Source doesn't let you use double sided faces, I think
There is a way to do it, though.
The default Sniper and Windrunner capes both have single-sided polygons and import as double-sided - I'm just asking people who have already successfully imported a Windrunner cape.
I think Invoker does too. At least his cape was showing up funky in the Maya viewport when I brought it in, as if it had two faces occupying the same space. Checked it though and like BrontoThunder said, only one poly, not double sided...
As you can guess, I'd love an answer to this as well
I request the help of anyone who's imported a Windrunner cape or something similar?
I'm looking for the solution to the problem of double-sided faces; I've currently got a Sniper cape and it's only showing me one side
Bronto, I had that same problem
It pissed me off at first, because Valve says that they don't support double sided polygons, yet Windrunner's cape is one sided. Someone else mentioned that while the engine does support it, Valve may want to reduce the number of items utilizing it because of the resource usage. Technically yes, the engine does allow for it, but we're told not to do it.
Because of that limitation, I ended up remaking my Windrunner cape (with polys on both sides) and it came out with a cleaner mesh because I had to get creative with the polygon placement. Frump also made a Crystal Maiden cape with polys on both sides.
Hey guys, quick clarification needed: Has it been confirmed or denied whether or not the poly budgets are total faces, tris or quads yet?
I don't think there has been any confirmation. What i know is polygon's are always Tri's, they are only quads to enable easier editing and due to this quads can been seen as a tool only. From what i have gathered in this thread it appears one of the export filetypes does not work correctly with the importer tool and allows you to import with quads. Im going to presume this will be fixed at some point.
@Rik - Yeah i think they put in this soft rule to help reduce the amount of work on Vales end, as two sided pretty much just doubles the polycount.
Hey guys, quick clarification needed: Has it been confirmed or denied whether or not the poly budgets are total faces, tris or quads yet?
I believe it's tris, Source operates in tris, and the "tri" cound is what I kept under the limit and had no problem, and the in-game count mirrored that.
So, in an a proactive display of laziness and not wanting to re-make my cape, I've tested the importer using the original Sniper cape and textures and it's still one-sided despite it being Valve's model and textures.
What I'm thinking is that perhaps if the cape is accepted or compiled into the game some special way, Valve's magic will make it double-sided?
Because the original Sniper and Windrunner capes are straight-up planes.
So, in an a proactive display of laziness and not wanting to re-make my cape, I've tested the importer using the original Sniper cape and textures and it's still one-sided despite it being Valve's model and textures.
What I'm thinking is that perhaps if the cape is accepted or compiled into the game some special way, Valve's magic will make it double-sided?
Because the original Sniper and Windrunner capes are straight-up planes.
It's just a line in the VMT which makes the things double sided "$nocull 1". It's on for some heroes and off for others. When you submit an item it gets merged into the hero's VMT. If the hero has it off in their VMT, you can't do anything to change it and have to make two sides. If they have it on, then when you import it should work or it will work later when it's official. It's the same with transparency. Some heroes have it on in their VMT, some have it off.
However, I wouldn't even worry about it. In the game, several of the heroes capes are 1 sided and culled, because you don't usually see them from the front much. It's not a big deal.
It's just a line in the VMT which makes the things double sided "$nocull 1". It's on for some heroes and off for others. When you submit an item it gets merged into the hero's VMT. If the hero has it off in their VMT, you can't do anything to change it and have to make two sides. If they have it on, then when you import it should work or it will work later when it's official. It's the same with transparency. Some heroes have it on in their VMT, some have it off.
However, I wouldn't even worry about it. In the game, several of the heroes capes are 1 sided and culled, because you don't usually see them from the front much. It's not a big deal.
Thank you, very informative post!
Now all I have to concern myself with are these fucking paint-weights for the cape -_-
Nocull doesn't work in dota 2, and it's a bad idea anyway. That's why they recommend making 2 sides. Frankly, it's probably not much of an issue being one-sided.
"We have gone through the hero Tech Req pages (http://www.dota2.com/workshop/requirements) and labeled every weapon slot with which bone a weapon model should primarily be bound to. This is important because nearly every weapon is NOT bound to the wrist which is how many of the submitted weapon items are. This has repercussions on animation as well as our ability to support a weapon with particle effects. Starting today we will be bouncing content back to you if the wrong bone is used.
By "primarily", we mean to say that that is the root bone of the weapon. If part of your weapon design wants to be skinned to the wrist or arm or head that is fine, but the root and main part of the actual weapon should be bound to the specified bone.
its TRIANGLES, not quads.
every engine works with triangles, everytime you see a polygon bugdets is triangles count, not quads..
the engine WILL triagulate you mesh and calculate every vertex no matter the number os quads, 5 sided polygons or 20 sided polygons, and it need to triangulate to calculate the vertex normals that comes from each sharing face.
if someone got an iten over the budged in game it was an EXCEPTION, not a rule
and the game SUPPORTS two sided material, the visage is two sided, it has the $NOCULL on the vmt, but on their rules on the workshop they say to NOT use because is a waste of processing, its better to pass the budged limit with some extra poligons then using the nocull on the material
its TRIANGLES, not quads.
every engine works with triangles, everytime you see a polygon bugdets is triangles count, not quads..
the engine WILL triagulate you mesh and calculate every vertex no matter the number os quads, 5 sided polygons or 20 sided polygons, and it need to triangulate to calculate the vertex normals that comes from each sharing face.
if someone got an iten over the budged in game it was an EXCEPTION, not a rule
Triangulating it or not, game stil accept items in 400 quads instead of 400 tris, but if you triangulate your 400 quads, it will no longer accept it. Importer doesn't triangulate anything, from the looks of it. Anyway, even this limit is pretty silly. What is this game, from 97?
Turned out, i can't retopologize my new model to make it looks good, gonna make new one i suppose.
I think you could get away with making one of the rings into a plane with just a normal map on it, if you do that you're probably gonna get away with under 350 tris
So it was a contest then, i was wondering about that box in the workshop
Really need to step up my game, all the items coming in to workshop is looking awesome.
Workshop's character page is lying sometimes. I made 128x256 textures for nature's prophet, like it was saying. But turns out it's 256x256...i hate when they do this.
@crazyone looks cool, but slightly off the style of hero
@kageko i tried, it looks awful after baking. Anyway, i made new one, will be up soon
It seems though even though that Enchantress was finally added to the compiler, that Valve may have made a mistake in that you can't select a slot to replace. (Pulling down the "select slot" scroll menu has no other options but "select slot").
Oh well, that gives me some time to polish/clean the old texture. I had to work with it already since Enchantress head slot actually replaces her hair. So I had to merge what was visible of hair and my helmet model into one texture space. The 256x256 texture suffers a bit (left), but the 512x512 (right) looks alright. I wish Valve would use 512x512 textures for items that are focused in the portrait.
@ex4000 Llama is looking awesome btw, cant wait to see it textured!
@crazyone looks good, maybe you can adjust the colorpalette to fit in more with pudges colors? might help you get away with such a different theme, otherwise its looking good!
Also, i got done with my steampunkbow for drow, i gathered people thought it didnt fit her theme, so basically, i just took the model and adjusted the colors to be more "drow"ish. Still not sure if making the cogs not-brass lost the point of them or not. Anyways, i finally got it through the importer, which was a real pain... And its uploaded now.
Final-ish images:
Also, does anyone know how to change the main image for the model in the workshop? I cant get it to stop showing an earlier image in the mainpage...
EDIT: forgot to link to the actual workshop page as well
Also, does anyone know how to change the main image for the model in the workshop? I cant get it to stop showing an earlier image in the mainpage...
You have to go to your workshop items in-game, click edit, and re-upload the entire item. It's a pain yeah but the only way to change it at the moment.
hello guyse, seems like my weapon is inside the store. Now i wonder what happens next? do they send me an e-mail? cause i didnt recive anything yet,neither inside steam nor on my normal e-mail. I need some help, im lost in this thing.
hello guyse, seems like my weapon is inside the store. Now i wonder what happens next? do they send me an e-mail? cause i didnt recive anything yet,neither inside steam nor on my normal e-mail. I need some help, im lost in this thing.
You should have received an email like 20 minutes ago or will at some point today asking you to verify your payment information.
Triangulating it or not, game stil accept items in 400 quads instead of 400 tris, but if you triangulate your 400 quads, it will no longer accept it. Importer doesn't triangulate anything, from the looks of it. Anyway, even this limit is pretty silly. What is this game, from 97?
so the importer has a bug on calculation =]
the importer triangulating or not doent matter, the engine will calculate as triangles always
Tvidotto: It's just your bank info, it's a direct deposit into your bank account. If you don't live in the US you need to fill out a form that's a pain to do that takes a long time to get there and back.
Tvidotto: It's just your bank info, it's a direct deposit into your bank account. If you don't live in the US you need to fill out a form that's a pain to do that takes a long time to get there and back.
but i dont need some kind of document or specific bank account, its "just" follow just painfull form?
Replies
I'm looking for the solution to the problem of double-sided faces; I've currently got a Sniper cape and it's only showing me one side
Source doesn't let you use double sided faces, I think
Tri's
There is a way to do it, though.
The default Sniper and Windrunner capes both have single-sided polygons and import as double-sided - I'm just asking people who have already successfully imported a Windrunner cape.
As you can guess, I'd love an answer to this as well
Bronto, I had that same problem
It pissed me off at first, because Valve says that they don't support double sided polygons, yet Windrunner's cape is one sided. Someone else mentioned that while the engine does support it, Valve may want to reduce the number of items utilizing it because of the resource usage. Technically yes, the engine does allow for it, but we're told not to do it.
Because of that limitation, I ended up remaking my Windrunner cape (with polys on both sides) and it came out with a cleaner mesh because I had to get creative with the polygon placement. Frump also made a Crystal Maiden cape with polys on both sides.
http://www.polycount.com/forum/showpost.php?p=1666519&postcount=1539
I haven't found a text schemma for which community items were released with the patch, but CyborMatt's blog has a bunch of screenshots of new items: http://www.cyborgmatt.com/2012/10/dota-2-3rd-october/#more-4421
http://steamcommunity.com/sharedfiles/filedetails/?id=98095591
Decided to update this and make it blue instead of red
I also added a bit more bulkiness to the pickaxe head
I don't think there has been any confirmation. What i know is polygon's are always Tri's, they are only quads to enable easier editing and due to this quads can been seen as a tool only. From what i have gathered in this thread it appears one of the export filetypes does not work correctly with the importer tool and allows you to import with quads. Im going to presume this will be fixed at some point.
@Rik - Yeah i think they put in this soft rule to help reduce the amount of work on Vales end, as two sided pretty much just doubles the polycount.
I believe it's tris, Source operates in tris, and the "tri" cound is what I kept under the limit and had no problem, and the in-game count mirrored that.
What I'm thinking is that perhaps if the cape is accepted or compiled into the game some special way, Valve's magic will make it double-sided?
Because the original Sniper and Windrunner capes are straight-up planes.
It's just a line in the VMT which makes the things double sided "$nocull 1". It's on for some heroes and off for others. When you submit an item it gets merged into the hero's VMT. If the hero has it off in their VMT, you can't do anything to change it and have to make two sides. If they have it on, then when you import it should work or it will work later when it's official. It's the same with transparency. Some heroes have it on in their VMT, some have it off.
However, I wouldn't even worry about it. In the game, several of the heroes capes are 1 sided and culled, because you don't usually see them from the front much. It's not a big deal.
Thank you, very informative post!
Now all I have to concern myself with are these fucking paint-weights for the cape -_-
From the devs.
"We have gone through the hero Tech Req pages (http://www.dota2.com/workshop/requirements) and labeled every weapon slot with which bone a weapon model should primarily be bound to. This is important because nearly every weapon is NOT bound to the wrist which is how many of the submitted weapon items are. This has repercussions on animation as well as our ability to support a weapon with particle effects. Starting today we will be bouncing content back to you if the wrong bone is used.
By "primarily", we mean to say that that is the root bone of the weapon. If part of your weapon design wants to be skinned to the wrist or arm or head that is fine, but the root and main part of the actual weapon should be bound to the specified bone.
Thanks and GLHF"
are there any super bored modellers lurking out there who wanna collaborate on stuff?
And I also added my Necro weapon I made ages ago but have since been waiting for Necrolyte to be added to the compiler;
a lot of itens from here entered the game
about the questions from the last two pages
its TRIANGLES, not quads.
every engine works with triangles, everytime you see a polygon bugdets is triangles count, not quads..
the engine WILL triagulate you mesh and calculate every vertex no matter the number os quads, 5 sided polygons or 20 sided polygons, and it need to triangulate to calculate the vertex normals that comes from each sharing face.
if someone got an iten over the budged in game it was an EXCEPTION, not a rule
and the game SUPPORTS two sided material, the visage is two sided, it has the $NOCULL on the vmt, but on their rules on the workshop they say to NOT use because is a waste of processing, its better to pass the budged limit with some extra poligons then using the nocull on the material
hope a helped =]
btw, here is the new texture
now im liking it =]
its based on tide´s stripes
just explain me one thing, the "K S" on the sniper mean what i think it means? hahaha
It's just a coincidence that his initials are the same as Kill Steal haha.
and frump, shit got serious now!
thanks for the post, i love contests =]
Oh yeah! I noticed this while making my collection, the contest should be reeeal soon! Can't wait!
Looks amazing. Really like the gun. Thumbs up
I'm looking forward to seeing what the contest will be
Here's an update on the llama courier ive been working on. Finally got some worthwhile progress done, got the lowpoly and my first test bake done.
It's a bit over poly budget right now around 3800 tris, but as I texture i should be able to optimize some more.
Shown here with 512x512 textures.
I think you could get away with making one of the rings into a plane with just a normal map on it, if you do that you're probably gonna get away with under 350 tris
So it was a contest then, i was wondering about that box in the workshop
Really need to step up my game, all the items coming in to workshop is looking awesome.
finished the back for Pudge Tomb hunter set
@crazyone looks cool, but slightly off the style of hero
@kageko i tried, it looks awful after baking. Anyway, i made new one, will be up soon
I love it!
It seems though even though that Enchantress was finally added to the compiler, that Valve may have made a mistake in that you can't select a slot to replace. (Pulling down the "select slot" scroll menu has no other options but "select slot").
Oh well, that gives me some time to polish/clean the old texture. I had to work with it already since Enchantress head slot actually replaces her hair. So I had to merge what was visible of hair and my helmet model into one texture space. The 256x256 texture suffers a bit (left), but the 512x512 (right) looks alright. I wish Valve would use 512x512 textures for items that are focused in the portrait.
@crazyone looks good, maybe you can adjust the colorpalette to fit in more with pudges colors? might help you get away with such a different theme, otherwise its looking good!
Also, i got done with my steampunkbow for drow, i gathered people thought it didnt fit her theme, so basically, i just took the model and adjusted the colors to be more "drow"ish. Still not sure if making the cogs not-brass lost the point of them or not. Anyways, i finally got it through the importer, which was a real pain... And its uploaded now.
Final-ish images:
Also, does anyone know how to change the main image for the model in the workshop? I cant get it to stop showing an earlier image in the mainpage...
EDIT: forgot to link to the actual workshop page as well
You have to go to your workshop items in-game, click edit, and re-upload the entire item. It's a pain yeah but the only way to change it at the moment.
Click to view etc
so the importer has a bug on calculation =]
the importer triangulating or not doent matter, the engine will calculate as triangles always
bronto, maybe is a little offtopic, but what are the main things you need to be paid? the sent you the money to the bank account?
thanks
Tvidotto: It's just your bank info, it's a direct deposit into your bank account. If you don't live in the US you need to fill out a form that's a pain to do that takes a long time to get there and back.
but i dont need some kind of document or specific bank account, its "just" follow just painfull form?