As GhostDetector said, the transparency is binary, which means it's either 100% visible or 100% invisible, so you can't use shades of gray, only black and white. You need to add an alpha channel on the color map and save the TGA as 32-bit for it to work.
Is there any chance this might change once Dota switches engines next year?
Is there any chance this might change once Dota switches engines next year?
I'm not really sure if there are any major changes on that part for Source 2, but it's certainly something that I believe everyone would welcome. Maybe we can try to suggest Valve to add support for that on the new engine and editor? Would be great to see some more stuff with better represented glass, ice and similar materials, but then again, I don't know if Source 2 would be able to make that happen.
Well source 2 can already do transparent textures, so I'd assume so, it'll be up to valve whether they want to add semi-transparency since they may care more about game performance rather than cosmetics. A whole bunch of transparent objects probably will destroy the framrate on some computers.
I'm not really sure if there are any major changes on that part for Source 2, but it's certainly something that I believe everyone would welcome. Maybe we can try to suggest Valve to add support for that on the new engine and editor? Would be great to see some more stuff with better represented glass, ice and similar materials, but then again, I don't know if Source 2 would be able to make that happen.
even in newer engines shaders that support semi-opacity are expensive and complicated. Generally they need to be additive or subsurface scattering. you'd be hardpressed to find even a next gen game that really nails something like semi-transparent ice or even tinted glass. they exist, but they're not typically going to run on anything lower end. don't count on valve implimenting new shaders just we can put distorting glass on an item or two...at the expense of large portions of the players having to use fallback shaders to keep the game running (that will make the material look awful, by the way)
Well source 2 can already do transparent textures, so I'd assume so, it'll be up to valve whether they want to add semi-transparency since they may care more about game performance rather than cosmetics. A whole bunch of transparent objects probably will destroy the framrate on some computers.
Source has had transparency since 2004. You can use it in dota 2, Valve just doesn't like it. The main issue with it if it's not used correctly is sorting, especially if it's layered at all. You also need to separate the section of the model using transparency from the section that doesn't need it to avoid sorting issues, causing the model to require two materials.
I'm working on an item now that we're testing transparency on. If it works well I can write a little mini tutorial on it if anyone is interested.
On the off chance, does any any know if Signed Distance Field alpha's are supported in Dota? And by any chance have a Photoshop action/plugin to create them??
hey guys. I have some problem with my pudge hook, two problems to be precise.
this is the first one. Ingame when pudge use the hook it both stays in his hand and hooks away, anyone know if this is just an editor problem or is it any tricks to make it work at the right way?
second problem occurs when I import the hook and then add the other items through the "additional items" button. The other items then get the metal specular "strength" from the hook and when I do the opposite, adding the hook through "additional items" button then the hook gets the metal specular strength from that item I imported first. This only happens with the hook, all the other items get along well. Anyone knows anything about this?
this is the first one. Ingame when pudge use the hook it both stays in his hand and hooks away, anyone know if this is just an editor problem or is it any tricks to make it work at the right way?
Pretty sure this is just how the importer works for pudge hooks, no clue on your second issue, but sounds like an importer bug
Source has had transparency since 2004. You can use it in dota 2, Valve just doesn't like it. The main issue with it if it's not used correctly is sorting, especially if it's layered at all. You also need to separate the section of the model using transparency from the section that doesn't need it to avoid sorting issues, causing the model to require two materials.
I'm working on an item now that we're testing transparency on. If it works well I can write a little mini tutorial on it if anyone is interested.
That wasn't what I meant, what I meant was that source 2 comes with a whole bunch of optimizations so if possible transparency will be a normal thing in dota 2. Plus since its a new shader, semi-transparent objects will require more usage resulting in less frame rates and inhibiting gameplay. With source 2, its possible that adding transparency won't affect gameplay at all.
Hi guys , im facing a big problem , i have done my color,mask1,mask2,normal map ,when i imported to dota2 , it seems that the mask does not have any effect in dota2 , its all flat colored , Please help
Hi guys , im facing a big problem , i have done my color,mask1,mask2,normal map ,when i imported to dota2 , it seems that the mask does not have any effect in dota2 , its all flat colored , Please help
Are all the textures saved to the proper format? Do you have your in game graphics setting lowered?
can anyone help me?
my model is complete, but when import into dota 2, it look so bad, it is so liquid. i think my problem is from "skin modify" in 3DS MAX. what should i do to fix it?
Hey y'all, relatively new to dota stuff, currently working on an Aghanim's scepter staff for Earth Spirit with some colors slapped on for an idea, feedback would be greately appreciated.
Im finally back on this lion set and trying to improve everything.
But I have a problem which is bothering me a lot... with some materials my sculpt looks really "nice" and has lots of definition. But then other ones make me want to go back and make everything look way more detailed. I am wondering what material people use to give them a reasonable idea of what will be visible inside Dota.
Here's the sculpt with the material I was using at first- MatCap White Cavity (which I think was giving me an illusion of perhaps TOO much detail):
and then here's the same sculpt in Chalk, MatCap GreenRoma, and MatCap RedClay:
I mean I can take an educated guess that MatCap GreenRoma is a decent choice, but I was hoping someone could give me insight as to what materials to use.
Im finally back on this lion set and trying to improve everything.
But I have a problem which is bothering me a lot... with some materials my sculpt looks really "nice" and has lots of definition. But then other ones make me want to go back and make everything look way more detailed. I am wondering what material people use to give them a reasonable idea of what will be visible inside Dota.
Here's the sculpt with the material I was using at first- MatCap White Cavity (which I think was giving me an illusion of perhaps TOO much detail):
I mean I can take an educated guess that MatCap GreenRoma is a decent choice, but I was hoping someone could give me insight as to what materials to use.
I like to use the stock pearl cavity for preview renders, but for working I love the zbro modeling clay materials, a nice simple grey modeling matcap should give the right amount of depth information so you get nice clean sculpts and bakes http://luckilytip.blogspot.com/search/label/Matcap?&max-results=3#.VKdn5SvF-3o
I like to use the stock pearl cavity for preview renders, but for working I love the zbro modeling clay materials, a nice simple grey modeling matcap should give the right amount of depth information so you get nice clean sculpts and bakes http://luckilytip.blogspot.com/search/label/Matcap?&max-results=3#.VKdn5SvF-3o
Thanks a lot, this looks like a very helpful resource
@Insaneophobia, kite212, TrevorJ: I think there'll be an alt-style long cape. I made it so short to give him more of a vikin/barbarian look. @SeeingTriangles: I'll try the dagger-hair-tails with the hood. As for the axe, it looks a bit small because the sword and the axe are downscaled. In reality both a quite huge. I also feel that using the in game reaver would be very confusing (axe already has a reaver...). Thanks for the crits @GhostDetector: but..but.. I like dat horn :P @all: thanks for comments and crits, keep up the awesome! @OniLolz: that mount is looking great!
Also would love to get some on this... trying to get it in before deadline...
Even thought I don't like the new bloom event, still thought I'll try it: Monkey King PL... no... no ram here...
Also alt wrist and head + blue floaty strips.
BTW no, I'm not going to use the in game mkb for it. Directly transferring in game items into workshop is very unimaginative IMO.
i hate slardar's face so i give him a nose job for spring event.
this gonna be collab with alex (not sure have enough time to finish it within dateline or not)
Replies
regards
I'm not really sure if there are any major changes on that part for Source 2, but it's certainly something that I believe everyone would welcome. Maybe we can try to suggest Valve to add support for that on the new engine and editor? Would be great to see some more stuff with better represented glass, ice and similar materials, but then again, I don't know if Source 2 would be able to make that happen.
regards
even in newer engines shaders that support semi-opacity are expensive and complicated. Generally they need to be additive or subsurface scattering. you'd be hardpressed to find even a next gen game that really nails something like semi-transparent ice or even tinted glass. they exist, but they're not typically going to run on anything lower end. don't count on valve implimenting new shaders just we can put distorting glass on an item or two...at the expense of large portions of the players having to use fallback shaders to keep the game running (that will make the material look awful, by the way)
Source has had transparency since 2004. You can use it in dota 2, Valve just doesn't like it. The main issue with it if it's not used correctly is sorting, especially if it's layered at all. You also need to separate the section of the model using transparency from the section that doesn't need it to avoid sorting issues, causing the model to require two materials.
I'm working on an item now that we're testing transparency on. If it works well I can write a little mini tutorial on it if anyone is interested.
Oh god, yes, please!
-Toasty
this is the first one. Ingame when pudge use the hook it both stays in his hand and hooks away, anyone know if this is just an editor problem or is it any tricks to make it work at the right way?
second problem occurs when I import the hook and then add the other items through the "additional items" button. The other items then get the metal specular "strength" from the hook and when I do the opposite, adding the hook through "additional items" button then the hook gets the metal specular strength from that item I imported first. This only happens with the hook, all the other items get along well. Anyone knows anything about this?
Pretty sure this is just how the importer works for pudge hooks, no clue on your second issue, but sounds like an importer bug
http://steamcommunity.com/sharedfiles/filedetails/?id=366289108
Instead of resting and celebrating we are making something for CNY:
If it changes the leap growl to a bleat I'm completely oversold on this one.
That wasn't what I meant, what I meant was that source 2 comes with a whole bunch of optimizations so if possible transparency will be a normal thing in dota 2. Plus since its a new shader, semi-transparent objects will require more usage resulting in less frame rates and inhibiting gameplay. With source 2, its possible that adding transparency won't affect gameplay at all.
That is one awesome majestic mount, cant wait to see everything completed
That's so god damm cute =0
Damn Onilolz, that's some great work, looks amazing!
Final model w/ flat diffuse. Trying to change the workflow a litte. Pretty good results so far!
Hnnnnnnnnngggg I really hope you are interested in putting it in the Hattery!
I made these quick single hairstyles concepts for CNY! If you are interested in collab just hit me here or on steam! (Ike already took Legion)
Here's a set for Juggernaut by Crowntail for whom I painted the loadingscreen. Hope you enjoy!
@Remixx- Very nice mount!
I didn't make it! OniLolz did!
Are all the textures saved to the proper format? Do you have your in game graphics setting lowered?
Check Mask 1 Alpha, it should be black entirely
More so was the bitness correct, example, color without alpha 24 bit or 32 with alpha, mask 1 and 2 32 bit, and normal 24 bit
my model is complete, but when import into dota 2, it look so bad, it is so liquid. i think my problem is from "skin modify" in 3DS MAX. what should i do to fix it?
Im finally back on this lion set and trying to improve everything.
But I have a problem which is bothering me a lot... with some materials my sculpt looks really "nice" and has lots of definition. But then other ones make me want to go back and make everything look way more detailed. I am wondering what material people use to give them a reasonable idea of what will be visible inside Dota.
Here's the sculpt with the material I was using at first- MatCap White Cavity (which I think was giving me an illusion of perhaps TOO much detail):
and then here's the same sculpt in Chalk, MatCap GreenRoma, and MatCap RedClay:
I mean I can take an educated guess that MatCap GreenRoma is a decent choice, but I was hoping someone could give me insight as to what materials to use.
I like to use the stock pearl cavity for preview renders, but for working I love the zbro modeling clay materials, a nice simple grey modeling matcap should give the right amount of depth information so you get nice clean sculpts and bakes http://luckilytip.blogspot.com/search/label/Matcap?&max-results=3#.VKdn5SvF-3o
Thanks a lot, this looks like a very helpful resource
@SeeingTriangles: I'll try the dagger-hair-tails with the hood. As for the axe, it looks a bit small because the sword and the axe are downscaled. In reality both a quite huge. I also feel that using the in game reaver would be very confusing (axe already has a reaver...). Thanks for the crits
@GhostDetector: but..but.. I like dat horn :P
@all: thanks for comments and crits, keep up the awesome!
@OniLolz: that mount is looking great!
Also would love to get some on this... trying to get it in before deadline...
Even thought I don't like the new bloom event, still thought I'll try it: Monkey King PL... no... no ram here...
Also alt wrist and head + blue floaty strips.
BTW no, I'm not going to use the in game mkb for it. Directly transferring in game items into workshop is very unimaginative IMO.
They said no dragons for new bloom... it would be a shame, if someone made one, right >:D
Sorry for the spam
Tastes great baked :thumbup:
i hate slardar's face so i give him a nose job for spring event.
this gonna be collab with alex (not sure have enough time to finish it within dateline or not)
Concept by Foxclover.