Try to change units in max from inches to centimeters, that should help
If you will still have this error you can try to import/export SMD files instead of FBX.
@Eddy Shin Wow never saw this weird error message. Please check if your color/mask1/mask2 maps are 32 bit and normal is 24 bit. Also you can check if your TGA files were saved without RLE compression. Sadly its just a guess... I never encountered similar problem
Try to change units in max from inches to centimeters, that should help
If you will still have this error you can try to import/export SMD files instead of FBX.
@Eddy Shin Wow never saw this weird error message. Please check if your color/mask1/mask2 maps are 32 bit and normal is 24 bit. Also you can check if your TGA files were saved without RLE compression. Sadly its just a guess... I never encountered similar problem
thx you, i checked everything fine but i don't know why i alway import failed. what is RLE compression? =.='
still not working
i try import base model and base texture too but still not working and the system warning the same i do with my item
i downloaded game again but still have that problem
what should i do? T_T
I downloaded your archive (thanks!) and tested it here, and the import worked fine. The step that seems to be failing for you is the vtex compilation step. Could you verify a couple of things for me?
- Do you have a vtex.exe in your i:\game\bin directory?
- Do you have a qwer_color.tga file in your i:\game\steam\steamapps\common\dota 2 beta\content\dota\materialsrc\models\items\obsidian_destroyer\0x04f035f0\qwer directory?
- Where did that i:\game\bin directory come from? I'm guessing it's from a version of the source SDK? Or are you remapping directories in some funky way?
We ship a vtex.exe in the Dota 2 client install, which I would expect to see in your i:\game\steam\steamapps\common\dota 2 beta\bin directory. That's the one the importer should be using. It's possible the Source SDK is interfering with it in some way. If you could, check your environment variables and tell me what the value of the "VPROJECT" variable is (google "environment variables" to find out how to view them in whichever OS you're running).
Thanks for the help in advance, once I know what's going on I should be able to fix it so that no-one else runs into the same problem in the future.
P/s: i really worked, thx for your help Konras, pls add me as friend
Steam ID: KSG.Eddy Shin
Try to change units in max from inches to centimeters, that should help
If you will still have this error you can try to import/export SMD files instead of FBX.
Thanks! So much new going on. I am learning a lot. Keep making my models overly complicated. Didn't notice that basic of why my 3dsmax didn't show units.
Going forward I will keep everything set to centimeters. For right now though it seems to have just moved the items I tried over a bit so they are floating. which seems like something I should be able to figure out and fix.
I am a bit disheartened though. Set the animation to Run I noticed the same jump in distance. Three items for two different characters I have made so far do this. I managed to make an item yesterday with out this happening, I don't know what to think happened with that one because in the animation list the character had only walk listed I believe.
@mithhunter55 one more thing what you can try to do is to export original weapon. If everything will be OK, attach your weapon to original one and delete old geometry and export it.
@mithhunter55 one more thing what you can try to do is to export original weapon. If everything will be OK, attach your weapon to original one and delete old geometry and export it.
Great idea! That worked beautifully, yet I am still confused as to what i messed up some where along the line. Hopefully on my next item this will not a be a problem. So I had to attach it to the orginal and then delete the original geometry.
Well I guess there isn't to much harm in do it this way for my final export?
EDIT:
~~~
Thanks again for the help! I finally got the first item I worked on finished.
hello all!
we've had a few issues with our courier and was wondering if anyone here might have any ideas.
Basically we have our animations looping and whatnot fine in maya, but when we export to fbx, some of the anims in game then start to glitch e.g. popping/just not looping smoothly
I was wondering if this was something anyone else had experienced?
I'm not technically minded so i've no real idea myself - at a guess i wonder if theres an issue with the way the animation keys are baked when exported to fbx? e.g. could it be "optimising" they keys to the point where some are being left out or ignored?
If necessary i could send/post up a couple of the example maya animation files for people to look at?
Anyway, any input would be very much appreciated. Cheers!
hey guys i am having technical problems with textures, whenever i import my item into dota the textures seem to be missing and the item is just gray like a normal blin, does anyone know how to fix this?
Just double checking after a bunch of searches.... Is this even possible/has anyone had any success publishing items via Softimage, or is everyone using a middle man (Max/Maya/Blender) to get Softimage created items into the game?
The closest I've gotten is using Valve's .SMD tools on an old 32 bit version of Softimage and I can get a working model rigged properly and exported (at least is seems to be) but no such luck for the _fx.smd files for items that require it (Drow's bow string, etc.), they don't seem to work here. Also, all versions of .FBX exporter for Softimage w/every possible combination of settings tried seems not to work. 2014 fbx exporter doesn't validate, 2013 with Ascii set to on validates but the game doesn't properly respect the rigging/weighting Softimage puts in that file, at least for me.
Who's having the best of luck with exporting? Max or Maya folks, or are those two both equally viable? I don't want to waste any more time with this intermediary step. Thank you very much everyone, having many headaches here, any help is greatly appreciated.
Would love a smooth pipeline, especially if I do something with animation from Softimage later, like a courier, etc..
-thanks, cheers
sorry for double post, I posted this as it's own thread but it never showed up, so I'll just put it here -cheers
Alright so ive been having trouble with the shading effect in game. Now these images will show mask 1 and mask 2 that are all black (with that bit of color at the top left). WHAT IS THIS QnQ i dont understand, ive played with all the rgb and alphas, and i dont know what is causing this.
Im really lost.
What is causing the shading to be wrong?
@yamajama that looks weird. Could you post your textures and masks, maybe it would be easier than to figure out what is happening. As for now you could try to check if your color and normal maps are 24bit. You can also try to invert red/green channals of your normal map.
If you examine your normal map on red channel source of light should be on right side and on green channel everything should be lighted from bottom. However for now you can just flip those channels with ctrl+i in PS and look if this made any difference
is there any possibility to avoid backface culling? For example the capes in the original model files that you can download from valve are in fact one sided polygons but they are visible from both sides in the game. How is that possible?
But I'm still confused. I attached a screenshot from the windrunner's FBX-file which I downloaded from valve. As you can see in the attached image, the cape consists of single sided geometry (Cinema 4D displays backfaces in a blueish tint and I didn't modify the geometry!)
Valve probably has access to tools that let them make their capes double-sided, but we don't and it's expected that we make geometry double-sided when needed to work around it.
The models that Valve gives out are often not representative of what you need to do to get yours working in-game - they often exceed the polygon budgets, are only single sided, some may have more bones than permitted etc etc.
Valve probably has access to tools that let them make their capes double-sided, but we don't and it's expected that we make geometry double-sided when needed to work around it.
The models that Valve gives out are often not representative of what you need to do to get yours working in-game - they often exceed the polygon budgets, are only single sided, some may have more bones than permitted etc etc.
This. It's just a simple .vmt command "$nocull 1" but we don't have access to it for our items.
Thank you for clarification
The polygon count was also an issue that confused me because of the exceeding budgets and I thought that I did something wrong when I tried to import one of the original FBX files for testing purposes into the game^^
I have a noobie question about Luna's model and texture in blender: the model seems to use 2 separate textures for her face and body, how do I go about assigning them both to the model? I'm currently trying to teach myself how to apply different textures to different vertex groups, but it's no go so far.
Hi, I have a bit of a noobish problem with the luna model in blender, it seems to be using 2 separate textures for her body and the face. How do I go about assigning them both correctly (the only method I know through the UV/image editor screen seems to be able to assign only either of these 2)?
Hi, I have a bit of a noobish problem with the luna model in blender, it seems to be using 2 separate textures for her body and the face. How do I go about assigning them both correctly (the only method I know through the UV/image editor screen seems to be able to assign only either of these 2)?
Either have two separate materials assigned and have each texture assigned to it, this could be a little more complicated because you have to assign the individual faces of the mesh to each material.
Don't forget to put the images to UV space instead of generated. If its black or something, then re-check the UVs of the mesh, sometimes its offcentered for me.
Hi guys, I'm having a texture problem after importing the item. I have all the files complete, color, normal, mask 1 and 2. I exported the item as .fbx and tried to change the version of the plugin lower than 2013 (tried this fix from other posts), cause in 2013 is where i'm having the problem. But still it's showing the same grey color and not the color that I used.
Hi there kanser3 many peoples are having this problem at the moments. Sadly no one knows what is the problem. What you could do is to maybe try loading it up on different PC as only some people are having problems so there is a huge chance that it will work. Valve is probably working on a fix at the moment.
textured, bind and exported to fbx. When i imported it to the engine and it says "import successful" but I cant see the textured mesh. I can only see the particles.
I loaded my 1st weapon and it worked just fine. I used the same workflow btw
Howdy folks! Very excited to publish my first contribution to a Dota2 Courier. I animated everything for this guy, but currently I'm having a problem with the wing bones.
I haven't been able to figure out what the issue is here and I'm VERY pressed for time.
I've also been trying to re-export the whole thing but I'm getting an error in the DOTA2 Workshop when I try to import it, saying that it can't find my attachment bones. Did anything about that naming convention change recently? I've copy/pasted the name of the bones into the Attachment setup, ("bip001 Spine", "bip001 EyeL", "bip001 EyeR"), but it fails to find them when I try to test it out. I could really use some help on this one.
Would be a very weird solution but maybe it is caused because of those spaces on the bone names ? "bip001_Spine", "bip001_EyeL" would be more reasonable i think. afaik "space" is oftenly avoided in these kind of names.
What are all the maps you're using? rimmask, diffusemask, etc. I had some issues with colors being inaccurate until I provided proper "blank" maps on import.
Is there currently a way to get the character animations? I've been searching all week and the only methods I could find were outdated. Any help at all would be appreciated.
Is there currently a way to get the character animations? I've been searching all week and the only methods I could find were outdated. Any help at all would be appreciated.
Replies
If you will still have this error you can try to import/export SMD files instead of FBX.
@Eddy Shin Wow never saw this weird error message. Please check if your color/mask1/mask2 maps are 32 bit and normal is 24 bit. Also you can check if your TGA files were saved without RLE compression. Sadly its just a guess... I never encountered similar problem
thx you, i checked everything fine but i don't know why i alway import failed. what is RLE compression? =.='
still not working
http://bloodsportgaming.com/wordpress/wp-content/uploads/2012/08/exporttga.jpg
http://images4.wikia.nocookie.net/__cb20120124085652/jadeempire-modding/images/b/b7/Targa-options.png
However even with this setting Dota should import textures. I don't know maybe try to export base moddel with base textures and see if that will load. If no maybe try to delete and download DOTA once again? Maybe after latest patches something went wrong during files update...
i try import base model and base texture too but still not working and the system warning the same i do with my item
i downloaded game again but still have that problem
what should i do? T_T
http://dev.dota2.com/forumdisplay.php?f=407
thx for your help, i find a answer from developer in here but i can't find my e\:game\bin =.='
P/s: i really worked, thx for your help Konras, pls add me as friend
Steam ID: KSG.Eddy Shin
Thanks! So much new going on. I am learning a lot. Keep making my models overly complicated. Didn't notice that basic of why my 3dsmax didn't show units.
Going forward I will keep everything set to centimeters. For right now though it seems to have just moved the items I tried over a bit so they are floating. which seems like something I should be able to figure out and fix.
I am a bit disheartened though. Set the animation to Run I noticed the same jump in distance. Three items for two different characters I have made so far do this. I managed to make an item yesterday with out this happening, I don't know what to think happened with that one because in the animation list the character had only walk listed I believe.
Great idea! That worked beautifully, yet I am still confused as to what i messed up some where along the line. Hopefully on my next item this will not a be a problem. So I had to attach it to the orginal and then delete the original geometry.
Well I guess there isn't to much harm in do it this way for my final export?
EDIT:
~~~
Thanks again for the help! I finally got the first item I worked on finished.
Mith - DOTA 2 Workshop - Stone and Femur Cleaver
we've had a few issues with our courier and was wondering if anyone here might have any ideas.
Basically we have our animations looping and whatnot fine in maya, but when we export to fbx, some of the anims in game then start to glitch e.g. popping/just not looping smoothly
I was wondering if this was something anyone else had experienced?
I'm not technically minded so i've no real idea myself - at a guess i wonder if theres an issue with the way the animation keys are baked when exported to fbx? e.g. could it be "optimising" they keys to the point where some are being left out or ignored?
If necessary i could send/post up a couple of the example maya animation files for people to look at?
Anyway, any input would be very much appreciated. Cheers!
The closest I've gotten is using Valve's .SMD tools on an old 32 bit version of Softimage and I can get a working model rigged properly and exported (at least is seems to be) but no such luck for the _fx.smd files for items that require it (Drow's bow string, etc.), they don't seem to work here. Also, all versions of .FBX exporter for Softimage w/every possible combination of settings tried seems not to work. 2014 fbx exporter doesn't validate, 2013 with Ascii set to on validates but the game doesn't properly respect the rigging/weighting Softimage puts in that file, at least for me.
Who's having the best of luck with exporting? Max or Maya folks, or are those two both equally viable? I don't want to waste any more time with this intermediary step. Thank you very much everyone, having many headaches here, any help is greatly appreciated.
Would love a smooth pipeline, especially if I do something with animation from Softimage later, like a courier, etc..
-thanks, cheers
sorry for double post, I posted this as it's own thread but it never showed up, so I'll just put it here -cheers
Im really lost.
What is causing the shading to be wrong?
If you examine your normal map on red channel source of light should be on right side and on green channel everything should be lighted from bottom. However for now you can just flip those channels with ctrl+i in PS and look if this made any difference
I don't trust those zip files much, as they are often outdated... guess I'll have to use them this time.
Thanks
is there any possibility to avoid backface culling? For example the capes in the original model files that you can download from valve are in fact one sided polygons but they are visible from both sides in the game. How is that possible?
polydon
But I'm still confused. I attached a screenshot from the windrunner's FBX-file which I downloaded from valve. As you can see in the attached image, the cape consists of single sided geometry (Cinema 4D displays backfaces in a blueish tint and I didn't modify the geometry!)
Thanks,
polydon
The models that Valve gives out are often not representative of what you need to do to get yours working in-game - they often exceed the polygon budgets, are only single sided, some may have more bones than permitted etc etc.
This. It's just a simple .vmt command "$nocull 1" but we don't have access to it for our items.
The polygon count was also an issue that confused me because of the exceeding budgets and I thought that I did something wrong when I tried to import one of the original FBX files for testing purposes into the game^^
polydon
There are two methods
http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Assigning_a_material
Either have two separate materials assigned and have each texture assigned to it, this could be a little more complicated because you have to assign the individual faces of the mesh to each material.
The second way is to put both diffuse (color) textures into one material. That should be able to do it... http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Assigning_a_material
Don't forget to put the images to UV space instead of generated. If its black or something, then re-check the UVs of the mesh, sometimes its offcentered for me.
By the way here's a screen shot of the problem.
http://i44.tinypic.com/2l8ge3o.jpg
Here's the color of my texture.
http://i40.tinypic.com/f1bfkj.jpg
Edit: oh man... same problem...
I am new to making Dota 2 weapons
I need some help please.
So I made my 2nd weapon for Phantom Assassin.
textured, bind and exported to fbx. When i imported it to the engine and it says "import successful" but I cant see the textured mesh. I can only see the particles.
I loaded my 1st weapon and it worked just fine. I used the same workflow btw
Oh I am using Maya 2014.
Please help.
Thanks guys.
Check it out here on the DOTA Hattery - http://www.dotahattery.com/workshop/courier/warble_and_snikt/
And here is a render from 3DS Max - https://dl.dropboxusercontent.com/u/7147325/cockatrice_fly_idle.mov
I haven't been able to figure out what the issue is here and I'm VERY pressed for time.
I've also been trying to re-export the whole thing but I'm getting an error in the DOTA2 Workshop when I try to import it, saying that it can't find my attachment bones. Did anything about that naming convention change recently? I've copy/pasted the name of the bones into the Attachment setup, ("bip001 Spine", "bip001 EyeL", "bip001 EyeR"), but it fails to find them when I try to test it out. I could really use some help on this one.
Thanks all around!
Hi guys can anyone tell me what caused this blue blotch?
its not visible in maya. I dont know where i want wrong.
Please help
Thank you