@Silverknut: I agree with what Agito said. Also if it's possible, can you use more polys to make the armor looks thick? Particularly the shoulder pads, they look kinda flat right now.
Anyone noticed that detail masks are no longer displaying in the loadout screen? That's weird. Razor is missing his signature "lightening" on his shoulders and lion his "lava" texture on his hand, for example.
Anyone noticed that detail masks are no longer displaying in the loadout screen? That's weird. Razor is missing his signature "lightening" on his shoulders and lion his "lava" texture on his hand, for example.
Not just the loadout screen, my earth spirit is pretty flat and motionless in game atm
Sorry I half lied, its just the importer that's fucky for my earth spirit
Is the loadout screen, with the standard sets working for you? Razor's and Lion's detail masks are showing up there? It may be my Dota installation... hmmm.
Is the loadout screen, with the standard sets working for you? Razor's and Lion's detail masks are showing up there? It may be my Dota installation... hmmm.
Thanks a bunch for the info.
It's been broken forever. The workaround is to have a running game in the background. Just start up a local bot match and let it keep running while you return to the main menu from the top left corner button.
Hey all. I am currently making a WD set with a ward. I have not done anything related to wards before, so I am having some issues. It won't have any animation, I just want to replace the existing ward with a new on. I was able to get most of it working except for the default ward animation. Instead of the pink skull in the air, I just get some pink glow in the ground. It almost seems like the particle effects are taking place at the root. Any help with this would be great.
On a side note, how does valve feel about custom particle effects? As in new ones that did not exist on that item.
Instead of the pink skull in the air, I just get some pink glow in the ground. It almost seems like the particle effects are taking place at the root. Any help with this would be great.
Does your model include all of the bones that the default ward includes?
@ReMixx Thanks for the suggestion. That does give me the 4 separate bones like you were seeing. However I still get the same result no matter how I bind it. The ring of text that spins on the ground works fine for whatever reason. I just can't get the skull portion of the effect to work normal.
Edit: After testing some more, I noticed the default ward does have a pink glow in the ground. That being said, it would seem that part as well as the ring of text are working as intended. The skull and its effects just don't show up at all.
@ReMixx Thanks for the suggestion. That does give me the 4 separate bones like you were seeing. However I still get the same result no matter how I bind it. The ring of text that spins on the ground works fine for whatever reason. I just can't get the skull portion of the effect to work normal.
Edit: After testing some more, I noticed the default ward does have a pink glow in the ground. That being said, it would seem that part as well as the ring of text are working as intended. The skull and its effects just don't show up at all.
Use crowbar to decompile the default ward and look at the qc file to see what the attachment points are. There should be a block like $attachment "attach_hitloc" "root" 0.00 0.00 0.00 rotate 0.00 0.00 0.00 and from that you should be able to discern what bone the particles are attaching to. If that doesn't help you solve the problem, look at what the qc file generated by the workshop uploader in the content folder of your dota directory has in it. It should have an attachment point so you can see what the difference is between your ward and the default. Finally, the workshop test mode can cause a lot of particles to bug. Try making a copy of your qc file and editing the $modelname file path to that of the default ward then compiling it with crowbar, then start a custom game with -override_vpk launch option and see if there's a difference.
EDIT: Just had a look at it myself. The default ward appears to have the skull attached to $attachment "attach_attack1" "attach_attack1" 0 0 0 rotate 0 0 0. Check the qc file for your ward like i said above and see if that line is in there. If it isn't or it's commented out you'll need to recompile it with that line included to get the skull to show. The name of the bone it attaches to is attach_attack1. I think you said you used the same bone names so it should work. If not either add a bone with that name at the relevant position or edit the second attach_attack1 in that line to the name of the bone you want to use.
EDIT 2: To clarify, the problem is the deathward uses 2 attachment points, one for where autoattacks are pulled towards and where i think the ring of glyphs are centred around, the other where the ward attacks emanate from and where the skull is located. The workshop uploader only asks you to name a bone for the former because reasons. You can rectify this for your workshop promo media by editing the QC file and recompiling it with the file path of the default ward. As for custom particles, it's sort of a grey area. They said no particles for New Bloom because they are working on a new submission process with the new engine, but they have added old stuff i've submitted since then so who knows. Anyway if you're still confused i'll pm you my email and skype and i'll take a look at it for you.
If you are working on an in-game item, tournament, or merchandise workshop submission that you would like to have considered for release before the end of August, please submit your work to the workshop no later than May 26, 2015.
Additionally, the workshop particle process renovation that we mentioned in December's New Bloom 2015 Call to Arms blog post is still ongoing, so if you are working on an in-game item we ask that your creations avoid using custom particle effects. Finally, any items which depict skulls or gore should also include low-violence versions of all assets (including loading screens) with the initial submission.
If you are working on an in-game item, tournament, or merchandise workshop submission that you would like to have considered for release before the end of August, please submit your work to the workshop no later than May 26, 2015.
Additionally, the workshop particle process renovation that we mentioned in December's New Bloom 2015 Call to Arms blog post is still ongoing, so if you are working on an in-game item we ask that your creations avoid using custom particle effects. Finally, any items which depict skulls or gore should also include low-violence versions of all assets (including loading screens) with the initial submission.
I don't see why they mention a dead line as if they won't be accepting items until then.
Has there been any news about new hero additions to the workshop? It's been forever since the last group of heroes were made available... And there are so many heroes that are workshop ready, like Techies and Undying, and all Valve has to do is flip a switch!
@darkkyo: I do not expect to see any new heroes available in the workshop before source 2 is around, especially with the recent announcements.
Damn I can't wait for source 2. I wanna make so many particles, and the new tools are great too. Let's hope the valve-time is this time at least a little bit closer to normal time.
I really wish they wouldn't rework void and invest the time into slardar and zeus. Those guys really need an update.
Hello guys, i have a problem when i'm trying to import belt for magnus, i get this error. You guys have any clue ?
Starting import of shield001...
Compiling TGA: materialsrc\models\items\magnataur\0x03f1b490\shield001\shield001_color.tga
- Compilation successful.
Compiling VTF: materials\models\items\magnataur\0x03f1b490\shield001\shield001_color.vtf
- Compilation successful.
Compiling TGA: materialsrc\models\items\magnataur\0x03f1b490\shield001\shield001_normal.tga
- Compilation successful.
Compiling VTF: materials\models\items\magnataur\0x03f1b490\shield001\shield001_normal.vtf
- Compilation successful.
Compiling TGA: materialsrc\models\items\magnataur\0x03f1b490\shield001\shield001_mask1.tga
- Compilation successful.
Compiling VTF: materials\models\items\magnataur\0x03f1b490\shield001\shield001_mask1.vtf
- Compilation successful.
CTargetVTF::Compile - GetOutputPath failed
Replies
i demand a cosplay as ember spirit in TI5 so i can watch via youtube from far far away from US :poly124:
Not just the loadout screen, my earth spirit is pretty flat and motionless in game atm
That's pretty weird, I thought it would just be the loadout. When did this begin, does anyone know?
Sorry I half lied, its just the importer that's fucky for my earth spirit
Is the loadout screen, with the standard sets working for you? Razor's and Lion's detail masks are showing up there? It may be my Dota installation... hmmm.
Thanks a bunch for the info.
It's been broken forever. The workaround is to have a running game in the background. Just start up a local bot match and let it keep running while you return to the main menu from the top left corner button.
Say hello to Scratchy the Bounty Hunter's Apprentice!
animations were made by Klim Protasov (Klimenzo)
[SKETCHFAB]941a460ac39d47759051d862dd530721[/SKETCHFAB]
On a side note, how does valve feel about custom particle effects? As in new ones that did not exist on that item.
Does your model include all of the bones that the default ward includes?
When I import the .smd from the ward, I see 4 bones. Maybe 3 of those are the "hitboxes" that you are referring to?
If you don't include those bones then I would expect that to cause the behavior that you are encountering.
1. root
2. root_vHitbox
3. root_vHitbox1
4. root_vHitbox2
The first is a normal bone and the other 3 are just hitboxes-big square shapes. I just bound the ward to root and exported it all.
Edit: I would think the attachment point decides where the effect takes place. But it will only accept root for that.
if u like our work, plz drop us a like also feedback and crit welcome!
http://steamcommunity.com/sharedfiles/filedetails/?id=273816751
https://www.dropbox.com/s/m9fxdwpdpguxcs4/witchdoctor_ward_reference.smd?dl=0
Edit: After testing some more, I noticed the default ward does have a pink glow in the ground. That being said, it would seem that part as well as the ring of text are working as intended. The skull and its effects just don't show up at all.
Use crowbar to decompile the default ward and look at the qc file to see what the attachment points are. There should be a block like $attachment "attach_hitloc" "root" 0.00 0.00 0.00 rotate 0.00 0.00 0.00 and from that you should be able to discern what bone the particles are attaching to. If that doesn't help you solve the problem, look at what the qc file generated by the workshop uploader in the content folder of your dota directory has in it. It should have an attachment point so you can see what the difference is between your ward and the default. Finally, the workshop test mode can cause a lot of particles to bug. Try making a copy of your qc file and editing the $modelname file path to that of the default ward then compiling it with crowbar, then start a custom game with -override_vpk launch option and see if there's a difference.
EDIT: Just had a look at it myself. The default ward appears to have the skull attached to $attachment "attach_attack1" "attach_attack1" 0 0 0 rotate 0 0 0. Check the qc file for your ward like i said above and see if that line is in there. If it isn't or it's commented out you'll need to recompile it with that line included to get the skull to show. The name of the bone it attaches to is attach_attack1. I think you said you used the same bone names so it should work. If not either add a bone with that name at the relevant position or edit the second attach_attack1 in that line to the name of the bone you want to use.
EDIT 2: To clarify, the problem is the deathward uses 2 attachment points, one for where autoattacks are pulled towards and where i think the ring of glyphs are centred around, the other where the ward attacks emanate from and where the skull is located. The workshop uploader only asks you to name a bone for the former because reasons. You can rectify this for your workshop promo media by editing the QC file and recompiling it with the file path of the default ward. As for custom particles, it's sort of a grey area. They said no particles for New Bloom because they are working on a new submission process with the new engine, but they have added old stuff i've submitted since then so who knows. Anyway if you're still confused i'll pm you my email and skype and i'll take a look at it for you.
@Prosomogy - looking good so far, can't wait to see those textured.
https://www.reddit.com/r/DotA2/comments/2zaicp/dota_2_update_main_client_march_16_2015/
Dota 2 Workshop Deadlines for Summer
If you are working on an in-game item, tournament, or merchandise workshop submission that you would like to have considered for release before the end of August, please submit your work to the workshop no later than May 26, 2015.
Additionally, the workshop particle process renovation that we mentioned in December's New Bloom 2015 Call to Arms blog post is still ongoing, so if you are working on an in-game item we ask that your creations avoid using custom particle effects. Finally, any items which depict skulls or gore should also include low-violence versions of all assets (including loading screens) with the initial submission.
I don't see why they mention a dead line as if they won't be accepting items until then.
It's just time it's being publicly announced.
Damn I can't wait for source 2. I wanna make so many particles, and the new tools are great too. Let's hope the valve-time is this time at least a little bit closer to normal time.
I really wish they wouldn't rework void and invest the time into slardar and zeus. Those guys really need an update.
Thanks Chameleon for help with loading screen and texture of golem!
Link to the store page: http://www.dota2.com/store/itemdetails/20770?r=ce
There are some fixes. Old set was added in august 2014.
Credits to :
Robo for the idea + concept + loading screen
AbyssFX for the custom claw animations
Link on the first image
Still a wip, i'll add some other angles at a later date.
hit me up on steam or send me a pm if you're interested.
Starting import of shield001...
Compiling TGA: materialsrc\models\items\magnataur\0x03f1b490\shield001\shield001_color.tga
- Compilation successful.
Compiling VTF: materials\models\items\magnataur\0x03f1b490\shield001\shield001_color.vtf
- Compilation successful.
Compiling TGA: materialsrc\models\items\magnataur\0x03f1b490\shield001\shield001_normal.tga
- Compilation successful.
Compiling VTF: materials\models\items\magnataur\0x03f1b490\shield001\shield001_normal.vtf
- Compilation successful.
Compiling TGA: materialsrc\models\items\magnataur\0x03f1b490\shield001\shield001_mask1.tga
- Compilation successful.
Compiling VTF: materials\models\items\magnataur\0x03f1b490\shield001\shield001_mask1.vtf
- Compilation successful.
CTargetVTF::Compile - GetOutputPath failed
It's either not 32 bit or wrong size probably
Yes, mask2 was grayscale, switch it to RGB and worked.
Thank you very much kind sir.!
crit and feedback is welcome, also leave us a vote if u like it thx
http://steamcommunity.com/sharedfiles/filedetails/?id=410266372
pm etc. if interested.