Its funny that after this wipe heroes like Windrunner for example from 2 pages of sets are left only with 1 set atm. In some way we can say that store was restarted and we are welcome to work on characters that had 10+ sets before. I wonder how this community market share will work in the end. Most people probably trade items for keys or other items to be honest don't they? Also I am curious how frequent those wipes will be, if they will do it regularly every month, or in 6 months intervals... only time will tell I guess
Anyone know if valve told what % we get of the market now?
Im curious about how much im gonna get in my 0.03 spear xD
I assume it's still 25% of whatever valve makes from your items, and valve takes 5% of community market sales, so 1.25% of whatever the selling price is, or 0.000375. Or essentially 1 penny for every dollar.
Honestly I'm a bit upset about this, my rubick set was still selling extremely well and now I'll be lucky to get $20 a month from it. Also are they going to remove 6 month old sets every month now? Or in 6 months will there be another wipe? If it's the latter I'll be a bit annoyed because in that case sets added in march get 6 months in the store, and sets added in april would get 11 months in the store.
I guess this is valve's way to keep workshop contributors motivated to keep creating instead of resting on our laurels after getting stuff accepted.
I guess this is valve's way to keep workshop contributors motivated to keep creating instead of resting on our laurels after getting stuff accepted.
I'd lean more toward the prevention of oversaturation, windrunner, axe, sven, all had crazy amounts of sets. As time goes on, those original sets get rarer and new ones become readily avalible, it keeps things fresh.
I'd lean more toward the prevention of oversaturation, windrunner, axe, sven, all had crazy amounts of sets. As time goes on, those original sets get rarer and new ones become readily avalible, it keeps things fresh.
Yeah the store was getting a bit crowded. I gave up browsing it at all a few months ago because it always took so long to load because of all of the items.
I'd lean more toward the prevention of oversaturation, windrunner, axe, sven, all had crazy amounts of sets. As time goes on, those original sets get rarer and new ones become readily avalible, it keeps things fresh.
Yeah that probably is their primary concern, it just sucks to go from thousands of sales a month to probably less than a hundred, and from a 25% cut to only a 1% cut. I understand why they're doing it, and they have every right to, but anyone whose real breadwinning submissions were from march or earlier is getting screwed pretty hard and without warning.
Not on the workshop yet, gotta tweak a few things, and make a beauty shot for the thing, but after a few hours of messing around with imports and exports I'm just glad its in the game and not broken lol
True, but this helps strengthen the store in the long run so while contributors may take a hit initially, at least it helps the economy. This ensures the store stays relevent and fresh for a longer time
Yeah that probably is their primary concern, it just sucks to go from thousands of sales a month to probably less than a hundred, and from a 25% cut to only a 1% cut. I understand why they're doing it, and they have every right to, but anyone whose real breadwinning submissions were from march or earlier is getting screwed pretty hard and without warning.
my set got accepted 3 months ago and just got tucked (into the back) of the store with the first blood patch. Hope this doesn't mean i only get 3 months of sales out of it now
Spend 50$ and buy up every one of your items that is worth less than 10 cents. Delete them all or re-list them yourself for higher.
I could see Valve going back on this change and putting some items back on the store if it doesn't end up being profitable.
I only lost 4 single items from the store in the purge. I still have 3 sets on there. There's always chests too. I made more from the Dark Implements chest residuals than I did from my 4 single items.
hmmm, my animations seem to be getting truncated past a certain length in the importer. I think it's at or about frame 60, after that they just loop back to frame 1. Anybody else getting this or know how to fix it? Thanks!
First time I got a message from Valve on one of my items i did together with Doubleleaf for a monthly contest, they asked to updated the skywrath staff with the new particles. Let's hope this is a good thing
I have a problen with my cape I made for drow, all other items work fine but the cape, it dosent swing around when I sping the modell and distort terrebly when in running animation. tips how to solve this anyone ?
I have a problen with my cape I made for drow, all other items work fine but the cape, it dosent swing around when I sping the modell and distort terrebly when in running animation. tips how to solve this anyone ?
If you used the reference model from the requirements page, then you need to get the decompiled version, because the provided files are outdated and don't have proper bone-structure.
This is my first set.
Thank you for the feedback, I reduced the size of the shell. But I maintained the overall bulky silhouette from my original idea.
This is my first set.
Thank you for the feedback, I reduced the size of the shell. But I maintained the overall bulky silhouette from my original idea.
If you used the reference model from the requirements page, then you need to get the decompiled version, because the provided files are outdated and don't have proper bone-structure.
Thanks Vlad, I've tried decompileing but studocompiler crashes as I just choose a foler, is there antoher storage where I can get the drow cape.smd or any tips on how to get studiocompiler working ?
Looks good Mihalceanu! Though I feel like the facial expression is slightly off. Yours looks more anguished, but I kinda prefer the concept's frozen/lifeless expression. Just my opinion tho :>
Replies
At the moment I'm just importing the model/bones, even for the animation criteria, just to test that the importer works, but it isn't.
I have set the Hit Location bone to my root_JNT bone (which is the name of it in Maya), but it's getting that error.
I exported as FBX, and do get some error logs, but I've eliminated most of them. Currently this is the only error I get
Thanks in advance for any help!
Give this man an award. :thumbup:
Im curious about how much im gonna get in my 0.03€ spear xD
I assume it's still 25% of whatever valve makes from your items, and valve takes 5% of community market sales, so 1.25% of whatever the selling price is, or 0.000375. Or essentially 1 penny for every dollar.
Honestly I'm a bit upset about this, my rubick set was still selling extremely well and now I'll be lucky to get $20 a month from it. Also are they going to remove 6 month old sets every month now? Or in 6 months will there be another wipe? If it's the latter I'll be a bit annoyed because in that case sets added in march get 6 months in the store, and sets added in april would get 11 months in the store.
I guess this is valve's way to keep workshop contributors motivated to keep creating instead of resting on our laurels after getting stuff accepted.
I'd lean more toward the prevention of oversaturation, windrunner, axe, sven, all had crazy amounts of sets. As time goes on, those original sets get rarer and new ones become readily avalible, it keeps things fresh.
Yeah the store was getting a bit crowded. I gave up browsing it at all a few months ago because it always took so long to load because of all of the items.
Yeah that probably is their primary concern, it just sucks to go from thousands of sales a month to probably less than a hundred, and from a 25% cut to only a 1% cut. I understand why they're doing it, and they have every right to, but anyone whose real breadwinning submissions were from march or earlier is getting screwed pretty hard and without warning.
and from behind
I feel like this is very fitting.
In other news, make more items!
Already been doing so! :P
I could see Valve going back on this change and putting some items back on the store if it doesn't end up being profitable.
I only lost 4 single items from the store in the purge. I still have 3 sets on there. There's always chests too. I made more from the Dark Implements chest residuals than I did from my 4 single items.
Well here's the result:
I have a problen with my cape I made for drow, all other items work fine but the cape, it dosent swing around when I sping the modell and distort terrebly when in running animation. tips how to solve this anyone ?
Thank you for the feedback, I reduced the size of the shell. But I maintained the overall bulky silhouette from my original idea.
http://steamcommunity.com/sharedfiles/filedetails/?id=180530774
And this is a musket for the Sniper
http://steamcommunity.com/sharedfiles/filedetails/?id=181288328
link for the offhand, there is also a mainhand which looks like this^^
http://steamcommunity.com/sharedfiles/filedetails/?id=181297182
Just finished my Background for collection
Thanks Vlad, I've tried decompileing but studocompiler crashes as I just choose a foler, is there antoher storage where I can get the drow cape.smd or any tips on how to get studiocompiler working ?
and dont forget to rename the dx90 files to dx80
xD priceless
The last watcher
cheers
http://tf2b.com/updates/dota/