ok guys, i think there is some missing informations here
when you extract the files with gfscape you extracted that version of files
but the games sometimes get update, on the test is usually at tuesdays and the beta on wednesdays
sometimes that updates changes a lot of things like the one for the helloween, so if you dont re-extract the files again and rename the vpk again after the update the game could crash in some ways, like missing textures or buttons directing to wrong actions
the things that !nz said about decompiling the beta over the test could be a good choice because the test client is not the same as the beta client, some discrepances could appear
the extracting process on gcfscape dont need to be done each folder, you can do the entire folder list at once
Does anyone have any suggestions on how to easily set lod1 and lod0 on the same rig? Like, how to edit the mesh and not destroy the rig. I've tried looking for help on this and haven't had much luck.
maya or max?
i know a way on maya
make your lod1 and bind to the same bones as the lod 0
select lod0 then lod1 and go to animation -> skin/edit smooth skin/ copy skin weights
i use the option closest point on surface and for influence 1 closest joint
Does anyone have any suggestions on how to easily set lod1 and lod0 on the same rig? Like, how to edit the mesh and not destroy the rig. I've tried looking for help on this and haven't had much luck.
I'm not sure if I understood correctly. You have a rigged lod0 and want to turn it into a lod1 without losing the rig?
There's a modifier that you can use for that called Skin Wrap.
Make sure your lod1 doesn't have a Skin modifier and add a Skin Wrap. Go to its parameters, click add and then click your lod0 in the viewport. Afterwards go to the bottom of the parameters and click Convert to Skin, this will copy the rig from the lod0 into the lod1.
I just recently found this method and don't know if it's the best one, but it works.
I'm making weapon item for Beastmaster. I finished low poly model then mirrored (you know what i mean). After that I made high poly in ZBrush and baked normal map. The problem is that around the edges which are connecting mirrored model normal map looks very odd.
Ok guys. I'm getting a steam erro come up when I try submitting my items. Which is scaring the shit out of me right now.
Everything works fine up until i hit the submit button. I've followed everything to the letter twice, so there is no reason that i can think of why this is happening. Please help. If anyone can think of why this is happening, please let me know asap. Screenshots below will hopefully explain. Cheers for any hints on what i might be missing.
*I know the polycount count box isn't ticked - but same error ticked or unticked....
Thanks RaYfire. But it's not quite that. I fugured it out after a bit of reading. U need to take all but one "_" out of the filenames. At least that worked for me. This forum is a life saver. There are so many very helpful people.
Thanks RaYfire. But it's not quite that. I fugured it out after a bit of reading. U need to take all but one "_" out of the filenames. At least that worked for me. This forum is a life saver. There are so many very helpful people.
nope I've still got problems. I can't figure this out....2 models submitted fine - the other 2 not submitting. I tried buying something from Steam - didn't work. I looked a the R & G channels in mask 1, all good there. The names are no different in format. Any ideas.
Got a strange issue with skeleton king. I have a piece of armor on his head that fits around his jaw. its a separate object and is completely skinned to his Jaw_M bone. However in game on his portrait when SK talks and his mouth flaps open the armor piece stays stationary and doesnt follow... any ideas how to resolve ?
nope I've still got problems. I can't figure this out....2 models submitted fine - the other 2 not submitting. I tried buying something from Steam - didn't work. I looked a the R & G channels in mask 1, all good there. The names are no different in format. Any ideas.
When your importing don't put any spaces in title, maybe thats y?
Quick question for a DotA creating noob. Is the portrait the absolute only place LoD0 is used for? I might need some extra detail in some places for the portrait view and was thinking of stealing some detail out of the back corner of the head that doesn't get seen during the head turns.
regarding the steam error message that often pops up when submitting items (sometimes for no apperent reason). I found that after cleaning out the folders where the files recompile (both models and materials) I was able to submit my files easier. Don't know why. But there were a lot of folders of compiled tests I had done along the way. Everytime you go to the DOTA model viewer it creates a recompile folder here. I think it may have confused or slowed steam down enough to casue issues. Who knows. But if ur having issues try this. Hope it helps.
First of all, great work everyone with the submissions for the contest! Browsed through the finished entries today and was blown away by all the awesomeness in there.
Anyway, i was thinking i should change my pipeline and would like know what the people here are using, to get better results. Judging by this thread a lot of you have this: (and please correct me if i am wrong)
Make a rough lowpoly with basic form.
Import to Zbrush and make the high poly.
Export low and high from zbrush.
Import the low to your standard 3D application and UVmap it.
Bake.
Is this correct?
I have been using this:
Make low poly and UV map.
Import to Zbrush and make the highpoly.
Export the high poly (after decemation)
Import to maya and bake.
This is not giving me the results i want so i want to try the one that i think i know you are using. Also in Zbrush, does anyone use Dynamesh or do you just subdivide?
Would be awesome if anyone would share some information about this
First of all, great work everyone with the submissions for the contest! Browsed through the finished entries today and was blown away by all the awesomeness in there.
Anyway, i was thinking i should change my pipeline and would like know what the people here are using, to get better results. Judging by this thread a lot of you have this: (and please correct me if i am wrong)
Make a rough lowpoly with basic form.
Import to Zbrush and make the high poly.
Export low and high from zbrush.
Import the low to your standard 3D application and UVmap it.
Bake.
Is this correct?
I have been using this:
Make low poly and UV map.
Import to Zbrush and make the highpoly.
Export the high poly (after decemation)
Import to maya and bake.
This is not giving me the results i want so i want to try the one that i think i know you are using. Also in Zbrush, does anyone use Dynamesh or do you just subdivide?
Would awesome if anyone would share some information about this
i never uv before sculpting. Sometimes u get a lil wild on zbrush, and u loose the first low poly, then i use topogun to remesh. Thats the only difference. I learned something on this conquest too, sometimes u dont know what needs more uv space before u sculpt some stuff, so again i think it is better to uv later.
This is not giving me the results i want so i want to try the one that i think i know you are using. Also in Zbrush, does anyone use Dynamesh or do you just subdivide?
Would be awesome if anyone would share some information about this
Dynamesh is pretty amazing and is a great tool to use, but it has it's limitations. I tend to use it only after sculpting odd shapes that cause my quads to stretch out and deform, pulling spikes or horns off a flat plane for instance, so I can return to nice, even quads for better resolution. Dynamesh will not work very well on thin surfaces (i.e. cloth) though, so make sure your models all have some degree of thickness to them before using dynamesh, otherwise you're liable to wind up with holes in your mesh and they are not easy to fix.
Also just to share; a typical zBrush workflow for me follows as such:
Build base mesh(es) inside of Max - Use even quads across all meshes.
SubD once or twice without smooth on to build up some support
Sculpt, starting with the largest forms and working up towards the smallest details, while raising the division level and smoothing as needed. Use dynamesh if appropriate.
Decimate the high-poly down to something manageable in Max and build a new low-poly using the sculpt as a guide and the base meshes for a quick start.
Unwrap the low, bake the high, texture the object. Repeat.
Well the contest is over, but I'm slowly trying to finish my last Entry.
But first I've played a lot more dota 2 Really enjoyed playing Zeus, but the model itself looks really pethetic, and more like an gnome than a God. So I've played around with the model, maybe Il work it out and finish it and post it on the workshop so Valve takes a look at it
I know he's not in the workshop and probably never going to be because of how they build the character none teh less here's a concept:
Well the contest is over, but I'm slowly trying to finish my last Entry.
But first I've played a lot more dota 2 Really enjoyed playing Zeus, but the model itself looks really pethetic, and more like an gnome than a God. So I've played around with the model, maybe Il work it out and finish it and post it on the workshop so Valve takes a look at it
I know he's not in the workshop and probably never going to be because of how they build the character none teh less here's a concept:
Dude, your items need to keep the color scheme. It's like you made a completely new character with that instead of adding or replacing stuff in the original.
Dude, your items need to keep the color scheme. It's like you made a completely new character with that instead of adding or replacing stuff in the original.
Dude why don''t you read?
First of you don't need to keep the color sheme? And yes you are suppose to change items but Zeus doesn't have item slots, that's why he's not in the Workshop, or not yet.
So that's why I almost changed the entire character. Maybe you open the character model first before pointing out those things, because the standard model is just a single mesh.
Dynamesh is pretty amazing and is a great tool to use, but it has it's limitations. I tend to use it only after sculpting odd shapes that cause my quads to stretch out and deform, pulling spikes or horns off a flat plane for instance, so I can return to nice, even quads for better resolution. Dynamesh will not work very well on thin surfaces (i.e. cloth) though, so make sure your models all have some degree of thickness to them before using dynamesh, otherwise you're liable to wind up with holes in your mesh and they are not easy to fix.
Also just to share; a typical zBrush workflow for me follows as such:
Build base mesh(es) inside of Max - Use even quads across all meshes.
SubD once or twice without smooth on to build up some support
Sculpt, starting with the largest forms and working up towards the smallest details, while raising the division level and smoothing as needed. Use dynamesh if appropriate.
Decimate the high-poly down to something manageable in Max and build a new low-poly using the sculpt as a guide and the base meshes for a quick start.
Unwrap the low, bake the high, texture the object. Repeat.
Thx for this! Very helpful. It seems like a better approach. Going to try this on my next set.
First of you don't need to keep the color sheme? And yes you are suppose to change items but Zeus doesn't have item slots, that's why he's not in the Workshop, or not yet.
So that's why I almost changed the entire character. Maybe you open the character model first before pointing out those things, because the standard model is just a single mesh.
While you can play around with the initial colour palette from the characters you should be pretty careful about straying too far from their original style. Zeus in game is a very cool toned and blue heavy character.
I have to be honest and say that quickly scrolling through this page I initially thought your picture to be a Lone Druid item set.
First of you don't need to keep the color sheme? And yes you are suppose to change items but Zeus doesn't have item slots, that's why he's not in the Workshop, or not yet.
So that's why I almost changed the entire character. Maybe you open the character model first before pointing out those things, because the standard model is just a single mesh.
I did read everything that you said and it doesn't invalidate anything that I said.
Yes, you have to keep the color scheme, variations are allowed but you can't deviate too far as the character has to be readable from a distance. You can add other colors as long as the base colors are dominant.
Zeus base colors are blue and white (with no yellow whatsoever).
You removed almost all of the blue and made yellow, an almost opposite color, dominant. This goes against everything Valve tells us about new item colors.
The standard model is a single mesh, yes. You can still add items by splitting it yourself.
You want to create new bracers? Remove the already made ones and create your own while checking if they fit the already made character.
That's how everybody did it before Valve started splitting models and added the in-game tool. That's how everybody still does it for TF2 (I think).
Hello all! Now that we can rest after the Dota 2 contest I went back to something I'd left lingering.
Few ideas left over from the previous Tinker Bot courier (still need to animate that!) so cobbled them together to make a Clockwerk variation.
While on the ground the courier will roll along the big central wheel then for flying there are a set of wings strapped to the back with a rockets attached either side.
Just finished the initial bake, got a fair bit of tweaking to do before moving onto the texturing which, as expected, will follow Clockwerks theme.
Any feedback would be greatly appreciated and thanks for taking the time to view!
I did read everything that you said and it doesn't invalidate anything that I said.
Yes, you have to keep the color scheme, variations are allowed but you can't deviate too far as the character has to be readable from a distance. You can add other colors as long as the base colors are dominant.
Zeus base colors are blue and white (with no yellow whatsoever).
You removed almost all of the blue and made yellow, an almost opposite color, dominant. This goes against everything Valve tells us about new item colors.
The standard model is a single mesh, yes. You can still add items by splitting it yourself.
You want to create new bracers? Remove the already made ones and create your own while checking if they fit the already made character.
That's how everybody did it before Valve started splitting models and added the in-game tool. That's how everybody still does it for TF2 (I think).
I know all the guidelines from Valve, but what don't you understand about I don't like what Valve did with the character? Offcourse the Character looks a lot different then the orginal, it's suppose to be.. (because I don't like their take on Zeus)
How do you think I've made the model as it looks now? I've split up all the parts I wanted to change and made new Items. I've used the feet, belt, face, arms, hand, torso and the bottom cloth from the original. Even the dimensions are exactly the same. So the things I've changed are just the hair, arm braces, legs, the chest armor and the cloak.
I know all the guidelines from Valve, but what don't you understand about I don't like what Valve did with the character? Offcourse the Character looks a lot different then the orginal, it's suppose to be.. (because I don't like their take on Zeus)
Then you do understand that your set would never be accepted into Dota2,no matter how awesome u get it polished?
So,you can do that only for fun,pimping zeus just because you've got a free time to do it.You can't earn anything on it.
Dota comunity is a strict one.
I beleive you're not a Dota player,at least not for a long time,or else you would know that
How do you think I've made the model as it looks now? I've split up all the parts I wanted to change and made new Items. I've used the feet, belt, face, arms, hand, torso and the bottom cloth from the original. Even the dimensions are exactly the same. So the things I've changed are just the hair, arm braces, legs, the chest armor and the cloak.
My bad. I thought that you made the entire model from scratch.
My answer to the rest of the post is this:
Then you do understand that your set would never be accepted into Dota2,no matter how awesome u get it polished?
So,you can do that only for fun,pimping zeus just because you've got a free time to do it.You can't earn anything on it.
Dota comunity is a strict one.
I beleive you're not a Dota player,at least not for a long time,or else you would know that
Then you do understand that your set would never be accepted into Dota2,no matter how awesome u get it polished?
So,you can do that only for fun,pimping zeus just because you've got a free time to do it.You can't earn anything on it.
Dota comunity is a strict one.
I beleive you're not a Dota player,at least not for a long time,or else you would know that
Offcourse I understand that, I started with the model just for fun. To show what I would like Zeus to look like when playing the game.
And not a gnome with pointy ears and weird cloths, not really godlike in my opinion. Also the current dota 2 model doesn't look anything like the dota 1 version. Nobody needs to share my opinion and I know how strict Valve and Dota players are, but that doesn't mean I can't share my opinion. For now Zeus won't make it to the workshop anyhow so this will probably be lost time anyway. But Il see where it brings me
Hello all! Now that we can rest after the Dota 2 contest I went back to something I'd left lingering.
Few ideas left over from the previous Tinker Bot courier (still need to animate that!) so cobbled them together to make a Clockwerk variation.
While on the ground the courier will roll along the big central wheel then for flying there are a set of wings strapped to the back with a rockets attached either side.
Just finished the initial bake, got a fair bit of tweaking to do before moving onto the texturing which, as expected, will follow Clockwerks theme.
Any feedback would be greatly appreciated and thanks for taking the time to view!
much better now =] looking forward for this
any question about couriers you can add me on steam
@hunter,i would suggest that u stray off the clocks theme a bit,it might end up too similar to Clockwerk and cause a confusion.
Do some unique style on him,so its instantly distinguishable from clock the hero
Hey, just out of curiousity, has anyone that has an item in the workshop been paid for it yet?
I had an item that went up in the store about 2 months ago, part of the early october batch, and there's been no contact at all from valve. I thought I read in the terms that they'd send checks on the 30th of the month after the month it went on sale, maybe I misread?
Hey, just out of curiousity, has anyone that has an item in the workshop been paid for it yet?
I had an item that went up in the store about 2 months ago, part of the early october batch, and there's been no contact at all from valve. I thought I read in the terms that they'd send checks on the 30th of the month after the month it went on sale, maybe I misread?
I've gotten paid each month since august, when my first item legions wrath got implemented. I know my friend who did the Lyralei's Breeze was having issues with it, if you were part of that windrunner patch I'd email Valve (financevalve@valvesoftware.com).
Hey, just out of curiousity, has anyone that has an item in the workshop been paid for it yet?
I had an item that went up in the store about 2 months ago, part of the early october batch, and there's been no contact at all from valve. I thought I read in the terms that they'd send checks on the 30th of the month after the month it went on sale, maybe I misread?
Same deal here mate, likely the same or similar batch too. I'm international and was just going with the presumption that the international transfer takes a while or perhaps a holdup until my W-7 lands. Pretty curious to see what some of the numbers are though :poly122:
Replies
Yeah, it happens from time to time.
when you extract the files with gfscape you extracted that version of files
but the games sometimes get update, on the test is usually at tuesdays and the beta on wednesdays
sometimes that updates changes a lot of things like the one for the helloween, so if you dont re-extract the files again and rename the vpk again after the update the game could crash in some ways, like missing textures or buttons directing to wrong actions
the things that !nz said about decompiling the beta over the test could be a good choice because the test client is not the same as the beta client, some discrepances could appear
the extracting process on gcfscape dont need to be done each folder, you can do the entire folder list at once
i know a way on maya
make your lod1 and bind to the same bones as the lod 0
select lod0 then lod1 and go to animation -> skin/edit smooth skin/ copy skin weights
i use the option closest point on surface and for influence 1 closest joint
That sounds easy! I'm rigging in max though
its not perfect and need some tweaks after, but its easy, i hope max have the same feature
There's a modifier that you can use for that called Skin Wrap.
Make sure your lod1 doesn't have a Skin modifier and add a Skin Wrap. Go to its parameters, click add and then click your lod0 in the viewport. Afterwards go to the bottom of the parameters and click Convert to Skin, this will copy the rig from the lod0 into the lod1.
I just recently found this method and don't know if it's the best one, but it works.
I'm making weapon item for Beastmaster. I finished low poly model then mirrored (you know what i mean). After that I made high poly in ZBrush and baked normal map. The problem is that around the edges which are connecting mirrored model normal map looks very odd.
Pictures:
I don't know how to fix this. Any ideas?
http://www.polycount.com/forum/showthread.php?t=81154
also try twiking your cage. if nothing helps manually, paint your normal maps.
Everything works fine up until i hit the submit button. I've followed everything to the letter twice, so there is no reason that i can think of why this is happening. Please help. If anyone can think of why this is happening, please let me know asap. Screenshots below will hopefully explain. Cheers for any hints on what i might be missing.
*I know the polycount count box isn't ticked - but same error ticked or unticked....
Restart your PC and launch Dota 2 ,import using a different name. it worked for me when i got the same error
NP, do link to your item.
When your importing don't put any spaces in title, maybe thats y?
I follow exact process, skin to joint, export only mesh as fbx 2009, but its still this goddamn error. any assistance is appreciated
Export the mesh with the bones as well as an FBX, then reimport the FBX and export everything as an SMD.
here u go RayFire.
WIP: http://www.polycount.com/forum/showt...67#post1725867
WORKSHOP: http://steamcommunity.com/sharedfile.../?id=111322803
[ame="http://www.youtube.com/watch?v=7DKQYkMQ58A"]You can view the video here![/ame]
We also resubmitted the entry in order to add another person to the contributor list since the previous one was finalized.
Cheers!
@AndrewHelenek simple and the best courier.btw can you add custom sounds?
Anyway, i was thinking i should change my pipeline and would like know what the people here are using, to get better results. Judging by this thread a lot of you have this: (and please correct me if i am wrong)
Is this correct?
I have been using this:
This is not giving me the results i want so i want to try the one that i think i know you are using. Also in Zbrush, does anyone use Dynamesh or do you just subdivide?
Would be awesome if anyone would share some information about this
i never uv before sculpting. Sometimes u get a lil wild on zbrush, and u loose the first low poly, then i use topogun to remesh. Thats the only difference. I learned something on this conquest too, sometimes u dont know what needs more uv space before u sculpt some stuff, so again i think it is better to uv later.
Dynamesh is pretty amazing and is a great tool to use, but it has it's limitations. I tend to use it only after sculpting odd shapes that cause my quads to stretch out and deform, pulling spikes or horns off a flat plane for instance, so I can return to nice, even quads for better resolution. Dynamesh will not work very well on thin surfaces (i.e. cloth) though, so make sure your models all have some degree of thickness to them before using dynamesh, otherwise you're liable to wind up with holes in your mesh and they are not easy to fix.
Also just to share; a typical zBrush workflow for me follows as such:
But first I've played a lot more dota 2 Really enjoyed playing Zeus, but the model itself looks really pethetic, and more like an gnome than a God. So I've played around with the model, maybe Il work it out and finish it and post it on the workshop so Valve takes a look at it
I know he's not in the workshop and probably never going to be because of how they build the character none teh less here's a concept:
Dude, your items need to keep the color scheme. It's like you made a completely new character with that instead of adding or replacing stuff in the original.
Dude why don''t you read?
First of you don't need to keep the color sheme? And yes you are suppose to change items but Zeus doesn't have item slots, that's why he's not in the Workshop, or not yet.
So that's why I almost changed the entire character. Maybe you open the character model first before pointing out those things, because the standard model is just a single mesh.
Thx for this! Very helpful. It seems like a better approach. Going to try this on my next set.
While you can play around with the initial colour palette from the characters you should be pretty careful about straying too far from their original style. Zeus in game is a very cool toned and blue heavy character.
I have to be honest and say that quickly scrolling through this page I initially thought your picture to be a Lone Druid item set.
I did read everything that you said and it doesn't invalidate anything that I said.
Yes, you have to keep the color scheme, variations are allowed but you can't deviate too far as the character has to be readable from a distance. You can add other colors as long as the base colors are dominant.
Zeus base colors are blue and white (with no yellow whatsoever).
You removed almost all of the blue and made yellow, an almost opposite color, dominant. This goes against everything Valve tells us about new item colors.
The standard model is a single mesh, yes. You can still add items by splitting it yourself.
You want to create new bracers? Remove the already made ones and create your own while checking if they fit the already made character.
That's how everybody did it before Valve started splitting models and added the in-game tool. That's how everybody still does it for TF2 (I think).
great work on the chicken Helenek, i want to be on the share on the chicken too!. Just joking
great work man =]
I import the base DOTA2 model into zbrush.
I make a cube in max or maya and sub div it once so its roundish.
I import that into zbrush and then mould that cube into the shape I want.
10 hours later = blockout done. ( see pic below of what my blockouts look like)
Then I retopo parts that need cleaner detail and cleanup the rest of the blockout to make my highpoly.
I then retopo my highpoly
I uv my retopoed mesh and then bake my maps from my highpoly.
Also grats to all who have finished the comp So much fun and so many wicked sick entries
Working on a new item set in my spare time. This time its a divine Lina
Final blockout done! Now too clean it up (ugh)
Few ideas left over from the previous Tinker Bot courier (still need to animate that!) so cobbled them together to make a Clockwerk variation.
While on the ground the courier will roll along the big central wheel then for flying there are a set of wings strapped to the back with a rockets attached either side.
Just finished the initial bake, got a fair bit of tweaking to do before moving onto the texturing which, as expected, will follow Clockwerks theme.
Any feedback would be greatly appreciated and thanks for taking the time to view!
Wow looks nice nothing really to say can't wait to see more of It. :thumbup:
Thx! So you basically do everything in Zbrush? Interesting! I'll give that one a go as well. Lina looking good! :thumbup:
I know all the guidelines from Valve, but what don't you understand about I don't like what Valve did with the character? Offcourse the Character looks a lot different then the orginal, it's suppose to be.. (because I don't like their take on Zeus)
How do you think I've made the model as it looks now? I've split up all the parts I wanted to change and made new Items. I've used the feet, belt, face, arms, hand, torso and the bottom cloth from the original. Even the dimensions are exactly the same. So the things I've changed are just the hair, arm braces, legs, the chest armor and the cloak.
Here's the concept btw:
Then you do understand that your set would never be accepted into Dota2,no matter how awesome u get it polished?
So,you can do that only for fun,pimping zeus just because you've got a free time to do it.You can't earn anything on it.
Dota comunity is a strict one.
I beleive you're not a Dota player,at least not for a long time,or else you would know that
My answer to the rest of the post is this:
Offcourse I understand that, I started with the model just for fun. To show what I would like Zeus to look like when playing the game.
And not a gnome with pointy ears and weird cloths, not really godlike in my opinion. Also the current dota 2 model doesn't look anything like the dota 1 version. Nobody needs to share my opinion and I know how strict Valve and Dota players are, but that doesn't mean I can't share my opinion. For now Zeus won't make it to the workshop anyhow so this will probably be lost time anyway. But Il see where it brings me
If u stated that in first post,there wouldn't be any of this needless discussion
much better now =] looking forward for this
any question about couriers you can add me on steam
Do some unique style on him,so its instantly distinguishable from clock the hero
I had an item that went up in the store about 2 months ago, part of the early october batch, and there's been no contact at all from valve. I thought I read in the terms that they'd send checks on the 30th of the month after the month it went on sale, maybe I misread?
I've gotten paid each month since august, when my first item legions wrath got implemented. I know my friend who did the Lyralei's Breeze was having issues with it, if you were part of that windrunner patch I'd email Valve (financevalve@valvesoftware.com).
Also, in other news!
NAVI COURIER!
Same deal here mate, likely the same or similar batch too. I'm international and was just going with the presumption that the international transfer takes a while or perhaps a holdup until my W-7 lands. Pretty curious to see what some of the numbers are though :poly122:
AndrewHelenek - awesome couriers!
with the na´vi courier and the defense 3 courier
the dragon is on the main client for a month, its like 4 or 5 months that i did it, i cant wait anymore!!! =]