I have been trying to submit an item in the workshop for the past few days now but have not been very successful.
My LODs and textures are all within budgets.
The files compile successfully.
The item displays correctly on the character.
After naming the item, attaching the thumbnail and description and clicking submit I get directed to an in game browser with the following error message
Sorry! An error was encountered while processing your request:
That item does not exist. It may have been removed by the author.
Has anyone else been having this issue with the workshop lately?
I have been trying to submit an item in the workshop for the past few days now but have not been very successful.
My LODs and textures are all within budgets.
The files compile successfully.
The item displays correctly on the character.
After naming the item, attaching the thumbnail and description and clicking submit I get directed to an in game browser with the following error message
Sorry! An error was encountered while processing your request:
That item does not exist. It may have been removed by the author.
Has anyone else been having this issue with the workshop lately?
Cheers
Have you tried giving it a different file name when uploading to the workshop? Maybe someone else has an item with the same name and has the visibility set to private. Either way the in-game workshop seems to be suffering some odd issues lately.
I am a current student who has been using maya on and off for 2 years or so, and I wanted to practice my workflow with the dota II workshop. I have no clue on how to bake maps or anything yet, and am still trying to figure out how to create those mask1/mask2 files.
Anyway, if you guys could please critique this weapon I made for bounty hunter, I would really appreciate the enlightenment. (I am also new to proper presentation/rendering.) The only things that are on this model are a normal map and a diffuse map made with crazybump. Thanks in advance everyone, I really want to improve.
I have tried submitting the item with different names, but still no luck
I presume its just an issue with the workshop, however I can't be sure as this is the first item I've tried submitting.
I have been trying to upload the item since Wednesday, and have seen other items show up in the workshop since then.
After submitting an item roughly how long does it take to show up in the workshop?
I have tried submitting the item with different names, but still no luck
I presume its just an issue with the workshop, however I can't be sure as this is the first item I've tried submitting.
I have been trying to upload the item since Wednesday, and have seen other items show up in the workshop since then.
After submitting an item roughly how long does it take to show up in the workshop?
It should be instant.
I'd say it's just the workshop having issues. If you notice on the previous page I can't even get mine to edit an item without crashing DOTA :poly142:
Really some amazing work in here! I've been lurking for a while and collaborated before on an item and here's another one - I'd love if you can check it out and give us some insightful feedback!
I have a question: When uploading a texture, do you guys resize before uploading or let the compiler auto-resize them? Because the resolution is getting pretty bad whem compiling with original resolution
Edit: fixed!
I have a question: When uploading a texture, do you guys resize before uploading or let the compiler auto-resize them? Because the resolution is getting pretty bad whem compiling with original resolution
Edit: fixed!
Looks great! and if you don't mind my asking what was the solution to your resolution problem?
@Lennyagony: It wasn't really a issue. I realized the texture was really crap after compiling inside the game, then I checked the video configurations. For some reason everything was on the lowest setting. Just put everything on the highest settings and you'll see a drastically improvement on the texture.
Just for comparison:
i could fucking kiss you OniLolz, made a huge difference in quality. Having a bit of a laugh that i simply just didn't check the in game video settings aahhh lol time for some updates.
Me too actually... I thought I had my textures set to High but it was my only setting that wasn't maxed... I thought this whole time that the Demon Claive looked like shit, but it's actually beautiful on High rather than Med.
Ok... weird workshop bug found and squashed. Apparently, though this has never happened before, there must be some kind of old(new) workshop layout sitting unused within the .vpk files. This has never been a problem for me in the past, or anyone else it seems, but somehow it manifested itself and overwrote my interface. A completely clean install (along with deleting all my unpacked files) did the trick.
Please don't kill me, but I have a serious noob question: I don't know how to test the items in game.
I know how to upload and view before submitting but I'd like to test them in game (to see particles, animations, etc). Can anyone help me?
Hey guys, I'm thinking of making some items, but when I open up the crystal maiden file in Maya (2011 and 13) I cant seem to load textures to her. It says // Error: cgfxShader : "crystal_maiden" unable to load effect. I've tried unlocking attributes and stuff but I can't get it to work. Any ideas? thanks
Can you say where that script locate?
Edit: i think i found it, i add hero what i need for test, but when i press import i get eror, "polycount for this item =0"
Check the npc_hero.txt and put in the right polybudget and texturelimitations from the dota2 technical requirements.
Hey guys, I'm thinking of making some items, but when I open up the crystal maiden file in Maya (2011 and 13) I cant seem to load textures to her. It says // Error: cgfxShader : "crystal_maiden" unable to load effect. I've tried unlocking attributes and stuff but I can't get it to work. Any ideas? thanks
to work on maya you need one of the plugins from valve, i use the ones that comes in the source film maker but they are hard to setup (and you will be able to see just the difuse texture)
my suggestion is to decompile a texture from game using the studio compiler and aply to your model
@Lennyagony: It wasn't really a issue. I realized the texture was really crap after compiling inside the game, then I checked the video configurations. For some reason everything was on the lowest setting. Just put everything on the highest settings and you'll see a drastically improvement on the texture.
are you using self illumination on this model? the ball on the mouth could have some to increase the appeal =]
I realised why I was getting the error message when uploading my item...
Basically I don't have an invite to the beta and was just using spectator mode.
I've uploaded it now on a different account that has access to the whole beta.
I'm sure someone has already mentioned that here but I missed it :S.
Anyway here is a rough thumbnail of my item. Will take better ones later.
Just a one off helmet to fit the default Skeleton King outfit.
Hey guys, i was talking to a friend that loves anti-mage and he was complaining about the lack of items to it
so i was drawing a little and got to something inspired on the dota 1 battle fury, and i tested a purple version too
Hey guys, i was talking to a friend that loves anti-mage and he was complaining about the lack of items to it
so i was drawing a little and got to something inspired on the dota 1 battle fury, and i tested a purple version too
what you guys think?
thanks in advance
I think that your design is far too similar to the default weapon and, at a glance, could present identification issues (Not that it matters too much since items don't have effects or stats). It needs something to distinguish itself from the default blade, perhaps some runes along the flat portion, maybe make the blade a single piece rather than two, or maybe use a different material entirely (such as "energy blades" or some crazy shit like that).
Maybe if you took the battle fury axe and essentially broke off the bladed portions and applied some grips to the area where the axe's shaft connects to the blade the design could work.
I am a current student who has been using maya on and off for 2 years or so, and I wanted to practice my workflow with the dota II workshop. I have no clue on how to bake maps or anything yet, and am still trying to figure out how to create those mask1/mask2 files.
Anyway, if you guys could please critique this weapon I made for bounty hunter, I would really appreciate the enlightenment. (I am also new to proper presentation/rendering.) The only things that are on this model are a normal map and a diffuse map made with crazybump. Thanks in advance everyone, I really want to improve.
Nobody has any feedback they could give me? Sorry I am new here and I do not mean to spam.
Nobody has any feedback they could give me? Sorry I am new here and I do not mean to spam.
no problem man, sorry for not helping before
first of all, your pictures are too dark, is a little hard to see your model, are you using maya? if yes send a picture of the viewport with a material 100% self iluminated
about your model, it appears that need more details, i can say where is the blade because i know this tipo of knife, but i cant see a sharp side. get some reference of other models ingame, that will help
you should make a model that have an appealing and creative sillhoutte, something that get the attention, like the dragon axe from axe
guys have a serious issue with an Ursa helmet model been looking for help for a while now it would be much appreciated. My model will not bind correctly to the character. I made sure i bind it to the correct joints and tried different ones. My model is a lil different from Ursa original helm, but does even match any thing with the model
guys have a serious issue with an Ursa helmet model been looking for help for a while now it would be much appreciated. My model will not bind correctly to the character. I made sure i bind it to the correct joints and tried different ones. My model is a lil different from Ursa original helm, but does even match any thing with the model
PLEASE HELP
did you check if you freeze the transformations?
are you using maya? i got a problem once that i resolved using the hipergraph hierarchy
selected my bone, pressed f and cleaned all the bind poses and skin clusters, then reskinned
what was happening was in the modeviewer my bone was turning 180 degrees in one axys and moving a little in the x, that was caused by previous skinning that the freeze transformations and delete history wasnt able to clear
NICE! I love that cannon, was wondering when someone was going to give him one
The reinstall worked for me, but i have some issues with the skinbind which i think Tvidottos tips will solve.
Working on this for Pugna and this one has a particle system connected to it, which looks pretty good if i may say so. I'll upload a videocapture later.
i have had a pretty busy few weeks but managed to bang these out over an extended weekend,
Tidehunter with a Cannon
and a winch...
i have some time on my hands now so hopefully more to come
Hey man, something might be wrong with your workshop item visibility settings.
I can view them from the direct links but I can't find them anywhere when I try to browse on the workshop. I notice your Axe set has few votes on it too, which could be because of that. For some reason your items don't seem to be showing publicly. You should let these things be seen by everyone, it will increase the visibility to the Valve folks who look through the workshop.
You have some really great items too, don't hide them!
Im not to sure whats going on with the visibility, i checked all the settings i could find and it looks like they are public as best i can tell. Im wondering if its a workshop issue(?) as its been several hours now and no new items have been added since i added my few.
Planning some updates to the axe set as well with hopes of getting a few more views, need to add new shots with the correct video settings!
Anyway cheers for the heads up and feedback mate, much appreciated.
@Paskie thanks, and looking forward to seeing your particles in action!
NICE! I love that cannon, was wondering when someone was going to give him one
The reinstall worked for me, but i have some issues with the skinbind which i think Tvidottos tips will solve.
Working on this for Pugna and this one has a particle system connected to it, which looks pretty good if i may say so. I'll upload a videocapture later.
Did you find a way to test particles in-game or have you been viewing them separately or combined in hammer?
@Lennyagonny - commented on the workshop and thumbed up =]
@frump - i think strange too, lanny´s axe set is too good for the number of views
---
guys, im trowing some random ideas but im not happy with them.. im using a modified version of my last courier just as a base
the idea was an armored wolf-like creature
i think i will trash this idea..
trash it, we have too many animals in dota 2 , try something different. like a an alien or some thing different. Your work is amazing btw. [IMG][/img][IMG][/img]
first of all, your pictures are too dark, is a little hard to see your model, are you using maya? if yes send a picture of the viewport with a material 100% self iluminated
about your model, it appears that need more details, i can say where is the blade because i know this tipo of knife, but i cant see a sharp side. get some reference of other models ingame, that will help
you should make a model that have an appealing and creative sillhoutte, something that get the attention, like the dragon axe from axe
i hope that could help =]
Thanks for the response! I am still very new to texturing in general. I will try to work on it more. Do you know where I can find a tutorial on how to paint the mask1/mask2 files?
Started messing around with some concepts for a set of bracers for Nevermore. I find he could be a rather difficult hero to design for, due to his limited color palette and the fact that he's covered in spikey bits and awkward angles...should be fun! I've always kind of thought of him as some sort of dark djinn who's off collecting souls for some evil master...thus, the bindings.
@Josh/Rayfire - There's a book called Vertex 1 located here and along with my suggestions for reccommended reading here should help you both out quite a bit. Also, don't be afraid to use our on-site wiki; it's packed full of useful articles and archived posts.
Replies
I have been trying to submit an item in the workshop for the past few days now but have not been very successful.
My LODs and textures are all within budgets.
The files compile successfully.
The item displays correctly on the character.
After naming the item, attaching the thumbnail and description and clicking submit I get directed to an in game browser with the following error message
Sorry! An error was encountered while processing your request:
That item does not exist. It may have been removed by the author.
Has anyone else been having this issue with the workshop lately?
Cheers
Have you tried giving it a different file name when uploading to the workshop? Maybe someone else has an item with the same name and has the visibility set to private. Either way the in-game workshop seems to be suffering some odd issues lately.
@Tvidotto - Too damn good, great death animation!
I am a current student who has been using maya on and off for 2 years or so, and I wanted to practice my workflow with the dota II workshop. I have no clue on how to bake maps or anything yet, and am still trying to figure out how to create those mask1/mask2 files.
Anyway, if you guys could please critique this weapon I made for bounty hunter, I would really appreciate the enlightenment. (I am also new to proper presentation/rendering.) The only things that are on this model are a normal map and a diffuse map made with crazybump. Thanks in advance everyone, I really want to improve.
I have tried submitting the item with different names, but still no luck
I presume its just an issue with the workshop, however I can't be sure as this is the first item I've tried submitting.
I have been trying to upload the item since Wednesday, and have seen other items show up in the workshop since then.
After submitting an item roughly how long does it take to show up in the workshop?
It should be instant.
I'd say it's just the workshop having issues. If you notice on the previous page I can't even get mine to edit an item without crashing DOTA :poly142:
I'll put it to bed for now then and limit myself to one submission attempt a day.
I see that error message in my dreams...
nice work Tvidotto :thumbup:
Edit: fixed!
Finished the Ogre Magi's Ember Scepter:
http://steamcommunity.com/sharedfiles/filedetails/?id=94964177&searchtext=
Looks great! and if you don't mind my asking what was the solution to your resolution problem?
Just for comparison:
@Tvidotto cool )) and animation looks great as always )
Although druid was old , he decided to get a cool haircut
@Lennyagony/@Frump: Glad it helped!
Please don't kill me, but I have a serious noob question: I don't know how to test the items in game.
I know how to upload and view before submitting but I'd like to test them in game (to see particles, animations, etc). Can anyone help me?
Buying the standard one won't be enough , got to find someone to trade for the chest version. love it
Check the npc_hero.txt and put in the right polybudget and texturelimitations from the dota2 technical requirements.
No problems! I guess it's a reinstall for me then : /
to work on maya you need one of the plugins from valve, i use the ones that comes in the source film maker but they are hard to setup (and you will be able to see just the difuse texture)
my suggestion is to decompile a texture from game using the studio compiler and aply to your model
thanks guys, i really appreciate! =]
are you using self illumination on this model? the ball on the mouth could have some to increase the appeal =]
I'd say stick to the SDK if you're going to be working with unsupported heroes and then using the 'Misc' option to submit.
Looks like we both ran into trouble after modifying our itemtest client.
I realised why I was getting the error message when uploading my item...
Basically I don't have an invite to the beta and was just using spectator mode.
I've uploaded it now on a different account that has access to the whole beta.
I'm sure someone has already mentioned that here but I missed it :S.
Anyway here is a rough thumbnail of my item. Will take better ones later.
Just a one off helmet to fit the default Skeleton King outfit.
http://steamcommunity.com/sharedfiles/filedetails/?id=95266705&searchtext=
so i was drawing a little and got to something inspired on the dota 1 battle fury, and i tested a purple version too
what you guys think?
thanks in advance
I think that your design is far too similar to the default weapon and, at a glance, could present identification issues (Not that it matters too much since items don't have effects or stats). It needs something to distinguish itself from the default blade, perhaps some runes along the flat portion, maybe make the blade a single piece rather than two, or maybe use a different material entirely (such as "energy blades" or some crazy shit like that).
Maybe if you took the battle fury axe and essentially broke off the bladed portions and applied some grips to the area where the axe's shaft connects to the blade the design could work.
Nobody has any feedback they could give me? Sorry I am new here and I do not mean to spam.
no problem man, sorry for not helping before
first of all, your pictures are too dark, is a little hard to see your model, are you using maya? if yes send a picture of the viewport with a material 100% self iluminated
about your model, it appears that need more details, i can say where is the blade because i know this tipo of knife, but i cant see a sharp side. get some reference of other models ingame, that will help
you should make a model that have an appealing and creative sillhoutte, something that get the attention, like the dragon axe from axe
i hope that could help =]
PLEASE HELP
did you check if you freeze the transformations?
are you using maya? i got a problem once that i resolved using the hipergraph hierarchy
selected my bone, pressed f and cleaned all the bind poses and skin clusters, then reskinned
what was happening was in the modeviewer my bone was turning 180 degrees in one axys and moving a little in the x, that was caused by previous skinning that the freeze transformations and delete history wasnt able to clear
Tidehunter with a Cannon
and a winch...
i have some time on my hands now so hopefully more to come
The reinstall worked for me, but i have some issues with the skinbind which i think Tvidottos tips will solve.
Working on this for Pugna and this one has a particle system connected to it, which looks pretty good if i may say so. I'll upload a videocapture later.
Yay, Dooooom
Hey man, something might be wrong with your workshop item visibility settings.
I can view them from the direct links but I can't find them anywhere when I try to browse on the workshop. I notice your Axe set has few votes on it too, which could be because of that. For some reason your items don't seem to be showing publicly. You should let these things be seen by everyone, it will increase the visibility to the Valve folks who look through the workshop.
You have some really great items too, don't hide them!
Im not to sure whats going on with the visibility, i checked all the settings i could find and it looks like they are public as best i can tell. Im wondering if its a workshop issue(?) as its been several hours now and no new items have been added since i added my few.
Planning some updates to the axe set as well with hopes of getting a few more views, need to add new shots with the correct video settings!
Anyway cheers for the heads up and feedback mate, much appreciated.
@Paskie thanks, and looking forward to seeing your particles in action!
Did you find a way to test particles in-game or have you been viewing them separately or combined in hammer?
@frump - i think strange too, lanny´s axe set is too good for the number of views
---
guys, im trowing some random ideas but im not happy with them.. im using a modified version of my last courier just as a base
the idea was an armored wolf-like creature
i think i will trash this idea..
[IMG][/img][IMG][/img]
you can see my work, i feel the texture are really bad but the models i like it
http://steamcommunity.com/profiles/76561198052507578/myworkshopfiles/?appid=570
Thanks for the response! I am still very new to texturing in general. I will try to work on it more. Do you know where I can find a tutorial on how to paint the mask1/mask2 files?
@Josh/Rayfire - There's a book called Vertex 1 located here and along with my suggestions for reccommended reading here should help you both out quite a bit. Also, don't be afraid to use our on-site wiki; it's packed full of useful articles and archived posts.