Hey, I'm a little confused when it comes to the two different types of LODs you can have. Do we have to generate two different models for one item? I've downloaded the character I'm modelling items for (Windrunner) however they only have the LOD0 items included.
You have to create the LOD1 items i believe (whichever one has the lower polycount) and the other is optional since it is only used in portraits and the such.
Yea I have to be that guy cause I searched the forums and didn't find the post I thought was laying around but, how do we take bigger in-game images to show off???
Or are people just rendering in their Application with shaders that mimic how everything looks in the game engine? Where is that guide if this is the situation?
or the in-game compiler is, mostly likely It's just me but I have an extra folder in my .zip file called (0x0610****) so my DIR structure goes:
C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\content\dota\models\items\doom\0x0610****\(Name of Item)\Complied files.
Only the wire frame of the Helmet shows up, no textures are attached when trying to view textured/rendered modes, can only see model in wire frame mode. =/
I posted my item set last night for Sniper. I looked on the workshop for my items today and they still are not showing up. (I filtered for only Sniper items.) I've checked to make sure I didn't submit them wrong or only have them visible for friends. Does it just take awhile before they show up on the workshop page? I know they are on there somewhere they just don't show up on any lists. (Such as recently added)
Hey guys, another quesiton - How can we check that if one of our character's item slots supports alpha? I'm doing the Windrunner and I'm looking to have a alpha for her back.
@Robbiek1000 Your Workshop items should be added and visible instantly; there hasn't been any new additions to the Workshop for almost a day so I'd say there's just something going on with it right now. I'd just wait for a while
I'm having serious technical submission issues while trying to test something in the test client. Is there a contact (or email) from valve who I can contact about the issue? (it regards the actual client, added bones, and such).
Are the source textures for Skeleton King correct? They are grey, when inside the game they are actually almost pure black (shoulders, gloves, feet).
For reference:
< - - - Supplied texture
< - - - In-game
Also, are the non-square UV items (shoulders, headpiece, etc) mapped as usual and then when finished painting, re-size them to their final ratio? Will the engine then auto-scale them?
I'm not sure if they changed the skeleton kings pallet at some point but the black is controlled by one of the mask files and apparently is intended.
Also you need to have the correct image ratio or the compiler will not accept your textures.
For example
512x512 -> 256x256 will be auto resized by the compiler
512x512 -> 128x256 will return an error
256x512 -> 128x256 will be auto resized by the compiler
I'm not sure if they changed the skeleton kings pallet at some point but the black is controlled by one of the mask files and apparently is intended.
Also you need to have the correct image ratio or the compiler will not accept your textures.
For example
512x512 -> 256x256 will be auto resized by the compiler
512x512 -> 128x256 will return an error
256x512 -> 128x256 will be auto resized by the compiler
Sweet, thank you for your response! Can you please point out which channel in which mask controls it, though? I can't figure it out from their descriptions:
Mask1
R - Detail Mask
G - Diffuse/Fresnel Mask
B - Metalness
A - Self-Illumination
Mask2
R - Spec Int
G - Rimlight Int
B - Tint spec by base
A - Spec Exp
Sweet, thank you for your response! Can you please point out which channel in which mask controls it, though? I can't figure it out from their descriptions:
Sure, it appears to be controlled by the metalness mask in _mask1. You can see in the image below i painted just one of the white sections on the mask black and it shows the texture at full color.
I tried to get the same gold color and material, because you can't change the boots from SK. But for some reason i just can't seem to get it work correctly
By the way if you look at the gold which is allready on the normal sword, you can see that the gold looks quitte diffrent!
I was a little worried too, but it's very straight forward. I imported the obj from the character folder into zbrush, sculpted and built all my pieces. Imported the finished retopo'd items into a clean scene file with the rig and then selected the joint they went to, smooth skinned to selected joint, and then exported using stock .fbx options. They imported perfectly. Paint the textures and you're good.
I can change the mask1 and 2 textures as much as I want, but I never see an update to any changes in the model importer. Is there something I'm missing?
***edit - found the problem
Okay, I'm just an idiot. I had self-illumination on full
what is the misc slot?
nyx assasin has a head back misc and weapon
if i take a look at the model and textures
the whole back, kneepads ,shoudlerpads, and saddle are in 1 texture and fbx "armor"
is all of this together the back?
or is this back+misc
and what's misc then?
Hi guys,
Anyone know of another place where to download the mask textures PDF? The version I keep downloading from Valve always ends up with the the first two pages corrupted.
Thanks.
I'm going to do a paint weights tutorial, but its kinda a pain b/c you can jump back and forth between recording Maya and DOTA2... I guess I'll have to edit. ha
Nyx has an extra 256x256 space on his combined texture page just in case we need an additional item that clearly doesn't belong to his armor, weapon or helmet. You are welcome to use it We can give that slot higher poly budget too if needed
what is the misc slot?
nyx assasin has a head back misc and weapon
if i take a look at the model and textures
the whole back, kneepads ,shoudlerpads, and saddle are in 1 texture and fbx "armor"
is all of this together the back?
or is this back+misc
and what's misc then?
I can change the mask1 and 2 textures as much as I want, but I never see an update to any changes in the model importer. Is there something I'm missing?
***edit - found the problem
Okay, I'm just an idiot. I had self-illumination on full
Is there a way to load in the animations at all for your character and scrub through poses? That would really help for accurate rigging.
There is no easy way. I'm not 100% sure you get the animations when you do your own decompile of the character. I know that when you make a currier you have all the animations in the file you make but I don't know if the reverse is true when dealing with character files.
I got a very important question how is Valve handling the thievery of designs?
I am sure many are curious especially with the contest going and "lurkers", lurking...
edit:
to clarify I mention this because scouring the workshop some people within the comments complain here and their so It was sort of brought to my attention via the comments section in the workshop.
I read the one spear with 3 blades for the Phantom Lancer one guy complained like the thought of the 3 blade idea but his wasn't nearly finished etc. I don't know how much thievery is going on. Its hard to make something that there is nothing like it in all of existence when we're making armor and weapon items.
I think it's not that big of a deal, it usually sorts itself out with the community's help pretty quickly.
Yesterday I saw that someone had just uploaded an image (the store image mind you) of one of my Bounty Hunter items and claimed it as their own.
I reported it and it is currently off the Workshop.
Same with the Faceless Void weapon which was ripped from Aion - the best people to police this stuff is the Dota 2 community, Valve can't be expected to check every single thing, they just take the action once it's apparent.
For those figuring out the textures and making LODs for the first time.
Thought I would post this, as I had questions of my own on it when I got to this point. Not sure if I did it properly. The result in-game seems to work though.
Was having an issue with the textures for a bit, because I originally squashed my UVs into the upper half of the 1-1 space. I ended up going with this method. I UV in 1-1 stretched, then squash the result for the 256x128 size.
For creating your LODs Make your high one, UV it then make your normal/ao for it. Apply this to the object in your 3D program. Then start removing verts/edges etc. The texture will give you direct feedback on if you are removing something important or not.
NOTE - you need to use the same texture for both LOD0 and LOD1
Thought this might help, I know I wasted a bit of time today because it was my first time doing LODs. Hope it helps someone else out.
If any of this is wrong and there is a better way to do it, please let me and the rest of the community know :-)
Cheers!
There is no easy way. I'm not 100% sure you get the animations when you do your own decompile of the character. I know that when you make a currier you have all the animations in the file you make but I don't know if the reverse is true when dealing with character files.
i think i can help a little on that
i messed a lot with the compiling process and i could import the animations
what you can do that will help with the deformations is trying to mimic the main body weights, i was going to create a new shoulder for the beast master and was like that
you dont need to match the vertices position like i did here but try to match the vertices weight with the main body vertices, at least the nearest one, depending on you model, the nearest you get your vertices from the original mesh will be better
if you make that you will be one step ahead against the deformation problem
as the set itens are external itens it will be easier, you are doing something that need to be skinned with a lot of bones, that will be a little less easy
Anyone else run into this issue at all? I've already frozen transforms and deleted history.
If you imported base model from FBX files, try SMD if possible instead. In my case there were also weird scaling and rotation issues after loading FBX files. I lost 2h time, and after that tried once export from SMD and everything went perfect the first time.
If you imported base model from FBX files, try SMD if possible instead. In my case there were also weird scaling and rotation issues after loading FBX files. I lost 2h time, and after that tried once export from SMD and everything went perfect the first time.
So after googling around I seem to only be able to find an smd exporter on valve developer community and there are several versions of it. Will the exporter import things aswell? If so what version should I get?
Sorry I am 3DSMax user and cant help much witch Maya
Hovether I have seen video tutorial linked here earlier by Qwiggalo http://www.youtube.com/watch?feature=player_embedded&v=6_pTAxfvKwc
There are few useful link in video description.
Hope it will help you somehow
So after googling around I seem to only be able to find an smd exporter on valve developer community and there are several versions of it. Will the exporter import things aswell? If so what version should I get?
to decompile the models i use the StudioCompiler (just remember to create a copy of the dx90 file and rename it to dx80)
Just a quick heads up for everyone using Softimage in case you missed it.
When using the Ultimapper to bake the normal maps, be aware that the green channel is upside down.
Anyone else run into this issue at all? I've already frozen transforms and deleted history.
Could it just be that you need to set your axis to 0,0,0? seems maybe it might just be your axis isn't correct.
I know in max I'm setting my axis to 0,0,0 then freezing my rotations/position. Seems to be working out so far.
I think the freeze in maya just resets your axis to the world axis not its position. does not actually reset the pivot to 0,0,0? could be wrong on that though, been a long time since using maya.
Replies
I think the only way is to learn how to get the models to run in the Test client. Then you can just delete the particle effects in the game folder.
Thanks mate!
http://pixs.ru/showimage/problemapn_6519032_6173935.png
http://pixs.ru/showimage/problema1p_1344074_6173937.png
please advise the site to immediately open a picture, not a link to it
http://pixs.ru/showimage/problema2p_6887796_6174026.png
Or are people just rendering in their Application with shaders that mimic how everything looks in the game engine? Where is that guide if this is the situation?
Thanks for any help.
Edit, new problem:
I followed this and found out I may have done something wrong:
http://www.cyborgmatt.com/2012/07/dota-2-sfm-tutorial/
or the in-game compiler is, mostly likely It's just me but I have an extra folder in my .zip file called (0x0610****) so my DIR structure goes:
C:\Program Files (x86)\Steam\steamapps\common\dota 2 beta\content\dota\models\items\doom\0x0610****\(Name of Item)\Complied files.
Only the wire frame of the Helmet shows up, no textures are attached when trying to view textured/rendered modes, can only see model in wire frame mode. =/
EDIT: nevermind, Brontothunder pointed out my mistake: I'm a thundering dumbass and was trying to load the model int he wrong slot.
It's a royal pain in the ass to start the game each time to make incremental changes.
For reference:
< - - - Supplied texture
< - - - In-game
Also, are the non-square UV items (shoulders, headpiece, etc) mapped as usual and then when finished painting, re-size them to their final ratio? Will the engine then auto-scale them?
Also you need to have the correct image ratio or the compiler will not accept your textures.
For example
512x512 -> 256x256 will be auto resized by the compiler
512x512 -> 128x256 will return an error
256x512 -> 128x256 will be auto resized by the compiler
Sweet, thank you for your response! Can you please point out which channel in which mask controls it, though? I can't figure it out from their descriptions:
Mask1
R - Detail Mask
G - Diffuse/Fresnel Mask
B - Metalness
A - Self-Illumination
Mask2
R - Spec Int
G - Rimlight Int
B - Tint spec by base
A - Spec Exp
Sure, it appears to be controlled by the metalness mask in _mask1. You can see in the image below i painted just one of the white sections on the mask black and it shows the texture at full color.
I tried to get the same gold color and material, because you can't change the boots from SK. But for some reason i just can't seem to get it work correctly
By the way if you look at the gold which is allready on the normal sword, you can see that the gold looks quitte diffrent!
***edit - found the problem
Okay, I'm just an idiot. I had self-illumination on full
You can either keep the thread or start a new one with the title you want to stick with. That's what we all have been told.
just edit the first post
nyx assasin has a head back misc and weapon
if i take a look at the model and textures
the whole back, kneepads ,shoudlerpads, and saddle are in 1 texture and fbx "armor"
is all of this together the back?
or is this back+misc
and what's misc then?
Anyone know of another place where to download the mask textures PDF? The version I keep downloading from Valve always ends up with the the first two pages corrupted.
Thanks.
http://agentfx.blogspot.com/2012/11/dota2-simple-riggingimporting-tutorial.html
I'm going to do a paint weights tutorial, but its kinda a pain b/c you can jump back and forth between recording Maya and DOTA2... I guess I'll have to edit. ha
There is no easy way. I'm not 100% sure you get the animations when you do your own decompile of the character. I know that when you make a currier you have all the animations in the file you make but I don't know if the reverse is true when dealing with character files.
http://www.polycount.com/forum/showpost.php?p=1598304&postcount=8
then you need 32 bit maya2012 (which I don't have) to import the SMD's to maya
then you need to export animation from each file via something like this
http://www.creativecrash.com/maya/downloads/scripts-plugins/animation/c/dkanim
import and connect every animation file you want to your rigged file.... LOL so yes, doable.
I am sure many are curious especially with the contest going and "lurkers", lurking...
edit:
to clarify I mention this because scouring the workshop some people within the comments complain here and their so It was sort of brought to my attention via the comments section in the workshop.
Yesterday I saw that someone had just uploaded an image (the store image mind you) of one of my Bounty Hunter items and claimed it as their own.
I reported it and it is currently off the Workshop.
Same with the Faceless Void weapon which was ripped from Aion - the best people to police this stuff is the Dota 2 community, Valve can't be expected to check every single thing, they just take the action once it's apparent.
TL;DR - Don't worry about it.
For those figuring out the textures and making LODs for the first time.
Thought I would post this, as I had questions of my own on it when I got to this point. Not sure if I did it properly. The result in-game seems to work though.
Was having an issue with the textures for a bit, because I originally squashed my UVs into the upper half of the 1-1 space. I ended up going with this method. I UV in 1-1 stretched, then squash the result for the 256x128 size.
For creating your LODs Make your high one, UV it then make your normal/ao for it. Apply this to the object in your 3D program. Then start removing verts/edges etc. The texture will give you direct feedback on if you are removing something important or not.
NOTE - you need to use the same texture for both LOD0 and LOD1
Thought this might help, I know I wasted a bit of time today because it was my first time doing LODs. Hope it helps someone else out.
If any of this is wrong and there is a better way to do it, please let me and the rest of the community know :-)
Cheers!
i think i can help a little on that
i messed a lot with the compiling process and i could import the animations
what you can do that will help with the deformations is trying to mimic the main body weights, i was going to create a new shoulder for the beast master and was like that
you dont need to match the vertices position like i did here but try to match the vertices weight with the main body vertices, at least the nearest one, depending on you model, the nearest you get your vertices from the original mesh will be better
if you make that you will be one step ahead against the deformation problem
as the set itens are external itens it will be easier, you are doing something that need to be skinned with a lot of bones, that will be a little less easy
So after googling around I seem to only be able to find an smd exporter on valve developer community and there are several versions of it. Will the exporter import things aswell? If so what version should I get?
Hovether I have seen video tutorial linked here earlier by Qwiggalo
http://www.youtube.com/watch?feature=player_embedded&v=6_pTAxfvKwc
There are few useful link in video description.
Hope it will help you somehow
I might help but can you be a bit more specific? It seems like the necklace thing is bigger than it should in game right?
to decompile the models i use the StudioCompiler (just remember to create a copy of the dx90 file and rename it to dx80)
to compile i use the StudioMDL
When using the Ultimapper to bake the normal maps, be aware that the green channel is upside down.
Could it just be that you need to set your axis to 0,0,0? seems maybe it might just be your axis isn't correct.
I know in max I'm setting my axis to 0,0,0 then freezing my rotations/position. Seems to be working out so far.
I think the freeze in maya just resets your axis to the world axis not its position. does not actually reset the pivot to 0,0,0? could be wrong on that though, been a long time since using maya.