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
TY u so much but now the model seems to just float in the air. I think freezing the animation helped keep the model on track with the skeleton for rotations thou. I'm not much of an animator. but what could make the model float over the character when obviously it was binned on top of it
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.
@Tvidotto - cheers for the workshop feedback and thumbs up . Looking forward to seeing your next project taking shape.
@Graze - a bit of both really. If your item is voted up, selected and implemented you receive a percentage of sales.
@Josh21 - think of the mask images as four black and white images stacked on top of eachother. If your using photoshop check the channel tab (nexto layers).
@crazyone - im a fan, has had my thumbs up for a while now .
@Josh21 - my preference would be for B depending on how the small yellow striped read at game res.
Did a quick render of the model and particle in SFM. I'll try to get Pugna in there with him holding the weapon and with particles on, they are emitting in the wrong direction now. But you get the picture, now i just have to figure out how to try this ingame. It should work with some editing of the scripts. I'll let you know if i can make it work.
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?
Did a quick render of the model and particle in SFM. I'll try to get Pugna in there with him holding the weapon and with particles on, they are emitting in the wrong direction now. But you get the picture, now i just have to figure out how to try this ingame. It should work with some editing of the scripts. I'll let you know if i can make it work.
Hmm, Paskie is on the right track for sure with the particles and now he's got me poking around the scripts to see what we have to work with. There is a script, itemtest_qc_template, which contains what seems to be the base .qc file they're using when compiling items into the in-game viewer. Now the question will be whether or not we can use variables, or if we have to generate a new template with each item we wish to test, but I'm thinking it's just a matter of adding some code to this template and voila, items with particles working in-game.
I'm going to play with it some more today and see what I can dig up. All else fails I'll just write my guide using the SFM to view particles on your items, which would be a bummer since I don't think it renders the mask textures properly, but it's better than nothing.
-EDIT- Ok, particles or not this has major implications for us. I have tested it and while I have been unable to get particles working in game, I have proven that by editing the 'itemtest_qc_template.txt' located under dota/scripts we are able to successfully compile items using custom code within the test client.
After adding the necessary qc code to the template and compiling my test weapon, while I did not get particles, I managed to make use of the custom code. After de-compiling the .mdl that was produced through the use of the in-game tool I was able to discover the following within the generated .qc file.
That is proof of concept as far as I'm concerned. By editing the template we can now make use of, at the very least jiggle bones, more advanced features that the engine supports, but the in-game tool has yet to allow. I'm hesitant to say that couriers may also be testable in this fashion as well. If I can find a way for the tool to recognize the .pcf (particle) files then in-game particle testing should also work.
@ Tvidotto, i made it in Source Filmmaker and the particles in the particle editor in Source Filmmaker.
I know that you have to have the particles registered in the particles_manifest.txt for it to work in the engine, don't know if it's works the same way in Dota 2.
Rayfire and Crazyone, that is some good looking items you have there!
Mark! Awesome work on the scripts! I think we are on to something here
@ Tvidotto, i made it in Source Filmmaker and the particles in the particle editor in Source Filmmaker.
I know that you have to have the particles registered in the particles_manifest.txt for it to work in the engine, don't know if it's works the same way in Dota 2.
Rayfire and Crazyone, that is some good looking items you have there!
Mark! Awesome work on the scripts! I think we are on to something here
Thx man. how do i test my item in-game dota 2 test?
@ Tvidotto, i made it in Source Filmmaker and the particles in the particle editor in Source Filmmaker.
I know that you have to have the particles registered in the particles_manifest.txt for it to work in the engine, don't know if it's works the same way in Dota 2.
Rayfire and Crazyone, that is some good looking items you have there!
Mark! Awesome work on the scripts! I think we are on to something here
im feeling dumb, i could not make any of the dota particles work on the SFM particle system...
Ok, so I finally got past the export issue... or so I thought.
On the plus side, it seems the maps all loaded properly, but now I have displaced armaments. With any luck, I could have this on the shop by the weekend!
As for the floating, did you reset the xform on the horns?
Yes, the current iteration (after following all suggestions in the thread) have the horns floating in the torso. Once I get this dealt with I can figure out a way to reduce the amount of reflection that the material is giving off (way too grey, the material is a flat black right now in an attempt to make the horns match the rest of the body). Below is what I have post-Xforms reset.
Lenny, i agree. Need to scale that one up. I wonder if it works to have two different particleeffects on one item, i think it said so in the documentation.
@Rayfire, i have not tried that yet, but i guess you start a game in the testclient and equip your item there. Maybe Tvidotto could answer that one.
@Lenny I thought it was a rig issue, however there are two other head pieces currently in the workshop which have gotten the placement successfully.
Did a quick test and have a test object aligning ok at this end,
Its getting pretty late here but i will have time to do a small guide tomorrow. Just to confirm your using 3dsmax?, importing .smd files and exporting .fbx?
Hey Tvidotto, what do you use the test client for? i get the impression im missing a piece of the puzzle with this one.
im used to compile my models the old way, couriers are not possible on the dota compiler and even if i could a see a lot of people complaining about it that i dont thrust =]
so i compile and replace any in game model, in my case i replace the donkey
im used to compile my models the old way, couriers are not possible on the dota compiler and even if i could a see a lot of people complaining about it that i dont thrust =]
so i compile and replace any in game model, in my case i replace the donkey
ohk thx. so i sh copy the folder after i compile the model in workshop.and just replace it in test client .
1)say i wanna test a PA weapon , so i sh replace only the weapon under models/heroes/pa/....
?
ohk thx. so i sh copy the folder after i compile the model in workshop.and just replace it in test client .
1)say i wanna test a PA weapon , so i sh replace only the weapon under models/heroes/pa/....
?
yep, the default weapon last time i checked used to stay at the hero´s folder, the other ones stays on the items folder
on the steam library panel you can download it again like any other steam game
Did a quick test and have a test object aligning ok at this end,
Its getting pretty late here but i will have time to do a small guide tomorrow. Just to confirm your using 3dsmax?, importing .smd files and exporting .fbx?
That is correct. This morning I tried altering the model at the polygon level and reapplying UVs and the Skin, got this; http://i.imgur.com/52eTl.png now I just have to figure out how to turn it and redo ALL the UVs.
EDIT: Nevermind, it's back in the body again. All the other stuff is facing similar misplacement issues as well. I have a feeling that it isn't just the geometry or even the rig.
Lenny, i agree. Need to scale that one up. I wonder if it works to have two different particleeffects on one item, i think it said so in the documentation.
@Rayfire, i have not tried that yet, but i guess you start a game in the testclient and equip your item there. Maybe Tvidotto could answer that one.
I'd make your particle's decay faster. The complete circle looks a little wonky to me, because of how long the particles last. I'd either decrease the particle count or increase the rate of decay so that only 270-300 degrees show up at any given time.
I'd make your particle's decay faster. The complete circle looks a little wonky to me, because of how long the particles last. I'd either decrease the particle count or increase the rate of decay so that only 270-300 degrees show up at any given time.
What have I done wrong... I made the spear the same size as his default one from the fbx file in 3dsmax. scaling it bigger seems to have no effect on the size
It seems like a lot of items were added to the game. And a few Heroes were added to the requirements page. Pudge, Queen of Pain and Spirit Breaker were added to the requirements.
If you want to see which items were added, you can view this list of stuff called the "schema" which is updated each time they update it in the game files. Here's a link to the current schema. Search for whatever you compiled your items as and it might be there.
Got my mesh finished for the cloak, and now I'm working on the textures. The design reads well from a distance. This is a rough color pass, so disregard the pixelation.
It seems like a lot of items were added to the game. And a few Heroes were added to the requirements page. Pudge, Queen of Pain and Spirit Breaker were added to the requirements.
If you want to see which items were added, you can view this list of stuff called the "schema" which is updated each time they update it in the game files. Here's a link to the current schema. Search for whatever you compiled your items as and it might be there.
Im seeing a fair few people having problems with 3dsmax and Dota 2 import/exports, usually resulting in invisible or floating items.
I'm Hoping i can help a few people out by outlining my basic workflow here with 3DSmax .smd - .fbx import export steps.
In this example im using the obsidian destroyer, but the same basic principals apply with most characters.
1. - Import the supplied/desired .smd files. In this instance i imported the head and then body files, making sure to check Convert from left handed coordinate space checkbox.
resulting in this
2. Create your item (model, uvmap, bake etc) making sure to position the final item where desired. In this instance i deleted the skin modifier from the horns, deleted one horn and attached some ever so stylish cubes.
3. Now with your item selected position the pivot point at 0.0
4. Reset the Xform
Right click on the modifier stack and Collapse All
5. Apply a Skin Modifier, Add any bones that will influence your model. In this instance i added the Head_1 bone only.
6. Now select your Model and any bones you added in the skin modifier.
Now to just deal with the odd discoloration. (stone material is too reflective and doesn't match the overall colors.) Prominently seen here http://i.imgur.com/JEWjG.png
Anyone know which mask/channel I have to change to reduce the reflective amount or whatever it is?
It seems like a lot of items were added to the game. And a few Heroes were added to the requirements page. Pudge, Queen of Pain and Spirit Breaker were added to the requirements.
If you want to see which items were added, you can view this list of stuff called the "schema" which is updated each time they update it in the game files. Here's a link to the current schema. Search for whatever you compiled your items as and it might be there.
Got my mesh finished for the cloak, and now I'm working on the textures. The design reads well from a distance. This is a rough color pass, so disregard the pixelation.
Replies
TY u so much but now the model seems to just float in the air. I think freezing the animation helped keep the model on track with the skeleton for rotations thou. I'm not much of an animator. but what could make the model float over the character when obviously it was binned on top of it
Thanks so much!
http://steamcommunity.com/sharedfiles/filedetails/?id=95569246
@Graze - a bit of both really. If your item is voted up, selected and implemented you receive a percentage of sales.
@Josh21 - think of the mask images as four black and white images stacked on top of eachother. If your using photoshop check the channel tab (nexto layers).
@crazyone - im a fan, has had my thumbs up for a while now .
@Josh21 - my preference would be for B depending on how the small yellow striped read at game res.
@WarlockPsychologist - looking good, i particularly like the horns and wrists.
[ame="http://www.youtube.com/watch?v=nt2f7Z3ohKs&hd=1"]http://www.youtube.com/watch?v=nt2f7Z3ohKs&hd=1[/ame]
Hey! Why not make that into a robot wolf/dog steampunk style or something? I think that could work.
minute two i think
nop. For about 3 weeks
i was following this project on the facepunch, strangelly people there where giving good crits and not fighting each other =]
it improved a lot, congrats
where you did this render?
Code like this...
I'm going to play with it some more today and see what I can dig up. All else fails I'll just write my guide using the SFM to view particles on your items, which would be a bummer since I don't think it renders the mask textures properly, but it's better than nothing.
-EDIT- Ok, particles or not this has major implications for us. I have tested it and while I have been unable to get particles working in game, I have proven that by editing the 'itemtest_qc_template.txt' located under dota/scripts we are able to successfully compile items using custom code within the test client.
After adding the necessary qc code to the template and compiling my test weapon, while I did not get particles, I managed to make use of the custom code. After de-compiling the .mdl that was produced through the use of the in-game tool I was able to discover the following within the generated .qc file.
That is proof of concept as far as I'm concerned. By editing the template we can now make use of, at the very least jiggle bones, more advanced features that the engine supports, but the in-game tool has yet to allow. I'm hesitant to say that couriers may also be testable in this fashion as well. If I can find a way for the tool to recognize the .pcf (particle) files then in-game particle testing should also work.
As I discover more I'll let you know.
oh my god thank you so much you are awesome.
http://steamcommunity.com/sharedfiles/filedetails/?id=95305128&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=95305128&searchtext=
sickle for lone druid
I know that you have to have the particles registered in the particles_manifest.txt for it to work in the engine, don't know if it's works the same way in Dota 2.
Rayfire and Crazyone, that is some good looking items you have there!
Mark! Awesome work on the scripts! I think we are on to something here
Thx man. how do i test my item in-game dota 2 test?
im feeling dumb, i could not make any of the dota particles work on the SFM particle system...
On the plus side, it seems the maps all loaded properly, but now I have displaced armaments. With any luck, I could have this on the shop by the weekend!
edited
it connects again!!!
As for the floating, did you reset the xform on the horns?
Yes, the current iteration (after following all suggestions in the thread) have the horns floating in the torso. Once I get this dealt with I can figure out a way to reduce the amount of reflection that the material is giving off (way too grey, the material is a flat black right now in an attempt to make the horns match the rest of the body). Below is what I have post-Xforms reset.
If that doesnt do the job then it may just be a problem with the rig.
@crazyone - nice sickle!
@Paskie - particles are looking great, increasing the size of the effect would look even better from game perspective im thinking.
Hey Tvidotto, what do you use the test client for? i get the impression im missing a piece of the puzzle with this one.
I followed this https://developer.valvesoftware.com/wiki/Particle_System_Overview + Cyborgmatts Setupguide for SFM and went on from there. I'm going to make some more particles and do some more testing, need those awesome lightningeffects ^^
Lenny, i agree. Need to scale that one up. I wonder if it works to have two different particleeffects on one item, i think it said so in the documentation.
@Rayfire, i have not tried that yet, but i guess you start a game in the testclient and equip your item there. Maybe Tvidotto could answer that one.
Made another render with a stripped Pugna ^^
[ame="http://www.youtube.com/watch?v=k-NIdJu5ygs&hd=1"]http://www.youtube.com/watch?v=k-NIdJu5ygs&hd=1[/ame]
Did a quick test and have a test object aligning ok at this end,
Its getting pretty late here but i will have time to do a small guide tomorrow. Just to confirm your using 3dsmax?, importing .smd files and exporting .fbx?
im used to compile my models the old way, couriers are not possible on the dota compiler and even if i could a see a lot of people complaining about it that i dont thrust =]
so i compile and replace any in game model, in my case i replace the donkey
its how i did this one
[ame="http://www.youtube.com/watch?v=rqEJ2jFRT2M&hd=1"]Silly Dragon new texture - YouTube[/ame]
ohk thx. so i sh copy the folder after i compile the model in workshop.and just replace it in test client .
1)say i wanna test a PA weapon , so i sh replace only the weapon under models/heroes/pa/....
?
yep, the default weapon last time i checked used to stay at the hero´s folder, the other ones stays on the items folder
on the steam library panel you can download it again like any other steam game
That is correct. This morning I tried altering the model at the polygon level and reapplying UVs and the Skin, got this; http://i.imgur.com/52eTl.png now I just have to figure out how to turn it and redo ALL the UVs.
EDIT: Nevermind, it's back in the body again. All the other stuff is facing similar misplacement issues as well. I have a feeling that it isn't just the geometry or even the rig.
I'd make your particle's decay faster. The complete circle looks a little wonky to me, because of how long the particles last. I'd either decrease the particle count or increase the rate of decay so that only 270-300 degrees show up at any given time.
Thx for tips! I'll do that!
Hey all.
What have I done wrong... I made the spear the same size as his default one from the fbx file in 3dsmax. scaling it bigger seems to have no effect on the size
If you want to see which items were added, you can view this list of stuff called the "schema" which is updated each time they update it in the game files. Here's a link to the current schema. Search for whatever you compiled your items as and it might be there.
!
My Gondar set is in there !!!!
Edit: Well three of the items haha
Nicely done Bronto!!
I'm Hoping i can help a few people out by outlining my basic workflow here with 3DSmax .smd - .fbx import export steps.
In this example im using the obsidian destroyer, but the same basic principals apply with most characters.
1. - Import the supplied/desired .smd files. In this instance i imported the head and then body files, making sure to check Convert from left handed coordinate space checkbox.
resulting in this
2. Create your item (model, uvmap, bake etc) making sure to position the final item where desired. In this instance i deleted the skin modifier from the horns, deleted one horn and attached some ever so stylish cubes.
3. Now with your item selected position the pivot point at 0.0
4. Reset the Xform
Right click on the modifier stack and Collapse All
5. Apply a Skin Modifier, Add any bones that will influence your model. In this instance i added the Head_1 bone only.
6. Now select your Model and any bones you added in the skin modifier.
7. Export selected
as .FBX (my FBX settings)
8. and Finally import your .FBX in the Dota2 workshop.
just a bad compilation but i needed to share =]]
Now to just deal with the odd discoloration. (stone material is too reflective and doesn't match the overall colors.) Prominently seen here http://i.imgur.com/JEWjG.png
Anyone know which mask/channel I have to change to reduce the reflective amount or whatever it is?
Finally! :thumbup:
NICE!!! Grats man!:thumbup:
Hey! Nice cloak indeed, suits her well.
I guess i'll go with my favorite, Rhasta this time
Swords for Slithice