i still don't get this choice of keeping all the channels of mask 1 and 2 as separated textures...i end up with 50+ textures inside my folder...lol
now we have 2 option to import shader mask:
first, we can create and import old shader mask of source 1 to new workshop tool and the system will auto created 4 map as 4 channel of that mask.
and second we can create and import one by one channel of mask 1&2 as spec exp, spec mask, rim light, hint spec... etc
now we have 2 option to import shader mask:
first, we can create and import old shader mask of source 1 to new workshop tool and the system will auto created 4 map as 4 channel of that mask.
and second we can create and import one by one channel of mask 1&2 as spec exp, spec mask, rim light, hint spec... etc
yeah but....it's so inefficient...why having 8 textures instead of 2?
yeah but....it's so inefficient...why having 8 textures instead of 2?
i have no idea, maybe they want us managed these thing more inefficient or source 2 shader mask working diffirent with source 1... hmmmmm i still have no clue
p/s: shame me haha
Regarding the channels being split into individual textures : I think it's a good move, because it accomodates all workflows !
- People who were using scripts to spit out diffuse/mask1/mask2/normal TGAs out of a single PSD in one button press can continue to do so, simply editing their output according to the new system (and since individual passes require no channel swapping, this setup is now easier to work with)
- And, people who were (painfully!) editing mask1 and mask2 straight from the "flat" TGA textures can continue to do so, but now have access to the option of using layered PSDs for these maps (although it is still less efficient than using one single psd for all 11 passes of course).
That said, I haven't tried the new tools myself just yet. I sure hope there is a way to batch load everything in one click (just like the old importer allowed). If not, that would be indeed a waste of time
It is true that it will makes final asset folders look more busy, no doubt about that. But on the plus side I feel like it will allow for easier error management, as bad masks will be instantly identifiable. We'll see !
i still don't get this choice of keeping all the channels of mask 1 and 2 as separated textures...i end up with 50+ textures inside my folder...lol
My wild guess is it would be the base for something bigger-some function allow us to easily edit the masks individually, like the sweet mask value slider i've always dreamt about xD
i just looked at the tools tonight. i was really hoping it was a lot more open-ended as far as your implimentation options...something like opening a character model and having access to costume pieces/fx etc...
but this seems to just be the same tools from the original client moved over into the new toolset UI.
So I had to uninstall it and reinstall it from my tools library - then the popup returned when I launch the dota 2 client asking if I want to run the game or the tools, as well as the tools showing up in the right click menu.
Are the tools still a bit bugged, it seems like it's using some of the masks way too hard. Tried the same masks in Marmoset and they seem fine but when i use the tools they are so bright
that should depend on the hero and their material settings I think. What hero are you doing? I know for example Vengeful spirit's specularity is INSANE
yeah some heroes have very fucked up value range.....for esample Lina's spec exponent (alpha mask 2) goes from low to high in a range of value from 0-50... 50 to 255 is is just extreme and weird
Once you do load an item and launch a test map, is there no way to exit that map?
Must I reload Dota for every iteration of testing?
Is there a win game console command I cant find somewhere? Or is it just the leave match button I cant find. The other client you could just abandon the match.
Once you do load an item and launch a test map, is there no way to exit that map?
Must I reload Dota for every iteration of testing?
Is there a win game console command I cant find somewhere? Or is it just the leave match button I cant find. The other client you could just abandon the match.
I'm pretty sure if you have developer console enabled, you can just type disconnect and it will disconnect you from the game server
Hello guys, do you know where I have to put my particles model of a custom weapon I made? When I try the model in game using the demo, I can see there's the particles position of the basic weapon.. back in 6.84 there was a button to specialy import particles mdl, but now with that tool i can't find such a thing
Hey, don't suppose anyone here is doing a Courier? I just get a bunch of errors with the new tool when he worked perfectly fine in Dota pre-reborn. Do I have to export things differently now? really hard to find any information on this.
no, its not only for 64bits systems. Why this question?
also, there's the steps to install it:
Right-click on Dota 2 in Steam and select View Downloadable Content.
Check the box in the Install column next to Dota 2 Workshop Tools DLC.
Click Close. The required content will begin downloading.
no, its not only for 64bits systems. Why this question?
also, there's the steps to install it:
Right-click on Dota 2 in Steam and select View Downloadable Content.
Check the box in the Install column next to Dota 2 Workshop Tools DLC.
Click Close. The required content will begin downloading.
I follow the steps but the installation wont begin..Any ideas why?
i press close but the download wont start.
I have Windows 10,32 bit.
Please help,ive reinstalled dota and steam and still,the download wont start!
Haaaalp
Hi Anybody here has a problem with uploading assets? i keep having binding errors.
I keep receiving this error after updating to Dota 2 Reborn Workshop
"Couldn't find any bones in the wearable that correspond to bones in the hero model. Wearable items must be skinned to the hero's bones to be submitted"
before the update I dont have any problem with importing the model.
The model is already binded and skinned.
Do we have a new way of binding the mesh to the bones?
My procedure of binding before and now are the same. but when i upload the mesh to the new workshop, i get that error.
Hey, don't suppose anyone here is doing a Courier? I just get a bunch of errors with the new tool when he worked perfectly fine in Dota pre-reborn. Do I have to export things differently now? really hard to find any information on this.
Replies
now we have 2 option to import shader mask:
first, we can create and import old shader mask of source 1 to new workshop tool and the system will auto created 4 map as 4 channel of that mask.
and second we can create and import one by one channel of mask 1&2 as spec exp, spec mask, rim light, hint spec... etc
yeah but....it's so inefficient...why having 8 textures instead of 2?
i have no idea, maybe they want us managed these thing more inefficient or source 2 shader mask working diffirent with source 1... hmmmmm i still have no clue
p/s: shame me haha
There's a new button above the 'add ons dialog' when you start up the tools , says something like 'launch item tools' (it's very easy to not notice.)
Hit that button and there's a really nice interface that imports all mask channels in one file like before.
The main thing is that the alpha channel is split form the diffuse.
(Thanks to Kite for pointing that out to me)
- People who were using scripts to spit out diffuse/mask1/mask2/normal TGAs out of a single PSD in one button press can continue to do so, simply editing their output according to the new system (and since individual passes require no channel swapping, this setup is now easier to work with)
- And, people who were (painfully!) editing mask1 and mask2 straight from the "flat" TGA textures can continue to do so, but now have access to the option of using layered PSDs for these maps (although it is still less efficient than using one single psd for all 11 passes of course).
That said, I haven't tried the new tools myself just yet. I sure hope there is a way to batch load everything in one click (just like the old importer allowed). If not, that would be indeed a waste of time
It is true that it will makes final asset folders look more busy, no doubt about that. But on the plus side I feel like it will allow for easier error management, as bad masks will be instantly identifiable. We'll see !
My wild guess is it would be the base for something bigger-some function allow us to easily edit the masks individually, like the sweet mask value slider i've always dreamt about xD
but this seems to just be the same tools from the original client moved over into the new toolset UI.
bummer
now i can't use workshop tool, i have no idea
Once you do load an item and launch a test map, is there no way to exit that map?
Must I reload Dota for every iteration of testing?
Is there a win game console command I cant find somewhere? Or is it just the leave match button I cant find. The other client you could just abandon the match.
I'm pretty sure if you have developer console enabled, you can just type disconnect and it will disconnect you from the game server
Errors like: "Couldnt Convert FBX animation file"
"Couldnt load reference animation"
"GetFbxMaterialPath Failed"
etc..
Anyone?
no, its not only for 64bits systems. Why this question?
also, there's the steps to install it:
Right-click on Dota 2 in Steam and select View Downloadable Content.
Check the box in the Install column next to Dota 2 Workshop Tools DLC.
Click Close. The required content will begin downloading.
I follow the steps but the installation wont begin..Any ideas why?
i press close but the download wont start.
I have Windows 10,32 bit.
Please help,ive reinstalled dota and steam and still,the download wont start!
Haaaalp
is this true? Can anyone confirm?
1) how to import custom skill icons?
2) how to import vertex based particles (those that work with the geometry, like BH Jinada) ?
I keep receiving this error after updating to Dota 2 Reborn Workshop
"Couldn't find any bones in the wearable that correspond to bones in the hero model. Wearable items must be skinned to the hero's bones to be submitted"
before the update I dont have any problem with importing the model.
The model is already binded and skinned.
Do we have a new way of binding the mesh to the bones?
My procedure of binding before and now are the same. but when i upload the mesh to the new workshop, i get that error.
I dont know what to do anymore. HELP PLEASE!
Thank you guys!