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
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
I'm pretty sure this is being handled by someone at Valve. I put my item in a collection and added the tag to the collection (the tag should be available to everyone there). I also mentioned the spring 2014 event in my item description. A couple days after uploading the tag appeared on the item itself.
A couple days later I updated my item and the tag disappeared again, and it was another 3-4 days or so before the tag appeared again.
I was trying to import a crystal maiden staff, but it seems I can't get the textures working properly. It's just a tets for the lod_1 but the texture is all messed up.
Tried to load Valve's own model and texctures, but it had exactly the same problems.
Can someone try if he got the same issues? I will post it on the dota2dev than..
Nevermind it's probably because of the new update...
So I haven't been on the workshop in a while. Recently I noticed they have made many changes to it and a lot of items that used to be available for purchase, no longer show up. Also Skele king seemed to be replaced with wraith king and necro got a name change??
What's this all about and how does it effect items that are not longer available or skele king items when he longer exist?
Hey, guys!
Wow, I'm beginning to feel bad that I haven't been doing more dota 2 weapons and stuff, the quality around here just keeps increasing Keep up the good work, guys!
I have found two work arounds (thanks to kite212 )
1: (load a hat) I can export an smd, and the textures show right in game (though bones are broken).
Then I can copy those textures (from folder kite mentioned).
Then export an FBX (bones work, tex broken). (use same import name so fbx over rides the smd import).
Then paste the old smd textures over the new fbx textures.
Load a weapon now and choose add another item and pick the hat from above.
=========
Use the dota_test client and fbx texture imports fine.
A first step would be to refrain copy/pasting images on your works - other than obvious intellectual property issues, it really doesn't look good.
Try making stuff of your own, even if it doesn't look good at first, if you keep using external assets you won't improve your skills.
For Dota you should really not be photo-sourcing your textures at all. You should be getting your lighting and details from baked normals, hand sculpted high poly is the way to go. And if you are not good at hand painting textures still let the materials do all the work with a method similar to this http://steamcommunity.com/sharedfiles/filedetails/?id=123397498#19244
Done-ish! The importer is still not working for me so I had to upload the zip file made by the test client, so it's not tagged as a courier, and I have no idea how to tag it with Spring2014...
I have found two work arounds (thanks to kite212 )
1: (load a hat) I can export an smd, and the textures show right in game (though bones are broken).
Then I can copy those textures (from folder kite mentioned).
Then export an FBX (bones work, tex broken). (use same import name so fbx over rides the smd import).
Then paste the old smd textures over the new fbx textures.
Load a weapon now and choose add another item and pick the hat from above.
=========
Use the dota_test client and fbx texture imports fine.
Then past
Tried the first one and im getting dota crashes , did valve told anyone a solution for the gray textures problem?
Replies
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;\
That Phantom Lancer weapon is pure gold dude! So awesome!
:thumbup:
So many good items from you guys, if there is a chest this event you could fill one
http://steamcommunity.com/sharedfiles/filedetails/?id=215957294&searchtext=
you didn't link to the item itself!
Konras: Ah! Ezalor looks adorable!! This hair style suits him perfectly.
We're almost done with the collection ^^
I'm pretty sure this is being handled by someone at Valve. I put my item in a collection and added the tag to the collection (the tag should be available to everyone there). I also mentioned the spring 2014 event in my item description. A couple days after uploading the tag appeared on the item itself.
A couple days later I updated my item and the tag disappeared again, and it was another 3-4 days or so before the tag appeared again.
So excited to see the final 2. Great job you guys, what an excellent team.
Not nearly as exciting as this collection, but we uploaded our 2 other Gyro pieces.
Links to workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=216130349
Head of the Stampede
Another gimmicky item for the Spring event
Still having issues with particles not loading on Chaos Knight.
Anybody got any ideas?
I've put it in Dota2Test as well and get the same results. :S
I was trying to import a crystal maiden staff, but it seems I can't get the textures working properly. It's just a tets for the lod_1 but the texture is all messed up.
Tried to load Valve's own model and texctures, but it had exactly the same problems.
Can someone try if he got the same issues? I will post it on the dota2dev than..
Nevermind it's probably because of the new update...
What's this all about and how does it effect items that are not longer available or skele king items when he longer exist?
Wow, I'm beginning to feel bad that I haven't been doing more dota 2 weapons and stuff, the quality around here just keeps increasing Keep up the good work, guys!
I just finished my first dota 2 courier. It was fun and I learned a lot. Plus, I got to do some animations too His name is Bahafar and he's a mix between a turtle and a dragon.
Hope you like it!
http://steamcommunity.com/sharedfiles/filedetails/?id=216164339
[ame="http://www.youtube.com/watch?v=Xt80xJlyNPo"]http://www.youtube.com/watch?v=Xt80xJlyNPo[/ame]
kite212
Hawt Koffee
Saman
Great items guys !
my contribution to the Spring2014
http://steamcommunity.com/sharedfiles/filedetails/?id=216158752
Also, textures are still broken for me, anyone found a way to resolve the issue or we still just waiting on Gabe to fix it?
Are there .vtf files located in Steam\steamapps\common\dota 2 beta\dota\materials\models\items\HeroName\0x0161e93e\ItemName
if not then the issue could be with the main clients vtex.exe, but since my importer works I can not test any workarounds
1: (load a hat) I can export an smd, and the textures show right in game (though bones are broken).
Then I can copy those textures (from folder kite mentioned).
Then export an FBX (bones work, tex broken). (use same import name so fbx over rides the smd import).
Then paste the old smd textures over the new fbx textures.
Load a weapon now and choose add another item and pick the hat from above.
=========
Use the dota_test client and fbx texture imports fine.
Then past
A first step would be to refrain copy/pasting images on your works - other than obvious intellectual property issues, it really doesn't look good.
Try making stuff of your own, even if it doesn't look good at first, if you keep using external assets you won't improve your skills.
***
Some progress on the mount. I'm still not happy with the fur under the saddle, I'll be trying some variations now.
I'm also going to add some leopard spots on the mount to see how it'll look, as its fur is somewhat bland as of now.
So here it goes, suggestions are welcome
For Dota you should really not be photo-sourcing your textures at all. You should be getting your lighting and details from baked normals, hand sculpted high poly is the way to go. And if you are not good at hand painting textures still let the materials do all the work with a method similar to this http://steamcommunity.com/sharedfiles/filedetails/?id=123397498#19244
Done-ish! The importer is still not working for me so I had to upload the zip file made by the test client, so it's not tagged as a courier, and I have no idea how to tag it with Spring2014...
But yeah, aside from that it's done!
Tried the first one and im getting dota crashes , did valve told anyone a solution for the gray textures problem?
There is one more day till the event ends