Are turn poses for couriers working? I add a single frame as suggested and my model fails to build, i take it out.. it works fine. Is this a broken feature or am I doing something wrong... I've gone in and triple checked the pose files, they only consist of the skeleton with a key at the correct pose.
Did anyone else get a different reference on their statement this month? Normally mine says "ADVICE CONFIRMS VALVE CORP" but this month it said "STEAM CONT PAY, VALVE CORPORATION" which seems a bit strange. Can anyone shed any light?
BluPanda: it works . Its for animation blending (smoother turn) . Its not necesary tho' only if it looks choppy withouth . can you post the log with the errors?
Are turn poses for couriers working? I add a single frame as suggested and my model fails to build, i take it out.. it works fine. Is this a broken feature or am I doing something wrong... I've gone in and triple checked the pose files, they only consist of the skeleton with a key at the correct pose.
The one thing I've always noticed about turn poses with couriers is exporting them as an fbx and using the ingame compiler never works. It's been bugged for as long as I can remember.
Export the poses as .smds and they should import without a problem.
Are turn poses for couriers working? I add a single frame as suggested and my model fails to build, i take it out.. it works fine. Is this a broken feature or am I doing something wrong... I've gone in and triple checked the pose files, they only consist of the skeleton with a key at the correct pose.
I've gotten to work them once, in December on my first courier using FBX.
The second time I tried, January/Febuaryish, completely broken, same experience you are describing.
I wouldn't be surprised if an update changed the system at some point in time.
Texture progress on this Brewset i've been crawling along on, starting to get motivated again seeing all the great work on here. These shots are with in-game texture res. Skinning it now, going to test again in-game next.
Hey guys, hopefully someone can solve my problem real quick:
At certain angles, the blue specular on my magnus weapon gets ultra crazy and colours the whole weapon blue. How can I tone this down? Ive tried messing with the masks which I thought would do it, but it didnt work..
Hey guys, hopefully someone can solve my problem real quick:
At certain angles, the blue specular on my magnus weapon gets ultra crazy and colours the whole weapon blue. How can I tone this down? Ive tried messing with the masks which I thought would do it, but it didnt work..
Texture progress on this Brewset i've been crawling along on, starting to get motivated again seeing all the great work on here. These shots are with in-game texture res. Skinning it now, going to test again in-game next.
Dude this is AWESOME! and Brew is more than overdue. Don't forget dat top down gradient1
Okay I'm done with this weapon.. I made a lot of mistakes but I'm pretty happy for my first real item that I made by myself which actually has all the maps this time. Textures are a lot muddier than I hoped but I know where I went wrong for next time
Hey gang. I'm working on my first DOTA 2 Courier and am in the home stretch. I need to figure out how it's setup for exporting! Does anyone have experience with that? I'm using 3DS Max 2014 and the WallWorm Tools. Specifically I need to know how the damage shapes are set up, what they are called, what they are attached to, that sort of thing. Tutorials online are all either for maya or very out dated because the Source SDK file structures have changed, or just don't have the info I'm looking for.
In the importer I'm getting the error "Failed to find an attachment bone named:"
I just want to test the courier in-game(with no animations made yet) to see how colors/shaders look so I added a single bone in 3ds max and skinned the courier to it. How do I make this single bone an "attachment point bone"?
Edit: I just called the 1 bone "root" for a filler name at the moment, and made hit location, left eye, and right eye names "root" as well, so I feel like its something I need to change about the bone itself.. am I correct?
Wow some really nice sets being posted recently, that disruptor set looks amazing!
Really cool mount design, a bit weird but in a good kind of way.
@Crazyone: the turnable is a bit weird, maybe you need to set the pivot point a bit better, so it looks like it's turning around his own center point.
I've uploaded my hoody design for the TI4, it's more of a fun way to let Valve know I want my blades in the game So it might be a bit weird for ladies, but there are plenty designs for them
Replies
My set for Horny guy
I have specified the path to .vmt file using $cdmaterials.
compile
open up the mdl in HLMV and its pink and black checkers...
Yes, the .vmt and 4 .vtf files are in the same folder. What gives?
I could be totally wrong but I remember with TF2, materials of the same name as the files had to be applied to the model before you export.
Or you can open the file that has all the vertex numbers and replace the name of the material it is looking for.
My memory of it isn't great and I've not manually compiled anything for Dota.
having some fun with clinkz
MdK. Its the same as last month for me
The one thing I've always noticed about turn poses with couriers is exporting them as an fbx and using the ingame compiler never works. It's been bugged for as long as I can remember.
Export the poses as .smds and they should import without a problem.
I've gotten to work them once, in December on my first courier using FBX.
The second time I tried, January/Febuaryish, completely broken, same experience you are describing.
I wouldn't be surprised if an update changed the system at some point in time.
export .smd
never have a problem.
:thumbup: .smd all day
Just a void concept I spent way too much time on. Posting it here to see if there's any interest.
.fbx for the /flex.
workshop link : http://steamcommunity.com/sharedfiles/filedetails/?id=256059045
Thanks, got it working like a charm! They don't quite have as much weight in the blend as I was hoping, but definitely softens things a bit.
:thumbup::)
It's a shame Brew isn't that popular, it's time they will add a set for him.
At certain angles, the blue specular on my magnus weapon gets ultra crazy and colours the whole weapon blue. How can I tone this down? Ive tried messing with the masks which I thought would do it, but it didnt work..
Dude this is AWESOME! and Brew is more than overdue. Don't forget dat top down gradient1
http://gizmodo.com/12-hypnotic-animation-tricks-used-by-disneys-legendary-1570953121?utm_campaign=socialflow_gizmodo_facebook&utm_source=gizmodo_facebook&utm_medium=socialflow
Okay I'm done with this weapon.. I made a lot of mistakes but I'm pretty happy for my first real item that I made by myself which actually has all the maps this time. Textures are a lot muddier than I hoped but I know where I went wrong for next time
Joerlak's Impaler
Decided to model that nomad cap for sniper I drew ages ago
Any :thumbup: greatly appreciated :poly136:
Links to set collection:
http://steamcommunity.com/sharedfiles/filedetails/?id=256238016
I also put together some stuff for TI4
http://steamcommunity.com/sharedfiles/filedetails/?id=256306094
Enjoy!
Now, bow and legs!
Workshop link: http://steamcommunity.com/workshop/filedetails/?id=256590849
Link : http://steamcommunity.com/sharedfiles/filedetails/?id=256615733
I just want to test the courier in-game(with no animations made yet) to see how colors/shaders look so I added a single bone in 3ds max and skinned the courier to it. How do I make this single bone an "attachment point bone"?
Edit: I just called the 1 bone "root" for a filler name at the moment, and made hit location, left eye, and right eye names "root" as well, so I feel like its something I need to change about the bone itself.. am I correct?
Really cool mount design, a bit weird but in a good kind of way.
@Crazyone: the turnable is a bit weird, maybe you need to set the pivot point a bit better, so it looks like it's turning around his own center point.
I've uploaded my hoody design for the TI4, it's more of a fun way to let Valve know I want my blades in the game
I know importer is broken, but Ill repotopo is anyway
That's just a perfect concept, well done!