Hi all, which mask i should use to reach a glossy effect on items? I test all channels, but i can't get glossy effect.
And no one say a single word about my sword for jugger, it's too bad and i should rework him totally? I would be glad any comments pls . i need them to improve my work.(cause i'm new on this type of work) Tnx!
im trying the particles too with some help from paskie, if it work i will come here with the solution to all =]
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ok guys
im fininshing the courier, any critiques on the texture?
ignore the skinning on the wings, is still on the "wip" stage
this is an early picture in-game
ps: just saw a problem in the specular on the arm in the winged version =]
Hi all, which mask i should use to reach a glossy effect on items? I test all channels, but i can't get glossy effect.
And no one say a single word about my sword for jugger, it's too bad and i should rework him totally? I would be glad any comments pls . i need them to improve my work.(cause i'm new on this type of work) Tnx!
to test ingame you need to compile it into a mdl, create textures as vtf, a material as vtm, a qc file to compile it and replace one of the game files.
i like your sword, just the tip appears too fragile for my taste, the widest part of the sword is exactlly on the middle which is not usual for a sword or knife. but its just my opinion =]
i like more this shape
to test ingame you need to compile it into a mdl, create textures as vtf, a material as vtm, a qc file to compile it and replace one of the game files.
i like your sword, just the tip appears too fragile for my taste, the widest part of the sword is exactlly on the middle which is not usual for a sword or knife. but its just my opinion =]
i like more this shape
Ty man!
I try to play with shape later
mb something like this
@ Paskie / Tvidotto; I already looked through the standard particles. What I'm trying to do is actually ADD a particle effect that does not already exist. On top of that, the given guides don't seem to work for me (the alien swarm particle viewer tool isn't working).
I just got custom soft body physics to work inside of Dota 2 Test using my Naginata. The feathers bob around and it's cool as shit and a TOTAL hack job. It looks like ass at the moment, give me a bit to clean it up (PL is literally invisible and feathers are like 10 feet from my weapon BUT THEY MOVE DYNAMICALLY!!!)
The long and short of it; (1)you need to decompile your hero, (2)re-write their .qc, (3)rig your item appropriately, (4)re-export the hero .smd, (5)export your item, (6)write some more .qc, (7)and re-compile EVERYTHING, ( 8 )extract all of your .vpk files then rename them to enable using custom items as default items and then (9)write a .cloth file to control the bone movement.
@HntrLuc - UO couriers we're always the best IMO, nice job! I kind of feel like he needs a bit of straw hanging out of his mouth...not really sure why lol.
@Starcofski - Here's the other half of your question from earlier, right here, this very post!
@Ionic - Blade looks too flat, push the spec harder. It comes off as having a very blunt or play-doh-y looking edge and doesn't look sharp.
@ Paskie / Tvidotto; I already looked through the standard particles. What I'm trying to do is actually ADD a particle effect that does not already exist. On top of that, the given guides don't seem to work for me (the alien swarm particle viewer tool isn't working).
Try the particle editor in Source Filmmaker, that one works for me. What mean when i say use the default as a template is that you load a heroes .pcf file in the particle editor and make your own particle effects from one of those. That is the only way to get it in the itemtester. I tried one that i had made from scratch and it did not load, so it has to be a modified one from the game. But that does not matter, because you can alter it however you like in the editor, add children, switch alphas, well anything really. Just pick one, open in the editor and make it look like you want and then rename to one that exist in the scripts, add it in the scripts if you are using one that is not the heroes default.
Alright so I've learned quite a bit today about the soft-body system and have produced some pleasing results. I'll definitely be updating my workshop submission with these changes, as it was always the original intent to have jiggle bones on the feathers. Here's a quick video to show the results.
That's basically it guys, custom cloth/jiggle/soft body effects are all possible right now with a bit of work and some proper code (re)writing. Floppy hats, bouncing hair, swinging lamps, chains, you name it and we can do it! If any of you want to work on items making use of this and have trouble deciphering my gibberish from above, then let me know and I'll give ya a hand.
I just got custom soft body physics to work inside of Dota 2 Test using my Naginata. The feathers bob around and it's cool as shit and a TOTAL hack job. It looks like ass at the moment, give me a bit to clean it up (PL is literally invisible and feathers are like 10 feet from my weapon BUT THEY MOVE DYNAMICALLY!!!)
The long and short of it; (1)you need to decompile your hero, (2)re-write their .qc, (3)rig your item appropriately, (4)re-export the hero .smd, (5)export your item, (6)write some more .qc, (7)and re-compile EVERYTHING, ( 8 )extract all of your .vpk files then rename them to enable using custom items as default items and then (9)write a .cloth file to control the bone movement.
@HntrLuc - UO couriers we're always the best IMO, nice job! I kind of feel like he needs a bit of straw hanging out of his mouth...not really sure why lol.
@Starcofski - Here's the other half of your question from earlier, right here, this very post!
@Ionic - Blade looks too flat, push the spec harder. It comes off as having a very blunt or play-doh-y looking edge and doesn't look sharp.
man that is insane
first, where did you get the qc file for phanton lancer? i cant believe you got it! =]]]]
that will make everything more "undestandable"
where you attach the cloth the sword? you dont need to at least create a attachment nad parent the bones to it?
Going to finish my shield for CK this weekend since i'm done with the hat for Witch Doctor. I have not done anything with masks yet. Should be interesting.
Try the particle editor in Source Filmmaker, that one works for me. What mean when i say use the default as a template is that you load a heroes .pcf file in the particle editor and make your own particle effects from one of those. That is the only way to get it in the itemtester. I tried one that i had made from scratch and it did not load, so it has to be a modified one from the game. But that does not matter, because you can alter it however you like in the editor, add children, switch alphas, well anything really. Just pick one, open in the editor and make it look like you want and then rename to one that exist in the scripts, add it in the scripts if you are using one that is not the heroes default.
OK, that has worked a LOT better for me, thanks! Because I just can't get the Alien Swarm particle viewer to even function. Is there a way to use the information from this (https://developer.valvesoftware.com/wiki/Attachment) in a 3d modeling program?
@ Mark: amazing, I'll have to see if I can replicate that (unlikely).
Tviditto - thanks! and thanks for the offer, ill keep it in mind if i make a mess of things on my own hahah
mark.n - thanks, i actually was planning on giving him a straw in his mouth :P i ran out of poly budget and bones though. Also meepo's got a hay straw in his mouth, so it feels less worthwhile somehow
Ok i've got a question for you cause i didn't get it straight yet.
The weapons for the character should always be the same kind of weapon or they can be others?
Example: Omniknight is clearly a cleric and uses hammers. Can you make a Axe for him instead of a hammer? The answer is apparently yes considering that i've seen a Shop item that is actually an axe for Omni. So the real question is, how far can you push the variations? and is there a guideline for this?
I think it comes down to your own judgement; look at the animations and character and think about if this weapon would fit them.
For example, a really awesome Hammer for Axe was rejected because... well, his name is "Axe".
There are some heroes with less-defined waepon-types like Bounter Hunter's large weapon, Void's Mace, Outworld Destroyers... thing. I think it just comes down to your own discretion.
Ok i've got a question for you cause i didn't get it straight yet.
The weapons for the character should always be the same kind of weapon or they can be others?
Example: Omniknight is clearly a cleric and uses hammers. Can you make a Axe for him instead of a hammer? The answer is apparently yes considering that i've seen a Shop item that is actually an axe for Omni. So the real question is, how far can you push the variations? and is there a guideline for this?
I would say push the variations as far as you can so long as it fits the hero's lore and stock animations. I think Axe has a few hammers built for him, and Omniknight like you said has some axes. For example, a two-handed sword would not work for Omniknight without significant re-workings to his animations, even though it could work well visually. I'd say that so long as it looks good and makes sense design wise you should be fine to do whatever kind of weapon you'd like for a hero. Just be sure to test it out early on so you don't spend a bunch of time on a weapon that just clips through the geometry, is held awkwardly, or just downright doesn't make sense once animated.
Point in case, just use good judgement when designing your weapons.
Tviditto - thanks! and thanks for the offer, ill keep it in mind if i make a mess of things on my own hahah
mark.n - thanks, i actually was planning on giving him a straw in his mouth :P i ran out of poly budget and bones though. Also meepo's got a hay straw in his mouth, so it feels less worthwhile somehow
Wow! Thx for that texture plugin Tvidotto! And Starcofksi, this will be interesting! If we can use that to add nodes or use default attachment points this will make particlealignment so much easier. I might give it a go in the weekend.
Wow! Thx for that texture plugin Tvidotto! And Starcofksi, this will be interesting! If we can use that to add nodes or use default attachment points this will make particlealignment so much easier. I might give it a go in the weekend.
=]
the attachments are not that hard guys
for a courier i need to create some attachment for the eyes (if you look closer you can see it in the middle of the left eye)
here is a picture and the code below
Since we're pimping some Photoshop plugins I thought I'd throw in another that I find very useful. I believe this comes stock in CS5 and up, but I know most people tend to use older versions.
So in case anybody didn't realize this, they added the ability to simulate cloth to the previewer only this last patch. I'm I being overly optimistic by thinking they might release tools for cloth simulation soon (tm)? At least something with a UI that's better than writing .qc's ...
So in case anybody didn't realize this, they added the ability to simulate cloth to the previewer only this last patch. I'm I being overly optimistic by thinking they might release tools for cloth simulation soon (tm)? At least something with a UI that's better than writing .qc's ...
I think they will, You've got to remember its still a game in closed beta.
Tviditto - thanks! and thanks for the offer, ill keep it in mind if i make a mess of things on my own hahah
mark.n - thanks, i actually was planning on giving him a straw in his mouth :P i ran out of poly budget and bones though. Also meepo's got a hay straw in his mouth, so it feels less worthwhile somehow
Since we're pimping some Photoshop plugins I thought I'd throw in another that I find very useful. I believe this comes stock in CS5 and up, but I know most people tend to use older versions.
@bn20 Speaking from personal experience, add two things to your submission in the workshop: 1) a high quality detailed render of the item in it's native modeling program. Show people how much detail you put into it! 2) Make a video showing it in a moving live environment. This lets people get an idea of how it would look in motion (like an attack swing and such).
Mainly the first! I can't stress how much a little pizzazz sells!
@bn20 Speaking from personal experience, add two things to your submission in the workshop: 1) a high quality detailed render of the item in it's native modeling program. Show people how much detail you put into it! 2) Make a video showing it in a moving live environment. This lets people get an idea of how it would look in motion (like an attack swing and such).
Mainly the first! I can't stress how much a little pizzazz sells!
normally i would do your first point, however since the effect on the weapon adds so much to the sword doing so would not show off it as it should be
@bn20 Speaking from personal experience, add two things to your submission in the workshop: 1) a high quality detailed render of the item in it's native modeling program. Show people how much detail you put into it! 2) Make a video showing it in a moving live environment. This lets people get an idea of how it would look in motion (like an attack swing and such).
Mainly the first! I can't stress how much a little pizzazz sells!
Replies
Almost done with the Witch Doctor hat, just need to adjust some colors and make the masks.
And no one say a single word about my sword for jugger, it's too bad and i should rework him totally? I would be glad any comments pls . i need them to improve my work.(cause i'm new on this type of work) Tnx!
---
ok guys
im fininshing the courier, any critiques on the texture?
ignore the skinning on the wings, is still on the "wip" stage
this is an early picture in-game
ps: just saw a problem in the specular on the arm in the winged version =]
its the alpha from mask2 if im not wrong, just check here
http://www.dota2.com/workshop/requirements
to test ingame you need to compile it into a mdl, create textures as vtf, a material as vtm, a qc file to compile it and replace one of the game files.
i like your sword, just the tip appears too fragile for my taste, the widest part of the sword is exactlly on the middle which is not usual for a sword or knife. but its just my opinion =]
i like more this shape
motenai - nice work dude
Still chuggin away on my llama courier. Textures are still pretty WIP, starting work on rigging/animating but that'll be a learning experience....
Ty man!
I try to play with shape later
mb something like this
great work on that man, i love the design and you did a prety good job with the textures
if you need someone to animate you courier just let me know, i would love to animate it =]
Hahah... looking at this just brings a smile to my face. I definitely want to see this animated.
Please for the love of god give it a really really gay walk animation. like its the happiest llama alive.
Revenue share : 30 me 70 you.
The long and short of it; (1)you need to decompile your hero, (2)re-write their .qc, (3)rig your item appropriately, (4)re-export the hero .smd, (5)export your item, (6)write some more .qc, (7)and re-compile EVERYTHING, ( 8 )extract all of your .vpk files then rename them to enable using custom items as default items and then (9)write a .cloth file to control the bone movement.
My qc and cloth code is as follows...
Phantom_Lancer.qc
Phantom_Lancer_weapon.qc (my Naginata in disguise)
Phantom_Lancer.cloth
More to come as I get the details worked out and the models and code cleaned up.
@RaYflre - I'll take a stab at it, PM me with details.
@Tvidotto - Awesome, as usual.
@HntrLuc - UO couriers we're always the best IMO, nice job! I kind of feel like he needs a bit of straw hanging out of his mouth...not really sure why lol.
@Starcofski - Here's the other half of your question from earlier, right here, this very post!
@Ionic - Blade looks too flat, push the spec harder. It comes off as having a very blunt or play-doh-y looking edge and doesn't look sharp.
here's an ult for Warlock I'm working right now
molten or rocky?
Try the particle editor in Source Filmmaker, that one works for me. What mean when i say use the default as a template is that you load a heroes .pcf file in the particle editor and make your own particle effects from one of those. That is the only way to get it in the itemtester. I tried one that i had made from scratch and it did not load, so it has to be a modified one from the game. But that does not matter, because you can alter it however you like in the editor, add children, switch alphas, well anything really. Just pick one, open in the editor and make it look like you want and then rename to one that exist in the scripts, add it in the scripts if you are using one that is not the heroes default.
Released http://steamcommunity.com/sharedfiles/filedetails/?id=102287885
[ame="http://www.youtube.com/watch?v=a0YIYQROe0k&feature=plcp"][DOTA2] Phantom Lancer Feathered Naginata Soft Body Physics Test - YouTube[/ame]
That's basically it guys, custom cloth/jiggle/soft body effects are all possible right now with a bit of work and some proper code (re)writing. Floppy hats, bouncing hair, swinging lamps, chains, you name it and we can do it! If any of you want to work on items making use of this and have trouble deciphering my gibberish from above, then let me know and I'll give ya a hand.
man that is insane
first, where did you get the qc file for phanton lancer? i cant believe you got it! =]]]]
that will make everything more "undestandable"
where you attach the cloth the sword? you dont need to at least create a attachment nad parent the bones to it?
man, amazing, seriouslly =]
Going to finish my shield for CK this weekend since i'm done with the hat for Witch Doctor. I have not done anything with masks yet. Should be interesting.
OK, that has worked a LOT better for me, thanks! Because I just can't get the Alien Swarm particle viewer to even function. Is there a way to use the information from this (https://developer.valvesoftware.com/wiki/Attachment) in a 3d modeling program?
@ Mark: amazing, I'll have to see if I can replicate that (unlikely).
a friend suggested me an awesome plugin for photoshop to save maps, if well configurated it can create the mask1 and 2 a lot more easier!
its free
http://felixschlitter.com/snippets/quick-save-maps#1
good work! =]
Tviditto - thanks! and thanks for the offer, ill keep it in mind if i make a mess of things on my own hahah
mark.n - thanks, i actually was planning on giving him a straw in his mouth :P i ran out of poly budget and bones though. Also meepo's got a hay straw in his mouth, so it feels less worthwhile somehow
The weapons for the character should always be the same kind of weapon or they can be others?
Example: Omniknight is clearly a cleric and uses hammers. Can you make a Axe for him instead of a hammer? The answer is apparently yes considering that i've seen a Shop item that is actually an axe for Omni. So the real question is, how far can you push the variations? and is there a guideline for this?
For example, a really awesome Hammer for Axe was rejected because... well, his name is "Axe".
There are some heroes with less-defined waepon-types like Bounter Hunter's large weapon, Void's Mace, Outworld Destroyers... thing. I think it just comes down to your own discretion.
I would say push the variations as far as you can so long as it fits the hero's lore and stock animations. I think Axe has a few hammers built for him, and Omniknight like you said has some axes. For example, a two-handed sword would not work for Omniknight without significant re-workings to his animations, even though it could work well visually. I'd say that so long as it looks good and makes sense design wise you should be fine to do whatever kind of weapon you'd like for a hero. Just be sure to test it out early on so you don't spend a bunch of time on a weapon that just clips through the geometry, is held awkwardly, or just downright doesn't make sense once animated.
Point in case, just use good judgement when designing your weapons.
amazing~thx for share.
you will not like to animate, its soo boring...
hahaha =]
And, I finally figured out how to use mask1 and mask2.
the attachments are not that hard guys
for a courier i need to create some attachment for the eyes (if you look closer you can see it in the middle of the left eye)
here is a picture and the code below
$attachment "attach_eye_l" "bn_head" 24.00 4.00 -10.20 rotate -0 0 -90
you can update the code and see at realtime on the model viewer =]
http://nerdchallenge.com/lenwhite/LenWhite.com/LenWhite.com/LenWhite.com.html
Just a simple painters wheel to replace the god awful color picker. Makes choosing different values while staying within a certain hue much easier.
I think they will, You've got to remember its still a game in closed beta.
you will not like to animate, its soo boring...
hahaha =]
nice one mark, thanks
another one, the mini kuler
anyone knows the site kuler from adobe??
here is my "gatuja" color scheme
now on cs6 it have an internal version
you will probably need to give more information about the project before someone show some interest =]
Released, thoughts?
Mainly the first! I can't stress how much a little pizzazz sells!
normally i would do your first point, however since the effect on the weapon adds so much to the sword doing so would not show off it as it should be
should i use fraps for 2)?
totally agreed =]
for everyone, DONT RUSH ON PUBLISHING
speat a day or two on the presentation =]