I think it is safe to say that this workflow is basic F'ed...
FBX import> Max 2014> rig> Wallworm smd export> Dota 2
(that's the only import option available and the only export available that even work for 2014)
I also have issues with TF2 but can usually force something through. After days and days of dealing with this trying to make it work I got a brilliant idea (why didn't I think of it before... well I might be slightly dim).
Why not import the fbx from Valve and directly export it in game. The lovely thing about Dota is valve supplied the FBX with the rigged item (unlike TF2) so that removes guess work.
I exported the entire skeleton and the flap of kotl as this have cloth bones and an issue I was trying to work through (replacing this specific item).
This is their item that I have not touched other than import/export. Mines comes out better. I can attach a new hood to his head and hood bones and it works fine. Attach an item to spine = fine, and another bone like head/clavicle = NO WAY.
DD's Everlasting Heat set for Lina by Prophet9 and Stefco
This set was commissioned by DD from team LGD.
It was a long time in the works - my original Lina hair for the set was accepted for Wraith Night right in the middle of making the set to go with it.
So we had to come up with a new hair. It turned out well though.
Does anyone have any experience using custom particles in game? We've overwritten the stock particle with the systems named the same and used the -override_vpk command but in game the particles are all scaled wrong and fucked up. We think it might be a discrepancy between working on the particles in ASW engine and implementing them into Dota2. We tried opening the stock particles in ASW particle editor and saving them and even those got a bit fucked up when tested in game.
Waitaminute...how are people submitting items to the workshop without any problems?
After the last update, I've got the issue where the Workshop crashes back to Steam after I try and import anything, and thought that everybody had either some form of this, or the grey texture problem - but I see a few people have managed proper submissions in the last 2 days. Is there a fix going round that I'm unaware of?
I have not had this issue in the main client with any of the items I have needed to test
Strange, I've had that with everything I've tried importing, even stuff that worked previously and I haven't touched the FBX files. Seems like there a good few other folk having the same issue.
Absoutely loving all the entries so far, just
And finally the Workshop page for Wraith King is still pointing to Skeleton King's assets however you can access Wraith King's files here:
I made a quick test with my Luna test and it worked, maybe it's a thing with certain heroes.
I had thought this as well, but someone posted having this issue with Gyro items, and I have not seen this for any of my Gyro items, so I figure something else is the cause
Waitaminute...how are people submitting items to the workshop without any problems?
After the last update, I've got the issue where the Workshop crashes back to Steam after I try and import anything, and thought that everybody had either some form of this, or the grey texture problem - but I see a few people have managed proper submissions in the last 2 days. Is there a fix going round that I'm unaware of?
Sorry, but I did not do anything special for my importer to work in the main client, it just simply works for me, and I truly feel bad for those that it is not working for
I had thought this as well, but someone posted having this issue with Gyro items, and I have not seen this for any of my Gyro items, so I figure something else is the cause
Sorry, but I did not do anything special for my importer to work in the main client, it just simply works for me, and I truly feel bad for those that it is not working for
Well crap, whenever I try to import, Dota 2 crashes to desktop...:poly127:
Is there something in common that is shared between peoples that are not working? Like video cards? Maybe isolated to something like that, I have an all AMD system for example
good idea kite.
I'm using an nvidia 660ti.
My normals are just set to the base colour, i double checked my mask1 and mask2 for issues, it all follows the valve guide very closely. I did 95% of the texturing in photoshop, with a little adjustment in mudbox.
edit1:Installing the 332.21 driver now to see if that helps at all.
edit2:latest drivers installed. no luck
p.s is everyone on source engine build 794, dota version 40? (top right once console is open)
edit3:gonna try to import it on my housemate's PC, which uses a 7770 AMD card.
edit4:same as with my nvidia card, looks like something else is the issue here =/
Can one of you guys who is not having the texture issue maybe try it on Kunkka?
Yep- my crash is with Kunkka too. Jumping in on the vote for somebody who's successfully managed to import an item to try kunkka too.
EDIT- too late! Thanks for the tests guys.
I've got an ATI card and am getting the crash though. Just trying installing all windows updates and then a complete fresh install of DOTA2 to see if it fixes anything.
I have a Nvidia GTX 770 card, maybe were onto something.
Are you guys using handplane normals?
I have actually used normals from handplane and ones baked straight from xNormal, either works just fine, I think the normals should only cause a crash (maybe) if it has an alpha channel
I am on win8, gtx660 and its working fine. Did you guys tried to verify local files of dota2? Delete files from dota/models/items/kunkka/ and dota/materials/models/items/kunkka/. Something should help hmm. Maybe deleting dota and installing it one more time would help? Thing is that because I am now on mobile connection from a few months I only updated dota2 recently (now its fully updated) so maybe I missed somekind of update that screwed things up and never been reverted?
Did anyone having this issue opened a thread in the dev forums yet? Maybe it haven't came to their attention yet.
It's obviously a patch related bug, reinstalling everything probably won't work, it's better to call their assistance as I'm sure it's on their best interests to have it solved.
I am on win8, gtx660 and its working fine. Did you guys tried to verify local files of dota2? Delete files from dota/models/items/kunkka/ and dota/materials/models/items/kunkka/. Something should help hmm. Maybe deleting dota and installing it one more time would help? Thing is that because I am now on mobile connection from a few months I only updated dota2 recently (now its fully updated) so maybe I missed somekind of update that screwed things up and never been reverted?
I dont think uninstall/reinstall will help people with the issue. I am always online and get all the updates for the client, so there has to be some other connection to the updated importer and the users with the problem. hopefully Valve has been able to reproduce it on their side.
For the people with an actual crash of the client can you check your event viewer logs > applications and see if there is a log of the crash or anything else, like run-time errors around the time of the crash?
Ok something is weird here. Checked StudioCompiller (wanted decompile some masks from ingame) and somehow it is able to decompile models as always, but suddenly it stopped decompiling textures... from what I observed something happened with vtf2tga.exe which StudioCompilled uses for decompiling vtf to tga files. Probably what is happening with all those gray models is that exe responsible for opposite process also stopped working for those people... Coincidence... I don't think so Or I am doing something wrong here
Ok something is weird here. Checked StudioCompiller (wanted decompile some masks from ingame) and somehow it is able to decompile models as always, but suddenly it stopped decompiling textures... from what I observed something happened with vtf2tga.exe which StudioCompilled uses for decompiling vtf to tga files. Probably what is happening with all those gray models is that exe responsible for opposite process also stopped working for those people... Coincidence... I don't think so Or I am doing something wrong here
You seem to be on something here, I am missing the same file in my dota 2 bin folder while in my tf2 and csgo bin folders both of them contain the same file albeit different file sizes. I tried copying them in the dota 2 folder but they don't seem compatible. Also the verifying game integrity does nothing as I can still play games, so vtf2tga.exe may not be a central component in the game.
You seem to be on something here, I am missing the same file in my dota 2 bin folder while in my tf2 and csgo bin folders both of them contain the same file albeit different file sizes. I tried copying them in the dota 2 folder but they don't seem compatible. Also the verifying game integrity does nothing as I can still play games, so vtf2tga.exe may not be a central component in the game.
Does this missing file still exist in the Dota 2 test client?
Ok something is weird here. Checked StudioCompiller (wanted decompile some masks from ingame) and somehow it is able to decompile models as always, but suddenly it stopped decompiling textures... from what I observed something happened with vtf2tga.exe which StudioCompilled uses for decompiling vtf to tga files. Probably what is happening with all those gray models is that exe responsible for opposite process also stopped working for those people... Coincidence... I don't think so Or I am doing something wrong here
Unless I missed something major from one of the updates dota 2 still does not have an sdk, so your StudioCompiler should be using the Alien Swarm sdk. Dota 2 does not have a vtf2tga.exe. If anything the importer issue could be tied to vtex.exe as that should be the tool it is using to convert the tga to the final vtf.
Does this missing file still exist in the Dota 2 test client?
You are not missing anything, Dota 2 does not have a full sdk. It does not have a vtf2tga.exe. This executable has nothing to do with the current issue. If anything it would be vtex.exe that is the issue. If someone does not care, copy the vtex.exe from the test client bin folder to the main client bin folder to see if that makes a difference
Unless I missed something major from one of the updates dota 2 still does not have an sdk, so your StudioCompiler should be using the Alien Swarm sdk. Dota 2 does not have a vtf2tga.exe. If anything the importer issue could be tied to vtex.exe as that should be the tool it is using to convert the tga to the final vtf.
You are not missing anything, Dota 2 does not have a full sdk. It does not have a vtf2tga.exe. This executable has nothing to do with the current issue. If anything it would be vtex.exe that is the issue. If someone does not care, copy the vtex.exe from the test client bin folder to the main client bin folder to see if that makes a difference
Yea upon some more research it seems to be only a converter of formats, got my hopes up.
Seems like it's bizarre error o'clock over here...
I'm getting this error:
Error in FBX Conversion: - "Too many skin weights on some vertices, maximum is 3 weights per vertex
"
Which makes perfect sense, except that it only occurs when I try to import with the turn poses. If I don't include turn poses then it imports just fine. Surely that error would only apply if the fbx containing the mesh had the problem?
Any advice before I pull out all of my hair?
EDIT: I should mention that this is in the Test Client as I believe the main client is still borked.
@kite212 Yes vtf2tga.exe and vtex.exe are different executable files, however I am not sure if they both dont refer to external libraries in dll files that could have been corrupted in latest updates... Ehh I hope this bug will be soon fixed, and everyone will be able to upload those models that he worked so hard during last weeks.
Anyway I managed to finally upload KOTL head piece that I have been working on. Workshop Link
@kite212 Yes vtf2tga.exe and vtex.exe are different executable files, however I am not sure if they both dont refer to external libraries in dll files that could have been corrupted in latest updates... Ehh I hope this bug will be soon fixed, and everyone will be able to upload those models that he worked so hard during last weeks.
Anyway I managed to finally upload KOTL head piece that I have been working on.
Kotl head turned out really nice :thumbup: Can some one with the grey texture issue confirm that the output has proper vtf's? If these are fine in the directory then that should rule out that portion of the importer tool.If Valve has reproduced the issue they should be able to determine what is the cause, and hopefully fix it tomorrow.
Here are some last minute single item concepts for the Spring 2014 event
Headress for Naga Siren (full set here, but decided to just go with the headress if anyone is interested!)
has anyone had any luck getting particles to show up for ember spirits weapons?
i did a test the other night making a simple mesh binding it to the same joint as the weapon then exporting this out as _fx.fbx as per workshop guidelines but no fx shows up.
ok I'm still unsure as to how we get our items individually tagged for the spring event, because mine still haven't been tagged and I'm starting to worry with the approaching deadline
Replies
I am not worthy.
Amazing job, seriously!
Sweet jesus! Can't wait to see them all!
FBX import> Max 2014> rig> Wallworm smd export> Dota 2
(that's the only import option available and the only export available that even work for 2014)
I also have issues with TF2 but can usually force something through. After days and days of dealing with this trying to make it work I got a brilliant idea (why didn't I think of it before... well I might be slightly dim).
Why not import the fbx from Valve and directly export it in game. The lovely thing about Dota is valve supplied the FBX with the rigged item (unlike TF2) so that removes guess work.
I exported the entire skeleton and the flap of kotl as this have cloth bones and an issue I was trying to work through (replacing this specific item).
This is their item that I have not touched other than import/export. Mines comes out better. I can attach a new hood to his head and hood bones and it works fine. Attach an item to spine = fine, and another bone like head/clavicle = NO WAY.
This pack is going to be an amazing addition to the game, great job guys. Yeah I am still only seeing a tag option for collections
Still coming together...
This set was commissioned by DD from team LGD.
It was a long time in the works - my original Lina hair for the set was accepted for Wraith Night right in the middle of making the set to go with it.
So we had to come up with a new hair. It turned out well though.
Cheers all!
great news.
After the last update, I've got the issue where the Workshop crashes back to Steam after I try and import anything, and thought that everybody had either some form of this, or the grey texture problem - but I see a few people have managed proper submissions in the last 2 days. Is there a fix going round that I'm unaware of?
Strange, I've had that with everything I've tried importing, even stuff that worked previously and I haven't touched the FBX files. Seems like there a good few other folk having the same issue.
That's a hell of a good timing, thanks for sharing
As a side note those guys pasting their links to CS GO weapons into DOTA2 workhop comments are just hilarious
I had thought this as well, but someone posted having this issue with Gyro items, and I have not seen this for any of my Gyro items, so I figure something else is the cause
Sorry, but I did not do anything special for my importer to work in the main client, it just simply works for me, and I truly feel bad for those that it is not working for
Well crap, whenever I try to import, Dota 2 crashes to desktop...:poly127:
working here too
Is there something in common that is shared between peoples that are not working? Like video cards? Maybe isolated to something like that, I have an all AMD system for example
I'm using an nvidia 660ti.
My normals are just set to the base colour, i double checked my mask1 and mask2 for issues, it all follows the valve guide very closely. I did 95% of the texturing in photoshop, with a little adjustment in mudbox.
edit1:Installing the 332.21 driver now to see if that helps at all.
edit2:latest drivers installed. no luck
p.s is everyone on source engine build 794, dota version 40? (top right once console is open)
edit3:gonna try to import it on my housemate's PC, which uses a 7770 AMD card.
edit4:same as with my nvidia card, looks like something else is the issue here =/
Yep- my crash is with Kunkka too. Jumping in on the vote for somebody who's successfully managed to import an item to try kunkka too.
EDIT- too late! Thanks for the tests guys.
I've got an ATI card and am getting the crash though. Just trying installing all windows updates and then a complete fresh install of DOTA2 to see if it fixes anything.
I have actually used normals from handplane and ones baked straight from xNormal, either works just fine, I think the normals should only cause a crash (maybe) if it has an alpha channel
We may be onto something here... thats 2 nvidia cards with the issue, one amd without
It's obviously a patch related bug, reinstalling everything probably won't work, it's better to call their assistance as I'm sure it's on their best interests to have it solved.
I dont think uninstall/reinstall will help people with the issue. I am always online and get all the updates for the client, so there has to be some other connection to the updated importer and the users with the problem. hopefully Valve has been able to reproduce it on their side.
For the people with an actual crash of the client can you check your event viewer logs > applications and see if there is a log of the crash or anything else, like run-time errors around the time of the crash?
http://dev.dota2.com/showthread.php?t=121544
AND THEY RUN WHEN THE SUN COMES WITH
WITH THEIR LIVES ON THE LINE
Sick sword by the way. Foxclover did an amazing job with the concept
You seem to be on something here, I am missing the same file in my dota 2 bin folder while in my tf2 and csgo bin folders both of them contain the same file albeit different file sizes. I tried copying them in the dota 2 folder but they don't seem compatible. Also the verifying game integrity does nothing as I can still play games, so vtf2tga.exe may not be a central component in the game.
http://steamcommunity.com/sharedfiles/filedetails/?id=215471742
Does this missing file still exist in the Dota 2 test client?
Unless I missed something major from one of the updates dota 2 still does not have an sdk, so your StudioCompiler should be using the Alien Swarm sdk. Dota 2 does not have a vtf2tga.exe. If anything the importer issue could be tied to vtex.exe as that should be the tool it is using to convert the tga to the final vtf.
You are not missing anything, Dota 2 does not have a full sdk. It does not have a vtf2tga.exe. This executable has nothing to do with the current issue. If anything it would be vtex.exe that is the issue. If someone does not care, copy the vtex.exe from the test client bin folder to the main client bin folder to see if that makes a difference
Stunning work, can't wait to see it in game
Keep up with the great work! Loving it.
I really hope you recorded the retopo and UV of this. Considering how well it looks!
Yea upon some more research it seems to be only a converter of formats, got my hopes up.
I'm getting this error:
Error in FBX Conversion: - "Too many skin weights on some vertices, maximum is 3 weights per vertex
"
Which makes perfect sense, except that it only occurs when I try to import with the turn poses. If I don't include turn poses then it imports just fine. Surely that error would only apply if the fbx containing the mesh had the problem?
Any advice before I pull out all of my hair?
EDIT: I should mention that this is in the Test Client as I believe the main client is still borked.
Anyway I managed to finally upload KOTL head piece that I have been working on.
Workshop Link
Links to a Lina head.
And sucks that there's so many problems 2 days before the deadline! Can't even tag items even though the patch notes stated there being a checkbox!
Kotl head turned out really nice :thumbup: Can some one with the grey texture issue confirm that the output has proper vtf's? If these are fine in the directory then that should rule out that portion of the importer tool.If Valve has reproduced the issue they should be able to determine what is the cause, and hopefully fix it tomorrow.
Been crackin' my skull for 3 days just trying to get Max to export properly instead of working on my items which is similar but yours looks better.
Headress for Naga Siren (full set here, but decided to just go with the headress if anyone is interested!)
And a weapon for Slark!
i did a test the other night making a simple mesh binding it to the same joint as the weapon then exporting this out as _fx.fbx as per workshop guidelines but no fx shows up.
Soon for Warlock when valve fix game workshop;\