Those horse details are really weak, you should push them out some more, or they'll smudge from the normals and won't be visible ingame.
In other news, now my ingame test crashes too. Welp.
Was just thinking that myself So I some testing for someone else, it seems the texture issue was happening with fbx, and not smd, but I dont think it will help your crash sadly
Why would they? Announcement was on December 18, 2013, so almost a whole month to complete your stuff.
maybe because the importer hasn't really been reliable for the last week?
oh, speaking of which...I just got word that submissions will be accepted past the deadline. How far past, I do not know, but probably at least a couple days due to the issues we've all been having.
I say still aim to have everything in Wednesday, just in case.
Why would they? Announcement was on December 18, 2013, so almost a whole month to complete your stuff.
A Month with Christmas Holidays in the middle, wich makes a lot of difference...the effective time i could work on the even stuff wasn't more than 2 weeks.
Plus like BounchFX said since last update it's almost impossible to anyone to import their items correclty...i don't why they shouldn't at least extend until they fix the damn importer so people can actually post things.
A Month with Christmas Holidays in the middle, wich makes a lot of difference...the effective time i could work on the even stuff wasn't more than 2 weeks.
Plus like BounchFX said since last update it's almost impossible to anyone to import their items correclty...i don't why they shouldn't at least extend until they fix the damn importer so people can actually post things.
I get the feeling Vlad doesn't celebrate Christmas.
Yeh Vlad not everyone is able to get their items in 2 weeks before the deadline is up. As someone who does this after hours from their day job i'm really needing every hour I can get. With the importer completely broken a day before the due date extending it seems quite a good thing to do until the importer is up and running correctly.
Thats great to hear that they are working on a importer fix bounch and that they will continue accepting after the due date. While its semi unofficial its things/times like this that I wish valve would communicate a bit more with the community that they reached out too to make items for this event.
...I wish valve would communicate a bit more with the community that they reached out too to make items for this event.
Totally with you on this one. Despite there being multiple threads on multiple forums, as well as the dev.dota Workshop forums about this issue, there has still been no real official confirmation that the importer issues are known about or being looked into which. I had earmarked last weekend to get my items in-game but instead spent all my time trying various fixes to get everything working, to no avail
Primrose was kind enough to let me know that he was told by Finol that the date due is still the 15th, but by the end of the day, so pretty much all the way up until the 16th.
I for one hope it's a little more generous.. this is of course assuming we can submit properly that day. Just wanted to give you guys an update.
The test client is working (at least for me it is) so people can always snag some good pics from the testclient and submit through the main client and then update the files when the itemtester in the main client is working again. Or submit as other and add the zipfile generated from the test client. The main concern should be getting the submission in on time and tagged as Spring2014 which devs has to do manually.
I am sadly on mobile connection last days with 64bit bandwidth haha, but maybe it would work if someone that have working importer would send their dota bin folder ziped? Probably all files needed for compilation are there, that could work, at least worth to make a backup and overwrite those files Mine is 92MB so its not that bad
The test client is working (at least for me it is) so people can always snag some good pics from the testclient and submit through the main client and then update the files when the itemtester in the main client is working again. Or submit as other and add the zipfile generated from the test client. The main concern should be getting the submission in on time and tagged as Spring2014 which devs has to do manually.
Not if you're working on LC, she's not in the test client =/ .
This importer glitch is really bumming me out, I can't check my stuff in-game to see if it's working properly or not; and the deadline is less than 48 hours away?
Not if you're working on LC, she's not in the test client =/ .
This importer glitch is really bumming me out, I can't check my stuff in-game to see if it's working properly or not; and the deadline is less than 48 hours away?
Oh man, sorry to hear that. Have you checked if you can enable LC in the scripts? We used to do that with CK before he got released. It's worth a shot.
If you guys are still having problems with the importer, Try only importing SMD files I've found that they never have problems and still work with the current importer.
If you guys are still having problems with the importer, Try only importing SMD files I've found that they never have problems and still work with the current importer.
I can confirm that, I'm testing my Luna set nonstop since yesterday without issues yet.
I'll make a stab at a MODO one soon - I learned a lot from writing an SMD importer which should help (it's not ready for primetime release yet, still got a few oddities and doesn't yet support animation).
Konras - sadies mentioned you asked about the scales on the mount. I just sculpted them straight in with claytubes and dam standard, which is why they're a little wonky
Finalized the textures for the Mirana mount I made for a set with sadies (she's doing everything else). I'm also hoping they'll give us a little more lee-way with submissions after all the importer bugs!
There's an ingame pic in my workshop thread if anyone's interested.
I can confirm that, I'm testing my Luna set nonstop since yesterday without issues yet.
REALLY?! Psyched to try this when I get back from work tonight then - been pulling my hair out looking for workarounds to get my items submitted. I was indeed using .FBX as well.
@Hawt@Rubus, do the textures show up as intended? Or is it just without the crashes that some people are experiencing? If the textures are showing up in the main client with SMD I'll give that a go too. Might be that we have to update our fbx exporters, that cleared up some problems i had a while ago.
I had an issue with crashing while testing my items ingame a while ago, but the dev that was looking into it said it had nothing to with the exporter, but something about the game core memory management (and it's solved by the way, shoutout to Robin Walker for being such a helpful fella).
That is, I never experienced any issues with my SMD exporter for Blender, always worked like charm.
Vlad finished my Warlock's staff and golem to the workshop! Should there be enough time it's still possible to submit the full set up, please give it a vote.
Why does everyone NOT use SMD files anyway? everytime I ask it's always an FBX breaking or something.
I think the question should be:
Why did Valve break FBX import a week before a major /competition update. Especially with them pushing Modo as a workshop tool, it only does FBX right?
I almost bought it to fix my issues which turned out to be completely different. Again Valve.
On the Workshop page they say "Use THIS MODEL" and also "Don't use Decompiles".
The Kotl model is out dated and I've been rigging, re-rigging, banging head on wall, starting over, downloading Modo, blender, maya demos...
Anything I can to export successfully. FBX would export 'correctly' with texture problems, SMD would export rig problems.
A friend then gave me a decompiled model and I had it in game working in 5 minutes
As hard as they push Workshop they really need to have proper rigs uploaded or something.
I use blender for export to smd is just 1 click thing. All you have to do is select the mesh and path (where the file saves) and it exports to that folder with the mesh's name.
Im using this one but the weapon ingame is displaced a lot (exporting fbx works fine except for gray texture xD)
Something im not checking? Thanks!
What hero are you using? I had a similar experience when helping Baddcog, and using an updated rig+smd resolved all issues. Personally I use the connonfodder importer/exporter, and it has made my workflow pretty bullet proof for source engine
What hero are you using? I had a similar experience when helping Baddcog, and using an updated rig+smd resolved all issues. Personally I use the connonfodder importer/exporter, and it has made my workflow pretty bullet proof for source engine
Its for Legion commander so I think the files will be updated, the thing is that the fbx works fine, rigged in pose and all that except getting gray textures, but with this smd the rig is just desplaced, rotated and all that kind of weird stuff.
I also tried to re-rig again multiple times but keep getting the same error, and Im using cannonfodders too, the new version that is included in wall worm tools.
I use Maya and I cannot for the life of me get MESA to export out a proper SMD. Spent hours last night working with MESA 2.0 and every time I export out my meshes as SMD they are 18 KB files at most and obviously don't work. I have tried to follow the export tutorial but even despite setting up the file as told, I get the same blank SMD results.
I've also tried to import my FBXs into max from maya and using the max SMD exporter, but it always loses the weighting.
Lastly, I'm working on a Storm Spirit set and the bug fix to his armor slot has not been patched to the test client, so any armor slot SMDs I can pull from the importer is bugged.
Its for Legion commander so I think the files will be updated, the thing is that the fbx works fine, rigged in pose and all that except getting gray textures, but with this smd the rig is just desplaced, rotated and all that kind of weird stuff.
I also tried to re-rig again multiple times but keep getting the same error, and Im using cannonfodders too, the new version that is included in wall worm tools.
thanks
That's the exact issue I was having with headgear.
I dl'ed the kotl model from the official workshop dl page. It is old
Once kite got me a new rig it was done in minutes.
Its for Legion commander so I think the files will be updated, the thing is that the fbx works fine, rigged in pose and all that except getting gray textures, but with this smd the rig is just desplaced, rotated and all that kind of weird stuff.
I also tried to re-rig again multiple times but keep getting the same error, and Im using cannonfodders too, the new version that is included in wall worm tools.
thanks
What item slot? If you have not done this yet, have your model in a new scene, import the reference smd from the tech page, and re-rig to this and export.
What item slot? If you have not done this yet, have your model in a new scene, import the reference smd from the tech page, and re-rig to this and export.
What item slot? If you have not done this yet, have your model in a new scene, import the reference smd from the tech page, and re-rig to this and export.
Nah, weapon is in the same spot and rerigging it there still not works thanks for the help mate.
Finished the Mirana mount; I got some comments to rework the textures, but I'm not sure if that's necessary. I've also changed the horn shape from the thumbnail (though it's correct in the screenshots), but I was wondering if you guys had any other crit for it. :> Thanks!
Finished the Mirana mount; I got some comments to rework the textures, but I'm not sure if that's necessary. I've also changed the horn shape from the thumbnail (though it's correct in the screenshots), but I was wondering if you guys had any other crit for it. :> Thanks!
I will be honest here, that texture looks very WIP. Is it final with all the masks setup? The top to bottom gradient is hardly noticable, and the geometry seems rather poor.
If you desaturate the image you will see very low value contrast in it. Please take this as constructive criticism, would be curious if others agree.
Nah, weapon is in the same spot and rerigging it there still not works thanks for the help mate.
valve please fix fbx! xD
Don't mind the model, only similar item I could test fast with. no issues with smd. I imported the lc rig, lined up my item, reset the xform, then skinned to weapon0 bone, exported as reference smd.
foxclover: I agree with Plant and the other workshop comments. The texture needs some more love to really make it pop! I would increase the contract so some of the fur details pop more. The horn also lacks definition, right now it looks rather blobby though that might be a problem with the sculpt. Its such an awesome concept that I really want to see it achieve its full potential as I'm sure you do too
I really need to step up my game, if I want to get anything ingame anymore..
Thanks for the idea of the .smd files working in the importer. works fine here
Started working on a crystal maiden staff, it's till wip but I was curious what u guys thought!
Replies
Was just thinking that myself So I some testing for someone else, it seems the texture issue was happening with fbx, and not smd, but I dont think it will help your crash sadly
If this is extended it will not be for quality reasons, so much good stuff.
maybe because the importer hasn't really been reliable for the last week?
oh, speaking of which...I just got word that submissions will be accepted past the deadline. How far past, I do not know, but probably at least a couple days due to the issues we've all been having.
I say still aim to have everything in Wednesday, just in case.
A Month with Christmas Holidays in the middle, wich makes a lot of difference...the effective time i could work on the even stuff wasn't more than 2 weeks.
Plus like BounchFX said since last update it's almost impossible to anyone to import their items correclty...i don't why they shouldn't at least extend until they fix the damn importer so people can actually post things.
I get the feeling Vlad doesn't celebrate Christmas.
Thats great to hear that they are working on a importer fix bounch and that they will continue accepting after the due date. While its semi unofficial its things/times like this that I wish valve would communicate a bit more with the community that they reached out too to make items for this event.
Totally with you on this one. Despite there being multiple threads on multiple forums, as well as the dev.dota Workshop forums about this issue, there has still been no real official confirmation that the importer issues are known about or being looked into which. I had earmarked last weekend to get my items in-game but instead spent all my time trying various fixes to get everything working, to no avail
I for one hope it's a little more generous.. this is of course assuming we can submit properly that day. Just wanted to give you guys an update.
Not if you're working on LC, she's not in the test client =/ .
This importer glitch is really bumming me out, I can't check my stuff in-game to see if it's working properly or not; and the deadline is less than 48 hours away?
Concepted by Robo.
Link on the image.
Plus a couple of gif
i might be a little overboard with my detailed retopo, propably need to reduce once more when mirrored
Oh man, sorry to hear that. Have you checked if you can enable LC in the scripts? We used to do that with CK before he got released. It's worth a shot.
I can confirm that, I'm testing my Luna set nonstop since yesterday without issues yet.
In some reguard, yes.
Konras - sadies mentioned you asked about the scales on the mount. I just sculpted them straight in with claytubes and dam standard, which is why they're a little wonky
Finalized the textures for the Mirana mount I made for a set with sadies (she's doing everything else). I'm also hoping they'll give us a little more lee-way with submissions after all the importer bugs!
There's an ingame pic in my workshop thread if anyone's interested.
REALLY?! Psyched to try this when I get back from work tonight then - been pulling my hair out looking for workarounds to get my items submitted. I was indeed using .FBX as well.
That is, I never experienced any issues with my SMD exporter for Blender, always worked like charm.
Monk's Spade by GhostDetector
SMD FOR LIFE
That is exactly what I wanted to hear!
I think the question should be:
Why did Valve break FBX import a week before a major /competition update. Especially with them pushing Modo as a workshop tool, it only does FBX right?
I almost bought it to fix my issues which turned out to be completely different. Again Valve.
On the Workshop page they say "Use THIS MODEL" and also "Don't use Decompiles".
The Kotl model is out dated and I've been rigging, re-rigging, banging head on wall, starting over, downloading Modo, blender, maya demos...
Anything I can to export successfully. FBX would export 'correctly' with texture problems, SMD would export rig problems.
A friend then gave me a decompiled model and I had it in game working in 5 minutes
As hard as they push Workshop they really need to have proper rigs uploaded or something.
Im using this one but the weapon ingame is displaced a lot (exporting fbx works fine except for gray texture xD)
Something im not checking? Thanks!
What hero are you using? I had a similar experience when helping Baddcog, and using an updated rig+smd resolved all issues. Personally I use the connonfodder importer/exporter, and it has made my workflow pretty bullet proof for source engine
Its for Legion commander so I think the files will be updated, the thing is that the fbx works fine, rigged in pose and all that except getting gray textures, but with this smd the rig is just desplaced, rotated and all that kind of weird stuff.
I also tried to re-rig again multiple times but keep getting the same error, and Im using cannonfodders too, the new version that is included in wall worm tools.
thanks
I've also tried to import my FBXs into max from maya and using the max SMD exporter, but it always loses the weighting.
Lastly, I'm working on a Storm Spirit set and the bug fix to his armor slot has not been patched to the test client, so any armor slot SMDs I can pull from the importer is bugged.
I fokin lost, man
That's the exact issue I was having with headgear.
I dl'ed the kotl model from the official workshop dl page. It is old
Once kite got me a new rig it was done in minutes.
What item slot? If you have not done this yet, have your model in a new scene, import the reference smd from the tech page, and re-rig to this and export.
Only wallworm tools, other wise cannonfodder cutoff is 2012
Weapon, gonna try that, thanks
Nah, weapon is in the same spot and rerigging it there still not works thanks for the help mate.
valve please fix fbx! xD
Finished the Mirana mount; I got some comments to rework the textures, but I'm not sure if that's necessary. I've also changed the horn shape from the thumbnail (though it's correct in the screenshots), but I was wondering if you guys had any other crit for it. :> Thanks!
I will be honest here, that texture looks very WIP. Is it final with all the masks setup? The top to bottom gradient is hardly noticable, and the geometry seems rather poor.
If you desaturate the image you will see very low value contrast in it. Please take this as constructive criticism, would be curious if others agree.
Don't mind the model, only similar item I could test fast with. no issues with smd. I imported the lc rig, lined up my item, reset the xform, then skinned to weapon0 bone, exported as reference smd.
Solution from Wunderboy is working, as far as I know
http://www.wunderboy.org/3dapps.php#max_smd
Check out our new item for Ember. By Hinata and Crowntail.
Staff of the Rising Sun
http://steamcommunity.com/sharedfiles/filedetails/?id=216570207
I really need to step up my game, if I want to get anything ingame anymore..
Thanks for the idea of the .smd files working in the importer. works fine here
Started working on a crystal maiden staff, it's till wip but I was curious what u guys thought!