The geometry is not visible (all alpha xD) so you can see the problem in the particle, the item is rigged 100% influence to the Root bone (as the default ward) everything works fine except the default particle, there is a space to put the reference bone to the particle and I wrote root (tried with a lot of others too and rigging to others and still not working).
I import with the ability tool, there is a place for pugna nether ward ability and asks you for 3 animations, a reference bone for the particle.
But still cant make the particle work properly, the root bone in fbx model is ok, but in the smd file is rotated 90º degrees but rotating it and all didnt seem to change the particle going to north of the map.
thanks!
It is not the reference bone for the particle, it's the hitbone location. Load up your model, assign the hit location to the topmost bone and post back.
It is not the reference bone for the particle, it's the hitbone location. Load up your model, assign the hit location to the topmost bone and post back.
Yeah the hit works ok, and everything is ok except that particle
(all wip)
you can see there the particle is in the ground instead of in the middle of the 3 spikes (like the default one)
and you can see there http://puu.sh/3trhr/30b3a4590a.png (no insert because is long) how the rig is, all to the root bone (like the default one)
So I dont know whats happening or If I can leave it that way and if valve likes it they can fix the particle or something
Upload and leave a dev comment. Then head out to dev.dota2.com and leave a comment here.
Or the other way around.
I'd upload first, and report the bug later, because they can take forever to fix it, and if your model will be popular they will fix it faster.
Thanks, I already posted on dev.dota on a particle bug thread that anuxi created yesterday, but will upload it when its finished and leave a dev comment and look trought dev.dota thank you man.
Just a quick question guys How do you now test your items in game with actual game going on with bots and creeps. Before there was possibility to preview your items after upload I tested it by replacing items manually with default ones that was a bit complicated. Is there a faster method now?
Just a quick question guys How do you now test your items in game with actual game going on with bots and creeps. Before there was possibility to preview your items after upload I tested it by replacing items manually with default ones that was a bit complicated. Is there a faster method now?
There is now a button to test your items inside the game, you just have to press the dota2 icon button inside the importer here:
you can open multiple items with the additional item buttons at the left then press the dota button and all your items will be there
@Dvonio yes, however map is empty, no other heroes, no creep. I would like to take some video footage with some kills/skill usage. Or is there any console/chat command to actually start a game?
@Dvonio yes, however map is empty, no other heroes, no creep. I would like to take some video footage with some kills/skill usage. Or is there any console/chat command to actually start a game?
just write in chat: "-startgame" or "-spawncreeps"
@Dvonio yes, however map is empty, no other heroes, no creep. I would like to take some video footage with some kills/skill usage. Or is there any console/chat command to actually start a game?
you can use -spawncreeps , but you have to enable cheats in console "sv_cheats 1"
The set is good overall, but I'm not a big fan of those gems. The green is just too saturated and popping out a bit too much. It should blend a bit more with his other colors.
This seems like a silly question, but particles are now required for the BH weapon so i just chucked in the LOD1 to test it out and it doesnt have the same alignment? I think i understand how the particle effects work, but given im using the same .smd file i thought they would align up.
Good catch, this is our bug, not yours! This week is oddly scheduled due to the holiday here in the US, but a fix will go out with the next release!
Thanks, I already posted on dev.dota on a particle bug thread that anuxi created yesterday, but will upload it when its finished and leave a dev comment and look trought dev.dota thank you man.
I've fixed this so it should be easier to work with in the future. The effect will orient upwards only now. This week is oddly scheduled due to the holiday here in the US, but it'll be fixed in the next release. You shouldn't have to change anything on your end.
This seems like a silly question, but particles are now required for the BH weapon so i just chucked in the LOD1 to test it out and it doesnt have the same alignment? I think i understand how the particle effects work, but given im using the same .smd file i thought they would align up.
Is there any chance you can post a mesh you used for creating the particles? I haven't had a chance to sit down and work with it so just curious on what you're actually importing (just verticess or a full mesh)
Hi, I'm working on a courier and have been trying to test it in game using the importer, but dota keeps crashing every time i click the import button. The importer window just says "attempting import" (or something along those lines) and the game simply shuts down without any other message.
The setup of the model, skeleton etc seems fine because I compiled it manually using studiomdl and works perfectly including all animations in the Alien Swarm model viewer.
Now this is the same item that disappeared from the workshop for a time. You can see the drop in views/votes.
I'll be contacting support of course, but man... that's disappointing to see because the dagger now only shows 4 stars in the workshop.
This happens because Steam community server shut down from time to time. Servers goes down, and the statictics (or sometimes whole item) go down with it.
so while looking for a character to do for this upcoming months competition i noticed a discrepancy between what has been "accepted for game" in the steam workshop vs what actually shows up in the in game store..
are these items pending or did get in but have since been removed ?
Thanks for the comments on the Sniper's The Whispering Death.
It does look a bit 40k, I thought if i textured it just right it would'nt look 40k at all, I may have failed ... ...but hey, any real 40k fan would know its so totally not 40k :P
HntrLuc, damn man that Blood Covenant Set is pretty damn awesome, the attention to detail, the craftsmanship, and the level of polish on that set, it all looks so awesome. good job dude.
Nice Sven sword Jeremy, I was one of the people who mentioned the Whispering Death looked to me like a lasgun (on the Steam page), but then it's been a good while since I played 40k!
I've fixed this so it should be easier to work with in the future. The effect will orient upwards only now. This week is oddly scheduled due to the holiday here in the US, but it'll be fixed in the next release. You shouldn't have to change anything on your end.
Thanks!
Thanks you very much!! very nice to have you around here
Can someone tell me if there's something wrong on my end or Valve's end? I know Vlad's worked with other ability spawns but I don't recall anyone working with Forge Spirits. I wanted to test the base sculpt mesh to see if it would work alright with the default animations, but it seems like there's a problem with the compiler:
In Max, loading the animation file gives a good result, couple of errors but the design works fine with the animations.
Loading the animations in Dota 2 however, is a different story:
What's going on here?
Looks like the animation files are being scaled down or corrupted someway when I compile them. Anyone got a idea what's going on?
EDIT: To make sure I wasn't going crazy, I tried compiling the original forge spirit FBX. It loads fine without any errors. This makes me believe there's something with the quickly thrown together rig, but if that's the case why does importing in the animation in Max have no errors?
Headaches for another time, I'm going to start the sculpting later.
Hi, I'm working on a courier and have been trying to test it in game using the importer, but dota keeps crashing every time i click the import button. The importer window just says "attempting import" (or something along those lines) and the game simply shuts down without any other message.
The setup of the model, skeleton etc seems fine because I compiled it manually using studiomdl and works perfectly including all animations in the Alien Swarm model viewer.
@JeremyKlein
It seems that your textures ingame always look as if they're double resolution from anything else, always really crisp and clear... Are you a wizard and where can I learn this Black Magic?
Is there any chance you can post a mesh you used for creating the particles? I haven't had a chance to sit down and work with it so just curious on what you're actually importing (just verticess or a full mesh)
Would be much appreciated!
I literally chose the same .smd file as my LOD1 just to test it out, so what you're seeing there is me importing the full mesh into the particle section identical to the weapon model, so i guess it just "spawns" a particle on each vertex of the model (up to a certain point) and ditches the rest of the geometry. Hope that helps!
@JeremyKlein
It seems that your textures ingame always look as if they're double resolution from anything else, always really crisp and clear... Are you a wizard and where can I learn this Black Magic?
Hello everybody. Cool stuff as always.
Anuxi - Great job, very inspirational. @JeremyKlein - please share your secret. Fantastic sword.
And I came with problem.
Almost completed the Lone druid set I started long time ago.
But can not test it ingame.
Tried to insert files in the client manually.
this method http://www.polycount.com/forum/showp...postcount=2728
does not work for me.
tried different approaches, but ingame preview does not change default state.
I see no changes in loadout window and ingame.
Never tried manual ingame test before.
My latest SK test worked fine with dota2test integrated ingame previewer.
May be there was some updates in client since tutor was written.
I compiled all the files via dota 2 test client.
I took them from their folders
E:\steam\steamapps\common\dota 2 test\dota\models\items\lone_druid\0x055765fc
and place into
E:\steam\steamapps\common\dota 2 test\dota\models\heroes\lone_druid
All naming is same as dota2 beta client(checked with cgfscape)
also added cloth files and all other files from dota 2 beta lone druid model folder.
Have no idea what I do wrong. Killed 2 days trying to solve this, no luck(
Hello everybody. Cool stuff as always.
Anuxi - Great job, very inspirational. @JeremyKlein - please share your secret. Fantastic sword.
And I came with problem.
Almost completed the Lone druid set I started long time ago.
But can not test it ingame.
Tried to insert files in the client manually.
this method http://www.polycount.com/forum/showp...postcount=2728
does not work for me.
tried different approaches, but ingame preview does not change default state.
I see no changes in loadout window and ingame.
Never tried manual ingame test before.
My latest SK test worked fine with dota2test integrated ingame previewer.
May be there was some updates in client since tutor was written.
I compiled all the files via dota 2 test client.
I took them from their folders
E:\steam\steamapps\common\dota 2 test\dota\models\items\lone_druid\0x055765fc
and place into
E:\steam\steamapps\common\dota 2 test\dota\models\heroes\lone_druid
All naming is same as dota2 beta client(checked with cgfscape)
also added cloth files and all other files from dota 2 beta lone druid model folder.
Have no idea what I do wrong. Killed 2 days trying to solve this, no luck(
Ahah, i see what you problem is. Frst of all, to test the bear you have to go to the Ability section of the import, then select the druid and you'll be able to select the Spirit Bear.
Second of all, the True Form is not supported as of now, but when it will be, it'll appear in the same menu.
Replies
Oh, thx vlad. Thought it was live for all heroes. That explains why it's not present on Chen :thumbup:
Yeah the hit works ok, and everything is ok except that particle
(all wip)
you can see there the particle is in the ground instead of in the middle of the 3 spikes (like the default one)
and you can see there http://puu.sh/3trhr/30b3a4590a.png (no insert because is long) how the rig is, all to the root bone (like the default one)
So I dont know whats happening or If I can leave it that way and if valve likes it they can fix the particle or something
thank you so much, so what do I do now, wait for them to fix or upload without the fix and hope they fix later?
anyone had experience with this?
thanks vlad!
Or the other way around.
I'd upload first, and report the bug later, because they can take forever to fix it, and if your model will be popular they will fix it faster.
Thanks, I already posted on dev.dota on a particle bug thread that anuxi created yesterday, but will upload it when its finished and leave a dev comment and look trought dev.dota thank you man.
There is now a button to test your items inside the game, you just have to press the dota2 icon button inside the importer here:
you can open multiple items with the additional item buttons at the left then press the dota button and all your items will be there
just write in chat: "-startgame" or "-spawncreeps"
The texture is mostly just base colors except for the helm
cheers:0
you can use -spawncreeps , but you have to enable cheats in console "sv_cheats 1"
in this link you have all the commands I think http://dev.dota2.com/showthread.php?t=22468 and you can also create enemy heroes and level them up
some bristle stuff from me and Zalak!
I've fixed this so it should be easier to work with in the future. The effect will orient upwards only now. This week is oddly scheduled due to the holiday here in the US, but it'll be fixed in the next release. You shouldn't have to change anything on your end.
Thanks!
So I've noticed a huge bug on my items (at least one of them).
My positive votes have reverted back to an earlier number and have reduced my star rating on my dagger for slark:
http://steamcommunity.com/sharedfiles/filedetails/?id=154830012
Here is a screen shot of the view stats:
(removed)
Now this is the same item that disappeared from the workshop for a time. You can see the drop in views/votes.
I'll be contacting support of course, but man... that's disappointing to see because the dagger now only shows 4 stars in the workshop.
Spudnik - Thanks man! Yeah I used the Xoliul shader for the screenshots
Nice work on your SK set! The shaders came out really nice!!!
Robo - looks cool! though i think i'd prefer the gem with a little less glow, nice work on your other recent sets as well
Is there any chance you can post a mesh you used for creating the particles? I haven't had a chance to sit down and work with it so just curious on what you're actually importing (just verticess or a full mesh)
Would be much appreciated!
The setup of the model, skeleton etc seems fine because I compiled it manually using studiomdl and works perfectly including all animations in the Alien Swarm model viewer.
Has anyone had this problem before?
are these items pending or did get in but have since been removed ?
It does look a bit 40k, I thought if i textured it just right it would'nt look 40k at all, I may have failed ... ...but hey, any real 40k fan would know its so totally not 40k :P
HntrLuc, damn man that Blood Covenant Set is pretty damn awesome, the attention to detail, the craftsmanship, and the level of polish on that set, it all looks so awesome. good job dude.
Got another item up on the shop, a Sven Sword, Concept and Lore by Rayph.
http://steamcommunity.com/sharedfiles/filedetails/?id=157340519
here is a crapped up GiF:
I'm fairly new to modelling for Dota, just put up my first item in the workshop, based on the myth of the sword in the stone, I call it Calesvol.
http://steamcommunity.com/sharedfiles/filedetails/?id=157024765
Look forward to contributing more!
Thanks you very much!! very nice to have you around here
In Max, loading the animation file gives a good result, couple of errors but the design works fine with the animations.
Loading the animations in Dota 2 however, is a different story:
What's going on here?
Looks like the animation files are being scaled down or corrupted someway when I compile them. Anyone got a idea what's going on?
EDIT: To make sure I wasn't going crazy, I tried compiling the original forge spirit FBX. It loads fine without any errors. This makes me believe there's something with the quickly thrown together rig, but if that's the case why does importing in the animation in Max have no errors?
Headaches for another time, I'm going to start the sculpting later.
The setup of the model, skeleton etc seems fine because I compiled it manually using studiomdl and works perfectly including all animations in the Alien Swarm model viewer.
Has anyone had this problem before?
Thanks to those who are adding to the particle bug thread! Should help them find out whats wrong hopefully!
Welp I finished my drow set!
It seems that your textures ingame always look as if they're double resolution from anything else, always really crisp and clear... Are you a wizard and where can I learn this Black Magic?
I literally chose the same .smd file as my LOD1 just to test it out, so what you're seeing there is me importing the full mesh into the particle section identical to the weapon model, so i guess it just "spawns" a particle on each vertex of the model (up to a certain point) and ditches the rest of the geometry. Hope that helps!
Amazing work. It's a Darksiders dream team!
@JeremyKlein...
Yes, please! Must share secrets!
That sword is amazing.
Anuxi - Great job, very inspirational.
@JeremyKlein - please share your secret. Fantastic sword.
And I came with problem.
Almost completed the Lone druid set I started long time ago.
But can not test it ingame.
Tried to insert files in the client manually.
this method http://www.polycount.com/forum/showp...postcount=2728
does not work for me.
tried different approaches, but ingame preview does not change default state.
I see no changes in loadout window and ingame.
Never tried manual ingame test before.
My latest SK test worked fine with dota2test integrated ingame previewer.
May be there was some updates in client since tutor was written.
I compiled all the files via dota 2 test client.
I took them from their folders
E:\steam\steamapps\common\dota 2 test\dota\models\items\lone_druid\0x055765fc
and place into
E:\steam\steamapps\common\dota 2 test\dota\models\heroes\lone_druid
All naming is same as dota2 beta client(checked with cgfscape)
also added cloth files and all other files from dota 2 beta lone druid model folder.
Have no idea what I do wrong. Killed 2 days trying to solve this, no luck(
Second of all, the True Form is not supported as of now, but when it will be, it'll appear in the same menu.
http://steamcommunity.com/sharedfiles/filedetails/?id=157425195&searchtext=
well his textures are so blurry i could only see 4 abs, the other 2 are hidden by the belt
Thats AWESOME.
how did u get the scrolling UV's and color change to work on a weapon?