that the Contribution submitted pursuant to this Agreement was originally created by You (and, with respect to a Group Contribution, the other Contributors);
that the Contribution submitted pursuant to this Agreement does not infringe or violate any copyright, trade secret, trademark, or other proprietary or personal right held by any party other than You and (with respect to a Group Contribution only) the other Contributors; and
Sometime ago a similar case happened, I e-mailed the original creator and he himself commented on the item asking for removal, was pretty good to see. Maybe we should do the same.
***
In other note, had a really bad struggle with the Sven gauntlet, that was in the wrong position in the .smd source file, leading me to repeatedly have the hands deformed because of the borked initial position.
For people that are having the same problem, I solved it by extracting the model directly from the pack_dir.vpk, then adjusting the mesh to that position.
Now it's almost done, and I'm fairly happy with the results:
P.S.: Is the local game crashing to anyone else? I can't test it ingame =(
Just started working on a new dagger for Slark, textures are still very basic at this stage. Still pretty new at this whole modelling for Dota thing so any feedback would be greatly appreciated.
Things went a bit quiet after submitting our courier, so decided to take a bit of break - until recently getting some feedback that asked for some changes
The problem is, we keep running into a recurring issue with the blade rotation. No matter what we do, we always end up with a slight but noticeable jitter/stutter when it loops, when in-game. (just on the blades though, everything else is smooth and loops fine)
No idea if its something to do with
- the rig
- the animation (?)
- the fbx exporter
- something in the dota 2 engine that doesnt like things rotating!
(although gyrocopter seems to work fine)
Also!
- We've tried rotating the blades at slower and faster speeds - neither makes a difference
- In game everything else works, and loops nicely.
- exporting with and without baking the animation in maya first. Made no difference.
i just finish this set few minute ago, have a little asia style... not good but i will do better in future work
nice to meet you guys,
[spoil] [/spoil]
Came up with a Disruptor set of sorts. Tried to make him a bit more post-apocalyptic while not (I think) going over the top, because I like the ring of his backstory. The mount I envisioned as some sort of posthuman animal, but it can always pass off as Raptor-JamieHyneman-Manatee.
@pixelherder. I had a look at your maya file. Your first key frame is not on frame 1 it's on frame 0.8. Just move that key to frame 1 then delete the unnecessary keys between frames 1 and 52 and you will have a nice smooth cycle. It's looking relly cool BTW.
@pixelherder. I had a look at your maya file. Your first key frame is not on frame 1 it's on frame 0.8. Just move that key to frame 1 then delete the unnecessary keys between frames 1 and 52 and you will have a nice smooth cycle. It's looking relly cool BTW.
thats another one for the to-do list.
Thanks a lot for the help!
Came up with a Disruptor set of sorts. Tried to make him a bit more post-apocalyptic while not (I think) going over the top, because I like the ring of his backstory. The mount I envisioned as some sort of posthuman animal, but it can always pass off as Raptor-JamieHyneman-Manatee.
Post-apoc doesn't really fit in with the Dota art style. It's super heavy fantasy and the closest thing to being 'sci-fi' are the Keen folk which are very heavily inspired by steampunk technology. The rest of the set looks alright but could use a little steampunk injection, but the mount idea is IMO ridiculous for this game.
Cool but... I'm surprised with how many typos are in it... and out of a 2 hour+ interview that was 95% positives about the workshop, she only used the negative things I said .
I really think the workshop and the community are awesome I swear! XD
President, positives don't usually bring in as many page hits ; ). In seriousness, though, I think it was good to air some of the gripes; these articles almost always focus solely on how great it is to be the contributor in question, Valve is great, the world is a rainbow, etc. This at least has a greater chance of Valve noticing and thinking about the problems.
President, positives don't usually bring in as many page hits ; ). In seriousness, though, I think it was good to air some of the gripes; these articles almost always focus solely on how great it is to be the contributor in question, Valve is great, the world is a rainbow, etc. This at least has a greater chance of Valve noticing and thinking about the problems.
Yeah.
I'm a noob hobby modeler that's gonna give the workshop a try. Some people will recall some epic fail items i did some time back, but this time i'm planning to take a serious stab. Last time my models failed in the community because they were bad, but the technical bugs, issues and nuances, coupled with (almost) no support from valve (clarification wise, not that they dont have guides etc.) had their share.
Polycount was, and is, a very good source for dota 2, better than valve at-least. I hope it will always be ...
Things went a bit quiet after submitting our courier, so decided to take a bit of break - until recently getting some feedback that asked for some changes
The problem is, we keep running into a recurring issue with the blade rotation. No matter what we do, we always end up with a slight but noticeable jitter/stutter when it loops, when in-game. (just on the blades though, everything else is smooth and loops fine)
No idea if its something to do with
- the rig
- the animation (?)
- the fbx exporter
- something in the dota 2 engine that doesnt like things rotating!
(although gyrocopter seems to work fine)
Also!
- We've tried rotating the blades at slower and faster speeds - neither makes a difference
- In game everything else works, and loops nicely.
- exporting with and without baking the animation in maya first. Made no difference.
are you testing on a match with boots or the online one?
awesome reply - the issue seems to be when i look at the workshop preview and when i run a local test server, but it looks similar to what you show there - weird glitched on the loops, missing frames.
I'll pass this onto the animator and see if any of that helps!
I was able to get the animations working, mostly right, for my enchantress item
It's still a bit weird in some areas with some animations, but it's not super noticeable, or at least I don't think it is.
Here's a shot of the 3 items I've done, just need to do my hair and weapon now, then I'll be done!
I wasn't quite sure where to go ask. Just a minor thing, wondering where this weird wireframe is coming from. Shows up when I render yet not in viewport. Any ideas? I
@mithhunter55 edit TGA file with her texture and remove alpha channel or make it whole white Not sure why but texture source from requirements page for QoP has this weird wireframe inside alpha channel
Got some more work done on my CK set, the head is done. Only the shoulder remains. Unfortunatly the idea was to have add a tail like animation as the mount got, but I have no idea to pull it off. Also I wanted t change the color of the tail to orang/red, but for now can't seem how to change it
Is there anyone that allready had some progress on the effects/particle part?
This seems like a silly question, but particles are now required for the BH weapon so i just chucked in the LOD1 to test it out and it doesnt have the same alignment? I think i understand how the particle effects work, but given im using the same .smd file i thought they would align up.
@PoPcorn:
Is anyone experiencing crashes when trying to preview the submission in game?
Dang, I only have to record an ingame video to finish my set, this is really a bad timing for it to happen. Hope it get fixed in the next patch.
I was getting crashes when trying to preview our Dazzle set in game. They're usually pretty quick to fix this kind of stuff for the Dota importer so I would think they'll fix it this week.
Replies
Just to confirm it is from the dominance war, no idea if he has permission though.
http://www.parkparkin.com/gallery/imrod_dw.html
Sure, we may have law, reason and justice on our side but his argument is pretty strong, too:
"Before some of you guys try to S h i t talk I have permission for this."
***
In other note, had a really bad struggle with the Sven gauntlet, that was in the wrong position in the .smd source file, leading me to repeatedly have the hands deformed because of the borked initial position.
For people that are having the same problem, I solved it by extracting the model directly from the pack_dir.vpk, then adjusting the mesh to that position.
Now it's almost done, and I'm fairly happy with the results:
P.S.: Is the local game crashing to anyone else? I can't test it ingame =(
http://www.pcgamer.com/2013/06/29/dnp-meet-the-dota-2-item-creators/
Oh, cool!
0/10 article
pcgamer pls disband /kappa
Things went a bit quiet after submitting our courier, so decided to take a bit of break - until recently getting some feedback that asked for some changes
The problem is, we keep running into a recurring issue with the blade rotation. No matter what we do, we always end up with a slight but noticeable jitter/stutter when it loops, when in-game. (just on the blades though, everything else is smooth and loops fine)
In maya everything seems good
[ame="http://www.youtube.com/watch?v=hphZ_v7RuyM"]Maya Anim - All good![/ame]
Heres the anim graph for the blade rotation
http://img.photobucket.com/albums/v714/pixelherder/mok-help_rotation01_zps59eb6bd9.jpg
No idea if its something to do with
- the rig
- the animation (?)
- the fbx exporter
- something in the dota 2 engine that doesnt like things rotating!
(although gyrocopter seems to work fine)
Also!
- We've tried rotating the blades at slower and faster speeds - neither makes a difference
- In game everything else works, and loops nicely.
- exporting with and without baking the animation in maya first. Made no difference.
And if it helps, here's our FBX exporter options AND keyframe baking options
http://img.photobucket.com/albums/v714/pixelherder/mok-help_settings_zps5a7f8229.jpg
If we cant fix this, then we'll have to give up - not ideal, but really not sure where to go from here
If anyone has ANY ideas, then please reply/PM or email me
(pixelherder a t gmail dot com)
If anyone wants to have a look, then click here for the flying idle maya file on Dropbox
Thanks and fingers crossed...
nice to meet you guys,
[spoil]
[/spoil]
HOWEVER! you *should* be able to open it all the same
just look at your file > open > options and see if that does anything for you!
thats another one for the to-do list.
Thanks a lot for the help!
Post-apoc doesn't really fit in with the Dota art style. It's super heavy fantasy and the closest thing to being 'sci-fi' are the Keen folk which are very heavily inspired by steampunk technology. The rest of the set looks alright but could use a little steampunk injection, but the mount idea is IMO ridiculous for this game.
Cool but... I'm surprised with how many typos are in it... and out of a 2 hour+ interview that was 95% positives about the workshop, she only used the negative things I said .
I really think the workshop and the community are awesome I swear! XD
Can some of u tell me which one u prefer?
http://steamcommunity.com/sharedfiles/filedetails/?id=156540462
Yeah.
I'm a noob hobby modeler that's gonna give the workshop a try. Some people will recall some epic fail items i did some time back, but this time i'm planning to take a serious stab. Last time my models failed in the community because they were bad, but the technical bugs, issues and nuances, coupled with (almost) no support from valve (clarification wise, not that they dont have guides etc.) had their share.
Polycount was, and is, a very good source for dota 2, better than valve at-least. I hope it will always be ...
are you testing on a match with boots or the online one?
see if its the same problem here
[ame="http://www.youtube.com/watch?v=PVzfeVPXOug"]idle hawk anim problem - YouTube[/ame]
left one is my run cycle with 19fps, you can see that it doent loop right, because of the default one is 27 frames
when i made it last 27frames (middle video) it worked
because the default one is 27 frames (right video)
when you run a online game the server forces some of the loop animations, that could be your problem
when you play a match with bots, that games is local and the server will not force the loop
same problem here
[ame="http://www.youtube.com/watch?v=ZnhWIZi2wpw"]idle anim loop issue - YouTube[/ame]
awesome reply - the issue seems to be when i look at the workshop preview and when i run a local test server, but it looks similar to what you show there - weird glitched on the loops, missing frames.
I'll pass this onto the animator and see if any of that helps!
It's still a bit weird in some areas with some animations, but it's not super noticeable, or at least I don't think it is.
Here's a shot of the 3 items I've done, just need to do my hair and weapon now, then I'll be done!
I
Ty
Everyone seems to prefer the WR's one
I think I'll produce 2 versions of it!
Got some more work done on my CK set, the head is done. Only the shoulder remains. Unfortunatly the idea was to have add a tail like animation as the mount got, but I have no idea to pull it off. Also I wanted t change the color of the tail to orang/red, but for now can't seem how to change it
Is there anyone that allready had some progress on the effects/particle part?
http://steamcommunity.com/sharedfiles/filedetails/?id=156753608
Reminds me a lot of warhammer 40k. Looks very good though.
Amazing materials and incredibly crisp textures but I feel the design is a bit too tech heavy.
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=156865095
[/url][/URL]
It comes with a new Treant as well. Check out the link to see a video.
Kudos to the idea, very original and solidly executed.
The part of the video with the shroomlings and that 'wewewe' music in the background was very funny also, haha.
**
Is anyone experiencing crashes when trying to preview the submission in game?
Dang, I only have to record an ingame video to finish my set, this is really a bad timing for it to happen. Hope it get fixed in the next patch.
I was getting crashes when trying to preview our Dazzle set in game. They're usually pretty quick to fix this kind of stuff for the Dota importer so I would think they'll fix it this week.