I go to upload .psd of a poster I made to workshop, only for Steam to tell me that branding images shouldn't be over 2 mb... anyone else had problems with this?!
I'm getting a strong feeling that the base customization will be in the same vein as loading screens, something that only the person who has them will see. I mean I can't see how it will work if multiple people have customizations and all want to use them.
Maybe it's just me, but I can't help but feel this base customization idea to be a bit silly. I can't help but think it'll be handled in a way similar to pyrovision from TF2.
At that point I don't see why it couldn't be handled similar to loadscreens where players can toggle between different '#BASECUSTOMIZATIONS' just as players can add or remove the pyrovision goggles at any point during a TF2 match. I imagine it will be very limited, seeing as pyrovision seems to only effect textures, audio, and particles, and not the actual models themselves. I could be wrong on that last part, didn't play enough at the time to recall correctly.
Base customization and environmental effects were the only two I was looking forward to, so I'm happy and interested to see how they handle these.
I'm pretty sure the source engine works however Valve wants it to work, they made the tech, they can make it do what they want. Regardless im interested to see what this means as well. My first thought it custom ancients as well.
I really don't see the custom base thing as being seen by only the user. It makes sense with Pyrovision because not everybody wants the entire game to have a different aesthetic... with the custom buildings though it's only a single building and I'm sure the buildings will still match the style/aesthetic of the game so it won't be style-breaking and will look fine to all who see it.
My lion head got 4 stars, it is a first thing for me.
Do you guys know how items get 4 and 5 stars???
It's just based on thumbs up in workshop.
I think you have to hit something like 30 votes before they show stats.
You can click on the stats to see the votes. Not sure but it's probably a percentage.
20 bad votes, 20 good votes = 2-3 stars or something.
The wells are just models. So they just swap the model name in script probably. Doesn't need to be compiled.
Finished the Ember Spirit blades by Doubleleaf. Tomorrow promo thumbs will be done and submitted.
One note is that the particles system for Ember is bugged. Since it both forces a vertex based particle and the default weapons particle when importing. So I had to override that with an empty ember weapon particle which worked fine. Thanks to Yuri and T_Vidoto for their help on this matter.
My guess it will be moonwells to start with (the little houses in base that your farm for reel munni) Maybe 1 or 2 moonwells for each player on the team.
Also vane those swords came out really nice
Did you try out making the cracks glow with orange?
Also vane those swords came out really nice
Did you try out making the cracks glow with orange?
Thanks Anuxi!
Well, there wasn't a plan to make the blade or the cracks glow from the get go. I kinda feel it would seem forced on the concept. One can argue it is more of a cooled down variant of Ember's usual flaming and blazing weapons.
Edit: Apparently file submited can't be bigger than 100-150 MB and there's no way for me to submit large poster edition other than to submit it in .png version. It's goddamn impossible.
Hey guys!
Did anyone ever have problems with QoP's weapon?
When I import it it's always at a wrong angle but in the right place.
It is bound correctly with history/transforms frozen.
I even tried exporting smd and dmx but that didn't help.
I would appreciate any help!
@Vovosunt Yes I remember there was this problem. If you know how to decompile her files the best thing would be to export dagger from scene with bones loaded from her weapon.smd file. However you can try this.
Her weapon bone rotation in main file is (-129,672 ; 48,333 ; -74,444) rotate it to (90 ; -90 ; 0). After that you need to make skin for your weapon one more time from scratch and that should do the trick
Edit: Apparently file submited can't be bigger than 100-150 MB and there's no way for me to submit large poster edition other than to submit it in .png version. It's goddamn impossible.
Yeah, I had the same problem, with the resolution/dpi requirements, it just wasn't possible to submit it at full size without flattening. You can get a few extra MB if you turn off all your layers/turn on a black filled on one top, but it was just frustrating. I put a note on mine that said "full layer psd available on request", but nobody ever requested it, so whatev.
Yeah, I had the same problem, with the resolution/dpi requirements, it just wasn't possible to submit it at full size without flattening. You can get a few extra MB if you turn off all your layers/turn on a black filled on one top, but it was just frustrating. I put a note on mine that said "full layer psd available on request", but nobody ever requested it, so whatev.
Yeah, I've put disclaimer on description on this latest one, but I believe there shouldn't be a lot of problem with us regular artists around, I think that's more preventive measure against art theft and similar. Still freaky, I wanted this one to be huuuuuuuuuuuge poster, but oh well.
@Konras: You are my Hero!
I've thought that the bone rotation in the provided mb and fbx might be wrong but finding it manually would take forever.
Thanks a lot! :thumbup:
@MMF: that's a very tasty illustration you've got there
Maybe I was talking out of my arse but that's how I believe Cybortmatt explained it when people asked for there to be an option to not use the themed maps from the holiday events.
Maybe I was talking out of my arse but that's how I believe Cybortmatt explained it when people asked for there to be an option to not use the themed maps from the holiday events.
The themed maps are a lot more than just reskins though, they're actually different maps that the game loads, not just different textures and models. I think that Valve is probably going to do something client-side only, like when you use -override_vpk, and replace some selected models. Either that or they're going to introduce some options ingame to customize the base.
I still think that Valve won't go that way since it seems like a lot of work for base customisation to exist and for base cosmetics to only be viewable by the person who bought them seems like a real waste.
What's the point of buying something if you can't show it off?
Hm yeah the more this discussion progresses the more I'm realising how many possible directions they could be going with this, I'm just gonna take my prediction hat off and wait and see how it all unfolds haha.
I still think that Valve won't go that way since it seems like a lot of work for base customisation to exist and for base cosmetics to only be viewable by the person who bought them seems like a real waste.
What's the point of buying something if you can't show it off?
Not everything has to be a dick measuring contest. :thumbup:
I think there's a huge referential difference between things that are meant to be experienced solo like a loading screen or an announcer pack and things that are seen by the collective of match players like the in-game map. I'm not saying the custom bases will definitely be seen by all but it makes the most sense imo.
I guess it could go either way. Local only or Global.
If it's global it would have to be 'shared items' to avoid conflicting towers.
I think that's actually a great way to do it. The huds make a pretty big difference on the look already. I can't stand playing with a bright hud but some of them are really nice looking.
I feel the same about towers. I really like the Chinese towers and would love to have the option of them all the time.
I'm working on a loading screen for my new set but I have some questions about the aspect ratio.
I am supposed to make one 16:9, 16:10 and 4:3, right? Is it stupid to just apply black edges to the 4:3 one? Because it's ridiculously small and it will take alot of work to repaint the entire thing to fit in there.
Greatful for any advice on this!
EDIT: Got an answer. You just import the 16:9 and the importer crops it for you, right? Is it possible to import different images for the aspect ratios?
Hi!
EDIT: Got an answer. You just import the 16:9 and the importer crops it for you, right? Is it possible to import different images for the aspect ratios?
You cannot, so you have to make sure the load screen works on all three aspect ratios properly.
Replies
Dark Seer Set completed at last! - Illustration and Design work by Brian Lawver
Anyone knows anythig more about this ?
Source Engine doesn't work that way though.
The description on the website says "allows the owners to customise a building in their base" so I'm guessing it will be one building per player.
[ame="http://www.youtube.com/watch?v=-L1-lF4f7sU"]Miscellaneous Item Demonstration: Pyrovision Goggles - YouTube[/ame]
At that point I don't see why it couldn't be handled similar to loadscreens where players can toggle between different '#BASECUSTOMIZATIONS' just as players can add or remove the pyrovision goggles at any point during a TF2 match. I imagine it will be very limited, seeing as pyrovision seems to only effect textures, audio, and particles, and not the actual models themselves. I could be wrong on that last part, didn't play enough at the time to recall correctly.
Base customization and environmental effects were the only two I was looking forward to, so I'm happy and interested to see how they handle these.
Do you guys know how items get 4 and 5 stars???
so custom bases would most likely be only seen by whomever has them equipped
The last five years of my life have been a lie!
It's just based on thumbs up in workshop.
I think you have to hit something like 30 votes before they show stats.
You can click on the stats to see the votes. Not sure but it's probably a percentage.
20 bad votes, 20 good votes = 2-3 stars or something.
The wells are just models. So they just swap the model name in script probably. Doesn't need to be compiled.
One note is that the particles system for Ember is bugged. Since it both forces a vertex based particle and the default weapons particle when importing. So I had to override that with an empty ember weapon particle which worked fine. Thanks to Yuri and T_Vidoto for their help on this matter.
Also vane those swords came out really nice
Did you try out making the cracks glow with orange?
Thanks Anuxi!
Well, there wasn't a plan to make the blade or the cracks glow from the get go. I kinda feel it would seem forced on the concept. One can argue it is more of a cooled down variant of Ember's usual flaming and blazing weapons.
wtf steam :V
Edit: Apparently file submited can't be bigger than 100-150 MB and there's no way for me to submit large poster edition other than to submit it in .png version. It's goddamn impossible.
Did anyone ever have problems with QoP's weapon?
When I import it it's always at a wrong angle but in the right place.
It is bound correctly with history/transforms frozen.
I even tried exporting smd and dmx but that didn't help.
I would appreciate any help!
Her weapon bone rotation in main file is (-129,672 ; 48,333 ; -74,444) rotate it to (90 ; -90 ; 0). After that you need to make skin for your weapon one more time from scratch and that should do the trick
Yeah, I had the same problem, with the resolution/dpi requirements, it just wasn't possible to submit it at full size without flattening. You can get a few extra MB if you turn off all your layers/turn on a black filled on one top, but it was just frustrating. I put a note on mine that said "full layer psd available on request", but nobody ever requested it, so whatev.
Yeah, I've put disclaimer on description on this latest one, but I believe there shouldn't be a lot of problem with us regular artists around, I think that's more preventive measure against art theft and similar. Still freaky, I wanted this one to be huuuuuuuuuuuge poster, but oh well.
Here is tiny miny version!
Thanks Fudgey!! :)
I've thought that the bone rotation in the provided mb and fbx might be wrong but finding it manually would take forever.
Thanks a lot! :thumbup:
@MMF: that's a very tasty illustration you've got there
The themed maps are a lot more than just reskins though, they're actually different maps that the game loads, not just different textures and models. I think that Valve is probably going to do something client-side only, like when you use -override_vpk, and replace some selected models. Either that or they're going to introduce some options ingame to customize the base.
I still think that Valve won't go that way since it seems like a lot of work for base customisation to exist and for base cosmetics to only be viewable by the person who bought them seems like a real waste.
What's the point of buying something if you can't show it off?
Someone in your game is using "Radiant Crystal Tower Pack" would you like to as well?
http://www.dota2.com/store/itemdetails/20396?r=cf
Not everything has to be a dick measuring contest. :thumbup:
I think there's a huge referential difference between things that are meant to be experienced solo like a loading screen or an announcer pack and things that are seen by the collective of match players like the in-game map. I'm not saying the custom bases will definitely be seen by all but it makes the most sense imo.
If it's global it would have to be 'shared items' to avoid conflicting towers.
I think that's actually a great way to do it. The huds make a pretty big difference on the look already. I can't stand playing with a bright hud but some of them are really nice looking.
I feel the same about towers. I really like the Chinese towers and would love to have the option of them all the time.
awwwwwyea!
I'm working on a loading screen for my new set but I have some questions about the aspect ratio.
I am supposed to make one 16:9, 16:10 and 4:3, right? Is it stupid to just apply black edges to the 4:3 one? Because it's ridiculously small and it will take alot of work to repaint the entire thing to fit in there.
Greatful for any advice on this!
EDIT: Got an answer. You just import the 16:9 and the importer crops it for you, right? Is it possible to import different images for the aspect ratios?
Here's a WIP of the loading screen:
Just like the loading screens.
I just want it to be a bonus in my set for fun
You cannot, so you have to make sure the load screen works on all three aspect ratios properly.