.
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### Fixing the models using blender and a script
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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.
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So download [Blender](https://www.blender.org/) if you haven't already and open ConvertExportedToUnreal.blend.
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If for some reason you cant open the .blend file anymore, you can just make a new project and load the blender_script.py.
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![](/assets/images/B1.png)
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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.
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![](/assets/images/B2.png)
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WorldFiles/DieselWorldCONTINENT/FirstWorldTest.continent
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WorldFiles/UnrealJSON/FirstWorldTest.json
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assets/images/B1.png
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assets/images/B2.png
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assets/images/DBV1.png
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assets/images/DBV2.png
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assets/images/DBV3.png
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assets/images/DBV4.png
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assets/images/DBV5.png
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assets/images/DBV6.png
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assets/images/DWL1.png
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assets/images/EXPF1.png
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assets/images/EXPF2.png
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assets/images/IP31.png
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assets/images/IP32.png
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assets/images/IP33.png
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assets/images/PDWJ1.png
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assets/images/PDWJ2.png
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assets/images/PDWJ3.png
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assets/images/PDWJ4.png
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assets/images/TMF1.png
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assets/images/TMF2.png
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@ -3,13 +3,13 @@ import os
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import xml.etree.ElementTree as ET
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import xml.etree.ElementTree as ET
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# Display print() in the blender console window for debuging
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# Display print() in the blender console window for debuging
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def print(data):
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#def print(data):
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for window in bpy.context.window_manager.windows:
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# for window in bpy.context.window_manager.windows:
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screen = window.screen
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# screen = window.screen
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for area in screen.areas:
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# for area in screen.areas:
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if area.type == 'CONSOLE':
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# if area.type == 'CONSOLE':
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override = {'window': window, 'screen': screen, 'area': area}
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# override = {'window': window, 'screen': screen, 'area': area}
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bpy.ops.console.scrollback_append(override, text=str(data), type="OUTPUT")
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# bpy.ops.console.scrollback_append(override, text=str(data), type="OUTPUT")
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for material in bpy.data.materials:
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for material in bpy.data.materials:
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bpy.data.materials.remove(material, do_unlink=True)
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bpy.data.materials.remove(material, do_unlink=True)
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