I started asking questions in the workshop thread, I'm moving that over here:
I'm just trying to get my head around new file system, using the new tools, etc... Want to look at rendering, etc..
* The model tool is in beta and Valve states that you need to use old tools to import cosmetics.
https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools
====I'll save the first post to put proper info in when it is figured out=========
Replies
I did have my models in the /content/addons location.
Moved them to the game folder. That stopped the crashing.
this first error was the one from before, the bottom one is now what I get when I try to create a new vmdl.
I had my model (smd) and tga texture just in the add_ons/my add on folder. Then I get the error saying directory must be 'valid'.
So I put my models into a models/hero/alchemist sub-dir and still get the same error.
New> myfile (it places it in the add_on/my add on file.)
Save As> it places it in the my addon/models directory.
With it open I tried Model>mesh>add mesh (console tells me that file type is wrong, have tried fbx and smd. It says FBX, SMD, DMX , OBJ support)
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this page:
https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Model_Editor/How_To
typical of all Valve's online tutorials seems to be missing all the critical info.
I have never had a hard time figuring stuff out like this in any other engine. It amazes me for a company that supports modders and releases tools that their documentation is always so half ass and even to this day if you try to search something as simple as how to change colors on a tf2 paint it's like pulling teeth and being a sherlock holmes on google.
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OK, back to directories.
To import model it needed to be in the dota_addon/content directory (not game)
Now I can see the assest (textures) in the assest browser. I can also import and mesh into a model (though I get no texture).
And now I can make a new vmdl with my mesh. Still, no texture.
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Following this info from the guide:
Add Material Groups
Add a material group list with Model->Add Material Group List
From the main menu select Tools->Edit Material Groups
Click Add to add a new group
Right-click on the new group and select "Rename" to rename it
Right- click on a material and select "Browse To Material"
Select the material to associate with this group
Save the session ( File->Save )
Click on the new group to switch it in the viewport
Note:do not edit the default group.
For attribute reference, see VMDL/MaterialGroups.
* the right-click on material/browse to material does not exist in the model viewer.
I get a red wireframe only atm.
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Just found the Materials Editor.
It has selection for shaders. I chose 'Hero' and filled in the color and normal.
There's a checkbox for mask 1 & 2.
Unfortunately it appears you need to save each mask channel as it's own image.
They use : _specmask, _rimmask, _selfillum, etc..
Got all the files loaded and created a vmat.
I loaded up the newly created material, though I still have 'error' under materials which I get on compile.
Though it didn't do anything.
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I also noticed my imported normals and messed up all pointing upwards.
I checked source file, normals are fine.
I exported SMD and FBX, normals wrong in both (in model viewer). Reimported the fbx into 3d and normals are fine.
So that's a model view thing.
Still can't get a compiled material to show on a compiled model
Thanks for helping BohSheh.
Was kind of giving up, went back and tried again.
Everytime I added a remap and recompiled it erased it.
So I added the remap, hit 'SAVE' and the texture popped into place
(The normals also show correctly when the texture is applied.)
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Well, cool to get a model in. Though not quite as nice as Marmoset.Marmoset allows you to load mask_1.tga and it separates the channels. Lot faster than saving each channel as an image to load.
(My last set was [including character textures) something like 54 materials to load. With model viewer it would be like 70+)
Also, no lighting set up, backdrop, etc..
With the direct connection to workshop files, I just hope they streamline the tool a bit.
It's about figuring out how everything works.
Never checked out moddota, but I've found in the past polycount is as good as resource as any when it comes to models.
I did find this tut which outlines SOME of the model import process (namely 'saving' to make the missing material show up). Seeing that might have saved some time, then again searching for that info...
Anyway, there's not much else to the model editor, other than animation-related stuff. Which most of the modding community is, well.. I wouldn't say scared to touch, but no one has really put in the time to actually document it. Good luck with figuring things out though! Take advantage of all the resources