Need chance size of textures=c valvo lie me, i checked thair textures and thay was 2048 1024 and i made like that, but whan i inject it in game its says need 256x256 =\
Me first HUD so do not judge strictly...
It's not quite ready to work, every day I improve, and adds something new:)
All your suggestions about changes, revisions write in chat)
I hope my work deserves a reward.
I just finished my first solo submission and wanted to share it. It is a Taunt animation for AXE and is about 6 seconds long. Currently it looks like the longest taunt that Valve put out is about 5 seconds. Hopefully its not too long, but if it gets accepted and needs editing, i can always shave a little off. Also since I didn't mod the files, i just used an image plane to recreate the "in-game" look.
Got the final piece (torpedo) into the game, now on to adjust those colors and glow+spec. Maybe too much cartoon over the texture?
Your textures look like they're just flat color, i'd suggest toning down the colors a bit.
ALMOST FORGOT! If any of you guys have any problems with Abaddon rig, game crashing when importing items for him, weird skinning ingame or in your 3d software, please report it on dev.dota2.com
There's some weird bugs with his rig that i'm trying to trackdown.
...Am I missing something here? Is the only way to get Abaddon's model is to decompile straight from the game? He's not showing up on the requirements page...
For the people doing taunts, I have a few questions!
- How are you getting the DotA2 heroes, with rigs included?
- Are you animating bones or are their controllers?
- Is valve accepting taunts in the workshop? Or are you making them now, and waiting for taunts to be implemented?
For the people doing taunts, I have a few questions!
- How are you getting the DotA2 heroes, with rigs included?
- Are you animating bones or are their controllers?
- Is valve accepting taunts in the workshop? Or are you making them now, and waiting for taunts to be implemented?
Hi all, I finished a CM staff yesterday for the unoffical month competition^^
People obviously dont like it. I'd really like to get an opinion why is that so^^ be honest pls if they item is "shit" its ok^^ it would help me more, coz all the people i asked told me its nice
The shape is not bad, even if you could refine it a lot.
The problem, I think, are textures. They don't fit with dota style very much.
You also spent a lot of texture space for that hexagon that's almost invisible in game.
I also think that it's a bit too thin, but with only one in game shot it's difficult to tell.
For the people doing taunts, I have a few questions!
- How are you getting the DotA2 heroes, with rigs included?
- Are you animating bones or are their controllers?
- Is valve accepting taunts in the workshop? Or are you making them now, and waiting for taunts to be implemented?
Thanks for the help =]
Vlad hit it on the mark. We are trying to make a market for taunts now that they released the tech for taunts to work in game. The idea is that the more submissions they get, the faster they will make the system work for the workshop.
The bones come in for 3d Max best when you import the SMD and just link constrain them to your Controllers.
I usually use Biped or CAT to speed up the process of rigging since most characters are bipedal
Anyone had experience importing the _fx meshes? I was asked to add one to a sword I had submitted, but there does not appear to be a place to import it for Doom's sword. Any further info would be appreciated!
i don't see any problems with the silhouette. weaver is kind of easy to identify by his color and stance...i don't see any way this could be mistaken for anything but weaver.
I don't think the name goes well with bristleback's character.
He shoots snot and his best gameplay is to get hit from behind (running away) Samurais don't do that.
The item looks good, its just the name I don't like.
Everyone is doing taunt things! I want to join the fun! I'll also release the rig I made for sniper once I'm finished if anyone else wants to animate a taunt or for more detail poses, free loots!
Background gradients ruin gifs! Burn it with fire!
As for the taunt itself, I think by the time he jumps up for the 2nd time, he should already have the rifle between his legs rather than be in the process of putting it between the legs. It's a little bit confusing because at first I thought he was just jumping because the jumping and the riding seem like two separate actions when they dont sync up at the 2nd jump.
I'm making a weapon for Phantom assassin, and I have a problems with the particles, can't make them to work in the workshop. I've googled a lot, but couldn't find anything useful, others have the same bug. As i saw you can do it for antimage, it works, but not for others.
Q.: Do I need to upload a working particle, even if I cant test it, when I submit my submission, or ignore it and valve will make it?
I'm making a weapon for Phantom assassin, and I have a problems with the particles, can't make them to work in the workshop. I've googled a lot, but couldn't find anything useful, others have the same bug. As i saw you can do it for antimage, it works, but not for others.
Q.: Do I need to upload a working particle, even if I cant test it, when I submit my submission, or ignore it and valve will make it?
You need to upload working particles mesh, it seems that Valve-importer eats them up just find, and public-importer is still broken.
first i wanna say this forum is epic great work guys ...
maybe someone can explain me something :I
im working on a rikimaru set and used that rar package from valves workshop site... now i extracted the data from dota 2 itself and damn everything is different the silhouette the topology and the uvs my whole set is not fitting anymore.... if it would be ingame i would RAGE QUIT now :P but i guess that is not the best option now:D
so what is the real deal now?! the decompiled data?
first i wanna say this forum is epic great work guys ...
maybe someone can explain me something :I
im working on a rikimaru set and used that rar package from valves workshop site... now i extracted the data from dota 2 itself and damn everything is different the silhouette the topology and the uvs my whole set is not fitting anymore.... if it would be ingame i would RAGE QUIT now :P but i guess that is not the best option now:D
so what is the real deal now?! the decompiled data?
They updated his model and textures not too long ago. I guess they forgot to update the reference files.
Also, if anyone wants it, I'm going to pass out the rig I made for sniper, it's nothing special, but if anyone else wants to use it, feel free to download it from this link.
Replies
In other news my Juggernaut set with Pipotchi is finally up in the Workshop. Here's a link to the collection:
http://steamcommunity.com/sharedfiles/filedetails/?id=177090487
Too bad there's no easy way to pose him for the promoshot due to the files being all borked up.
pow
sfm couldn't load his body for the promo shot. oopsies
http://t.co/CnOXlIR4PF
Please rate and favorite if you like it. I'm hoping to make a full set if this is popular enough.
The Rider of the Avaricious set is done!
check it out here
It's not quite ready to work, every day I improve, and adds something new:)
All your suggestions about changes, revisions write in chat)
I hope my work deserves a reward.
(Loading Screen)
Started working on a Necrolyte HUD with Krios.
Cheers
I just finished my first solo submission and wanted to share it. It is a Taunt animation for AXE and is about 6 seconds long. Currently it looks like the longest taunt that Valve put out is about 5 seconds. Hopefully its not too long, but if it gets accepted and needs editing, i can always shave a little off. Also since I didn't mod the files, i just used an image plane to recreate the "in-game" look.
Hope you like it!
http://steamcommunity.com/sharedfiles/filedetails/?id=177028544
Youtube Link:
http://youtu.be/7vvBfTqrO_k
Vimeo Link:
https://www.vimeo.com/74131310
And the set with a new, alt sword is here
Your textures look like they're just flat color, i'd suggest toning down the colors a bit.
ALMOST FORGOT! If any of you guys have any problems with Abaddon rig, game crashing when importing items for him, weird skinning ingame or in your 3d software, please report it on dev.dota2.com
There's some weird bugs with his rig that i'm trying to trackdown.
Should have finished this thing a while ago.
Upvote!
http://steamcommunity.com/sharedfiles/filedetails/?id=177304269
- How are you getting the DotA2 heroes, with rigs included?
- Are you animating bones or are their controllers?
- Is valve accepting taunts in the workshop? Or are you making them now, and waiting for taunts to be implemented?
Thanks for the help =]
2. Bones
3. Waiting for them to be implemented
People obviously dont like it. I'd really like to get an opinion why is that so^^ be honest pls if they item is "shit" its ok^^ it would help me more, coz all the people i asked told me its nice
Thnaks.
Link:
http://steamcommunity.com/sharedfiles/filedetails/?id=176927154&searchtext=
Pic:
The problem, I think, are textures. They don't fit with dota style very much.
You also spent a lot of texture space for that hexagon that's almost invisible in game.
I also think that it's a bit too thin, but with only one in game shot it's difficult to tell.
I'm a newbie too, so take my words with caution
Vlad hit it on the mark. We are trying to make a market for taunts now that they released the tech for taunts to work in game. The idea is that the more submissions they get, the faster they will make the system work for the workshop.
The bones come in for 3d Max best when you import the SMD and just link constrain them to your Controllers.
I usually use Biped or CAT to speed up the process of rigging since most characters are bipedal
Hope this helps!
Feel free to friend me also : http://steamcommunity.com/profiles/76561197980192607/
Item Link
I don't think the name goes well with bristleback's character.
He shoots snot and his best gameplay is to get hit from behind (running away) Samurais don't do that.
The item looks good, its just the name I don't like.
Everyone is doing taunt things! I want to join the fun! I'll also release the rig I made for sniper once I'm finished if anyone else wants to animate a taunt or for more detail poses, free loots!
As for the taunt itself, I think by the time he jumps up for the 2nd time, he should already have the rifle between his legs rather than be in the process of putting it between the legs. It's a little bit confusing because at first I thought he was just jumping because the jumping and the riding seem like two separate actions when they dont sync up at the 2nd jump.
I'm making a weapon for Phantom assassin, and I have a problems with the particles, can't make them to work in the workshop. I've googled a lot, but couldn't find anything useful, others have the same bug. As i saw you can do it for antimage, it works, but not for others.
Q.: Do I need to upload a working particle, even if I cant test it, when I submit my submission, or ignore it and valve will make it?
first i wanna say this forum is epic great work guys ...
maybe someone can explain me something :I
im working on a rikimaru set and used that rar package from valves workshop site... now i extracted the data from dota 2 itself and damn everything is different the silhouette the topology and the uvs my whole set is not fitting anymore.... if it would be ingame i would RAGE QUIT now :P but i guess that is not the best option now:D
so what is the real deal now?! the decompiled data?
I had similar issues with a different character, and just had to try different import options
Shadow Sickle
here is the workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=177723340
like it if you like it
cheers
Yay for taunts!
Also, if anyone wants it, I'm going to pass out the rig I made for sniper, it's nothing special, but if anyone else wants to use it, feel free to download it from this link.
ty
http://media.steampowered.com/apps/dota2/workshop/aboddon.zip