Hey guys,
I spend way more time working on my masks and testing the items in the game than actually working on more items or concepts. Maybe its my lack of experience or the way the shaders work on the items under the different conditions of light in the game.
I have very little to no programming experience. But I had this idea a while back while doing my first dota2 items. I have no idea if something like this would be possible. My guess is it would be, some sort of plugin for source film maker maybe?
Anyways, its just a value slider for brightness that affects each of the channels, while updating the model in real time. any ideas?
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I think a stronger alternative would be in conjunction with This, writing a script for a 3d application that allows you to do a similar thing thing. Either way, it would be a large amount of work, (reading textures from external sources, dividing that up into separate channels, increasing decreasing channel darkness, displaying this in real time, confirming changes to channels, saving channels, exporting new texture as a .tga format, and this isn't even the GUI.)
I do LOVE the idea of writing tools for dota, and have been thinking about creating some sort of auto rigger based of the skeletal structure/ naming hierarchy that valve provides an all the characters.