Go to C:\Program Files (x86)\Steam\SteamApps\common\dota 2 beta\dota\cfg and check if there is a file called autoexec.cfg, if there isn't, just copy and paste any of the other CFG files, rename it to autoexec.cfg, open it up with notepad, delete everything and paste the script I posted.
Go to C:\Program Files (x86)\Steam\SteamApps\common\dota 2 beta\dota\cfg and check if there is a file called autoexec.cfg, if there isn't, just copy and paste any of the other CFG files, rename it to autoexec.cfg, open it up with notepad, delete everything and paste the script I posted.
@christermime Thanks you I was worried that nobody will like the set ^^'
Anyway finally we published it on workshop. Illustration, concept and textures as always made by Madzia
So question, im putting chains on something and wanted them kind of loose, anyone know if its possible to give them something like jiggle bones or, their own kinda cloth phsyics type movement, or is that not currently possible in dota 2?
@tommy, it is possible but you'd have to create your own bones to simulate the jiggling as well as go through the installation files and start changing some code around. I'm not really sure of the process, but it is possible.
So question, im putting chains on something and wanted them kind of loose, anyone know if its possible to give them something like jiggle bones or, their own kinda cloth phsyics type movement, or is that not currently possible in dota 2?
Tvidotto is the only person I know on pc that has done custom cloth bones. There is a ton of manual work, and some wizard magic, I believe that Tvidotto may have a tutorial on it in the future, if not maybe he will see this and share some wizard secrets
@Konras- Amazing work on Puck, as always top shelf work out of you two
Yeah, i did some googling and all i could find was a post saying adding bones could really hurt your items chances of getting in. Not what i wanted to read haha, but a tutorial would be..very swell lol
hello, im new to polycount. I am modeling an antimage weapon, but when I import in ingame with the particles, they show bigger than the normal ones. ( the particles ) I am using blender. Can anyone plz help me?
i dont know if that helps, but the particles that you an use on your weapon whe you import is NOT the same that is on the default weapon right now. They made a new particle based on vertices so everyone could use, but it works on a diferent way
so you will never achieve the same result even if you make the particle "emitter" exactlly as the default weapon
It remember the default but looks a cheap version =]
Hey guys, iam wandering can I out all of my wrist pressure on my bamboo tablet? I think some thing will brake down with it if i do that, because it dent a little bit
Invoker's Forge Spirit's submission limits are now the following:
Texture is now 512x512 up from 256x256
Polycount is now 1800 down from 2400
Also Treant Protector should be on the way soon.
This is a blessing and a curse! I have to resubmit my forge spirit. I'm happy my textures aren't being resized to 256x256, but I'm also sad that the 2400 polycount in the importer was a bug aswell. Time for some optimizing I guess.
There seems to be a bug of sorts at the moment affecting the portrait editor in game. Has anyone run into the portraits showing up as solid black or nonexistent? Not sure if Valve is aware of this issue but it showed up on multiple submissions lately.
There seems to be a bug of sorts at the moment affecting the portrait editor in game. Has anyone run into the portraits showing up as solid black or nonexistent? Not sure if Valve is aware of this issue but it showed up on multiple submissions lately.
I believe its spawning without any lights, if you load a portrait setup file that had the light setup saved it works.
Quick update of my two little courier guys. Textures and materials done - just need to resize and balance in-game. Lowpoly and LODs for both versions all finished and ready to go.
As you can see - the markings on their heads are emissive and hopefully will have some kind of rippling effect in-game (if I can figure out the .VMTs properly).
Not sure what's happened to my animator though Hopefully he pops up again soon as I can't wait to see these guys running about with some life breathed into them!
had a question. no matter I skin the flail, it clips through the ground. is there a way around this or am I just not doing it correctly?
I had the same issue. It looks like the default weapon does this as well to quite some degree. It looks best when running, but when Bristleback is standing idle or attacking, it's just going to clip im afraid. my guess is that it has something to do with the collider on the head of the mace, but i dont know of anyway to adjust that.
EDIT: forgot to say, you're set looks good and i am interested in seeing the mace you talked about.
Replies
The SOMETHING of the WorldWaker
this is really intelligently designed, it fits the character very well! quite pretty :thumbup:
Making some progress on my Meepo set:
Thanks
That's the script I use:
Just get that into your autoexec.cfg and then press F10 ingame to toggle the HUD.
Thanks a bunch
to this:
but it's not working.
http://steamcommunity.com/sharedfiles/filedetails/?id=234278622
Go to C:\Program Files (x86)\Steam\SteamApps\common\dota 2 beta\dota\cfg and check if there is a file called autoexec.cfg, if there isn't, just copy and paste any of the other CFG files, rename it to autoexec.cfg, open it up with notepad, delete everything and paste the script I posted.
up for graps ;D
Perfect
Thanks a lot
Anyway finally we published it on workshop. Illustration, concept and textures as always made by Madzia
Nice job, you two.
So question, im putting chains on something and wanted them kind of loose, anyone know if its possible to give them something like jiggle bones or, their own kinda cloth phsyics type movement, or is that not currently possible in dota 2?
Tvidotto is the only person I know on pc that has done custom cloth bones. There is a ton of manual work, and some wizard magic, I believe that Tvidotto may have a tutorial on it in the future, if not maybe he will see this and share some wizard secrets
@Konras- Amazing work on Puck, as always top shelf work out of you two
This is awesome! Just the right amount of silly but still cool looking.
Stormcrafter's Axe by Ghostdetector
i dont know if that helps, but the particles that you an use on your weapon whe you import is NOT the same that is on the default weapon right now. They made a new particle based on vertices so everyone could use, but it works on a diferent way
so you will never achieve the same result even if you make the particle "emitter" exactlly as the default weapon
It remember the default but looks a cheap version =]
Some pics of my axe
blossomalex, sick set!!
I just created 2 new items for DotaPit League
Puck - Ethereal Wings
Link to workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=234719899
Vengeful Spirit - Shendelzare's Terror
Link to workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=234722946
Please let me know what you think
Really like the Puck wings, LOVE the Venge weapon :thumbup:
Invoker's Forge Spirit's submission limits are now the following:
Texture is now 512x512 up from 256x256
Polycount is now 1800 down from 2400
Also Treant Protector should be on the way soon.
This is a blessing and a curse! I have to resubmit my forge spirit. I'm happy my textures aren't being resized to 256x256, but I'm also sad that the 2400 polycount in the importer was a bug aswell. Time for some optimizing I guess.
I believe its spawning without any lights, if you load a portrait setup file that had the light setup saved it works.
Link below if you dont have one available.
http://dev.dota2.com/attachment.php?attachmentid=21783&d=1390030799
As you can see - the markings on their heads are emissive and hopefully will have some kind of rippling effect in-game (if I can figure out the .VMTs properly).
Not sure what's happened to my animator though Hopefully he pops up again soon as I can't wait to see these guys running about with some life breathed into them!
had a question. no matter I skin the flail, it clips through the ground. is there a way around this or am I just not doing it correctly?
Awesome! Thank you so much, will give this a shot.
I had the same issue. It looks like the default weapon does this as well to quite some degree. It looks best when running, but when Bristleback is standing idle or attacking, it's just going to clip im afraid. my guess is that it has something to do with the collider on the head of the mace, but i dont know of anyway to adjust that.
EDIT: forgot to say, you're set looks good and i am interested in seeing the mace you talked about.
It´s a Open Source Painting program similar to photoshop. Take a look.
http://krita.org/item/220-krita-2-8-0-released
Hooray!! I assume it also means that it performs smoothly (current version is laggy and slow.)
And to keep on topic of dota.
Preview on my tusk axe. The normals are funny so I'll have to try to fix that.