dude, you are reading my post wrong if you are implying that I might think this way. read my latest posts throughout the forum, fuckt it, read all my posts
throughout the forum. i am always in for good stuff and enjoy seeing it come to light even though it might be and certainly is competition. I for myself enjoy the community and have learned alot through clearly better artists than myself.
Whats the point of not submitting something to the contest anyway if you are only submitting because of prices and winning the competition. thats downright stupid if you ask me cause you are limiting yourself and might be here for the wrong reasons.
edit: btw alia, bloody good work as usual!
Sorry if that's how my post read, I didn't mean that to you, but more to the post from Reza and some other people here lately. Just tried to sorta pick up what I thought you were trying to say.
Some of our friends here have serious text comprehension issues. I didn't blame anyone for fooling me (as I said before I am participating in this event) and also I didn't say don't produce good quality items(please do so, I'll decompile your models and learn from them) and also I didn't say to not keep your works as secret(sometimes its a must) and also I didn't say that people shouldn't change their minds(I do that all the time). All I said was act properly in a community.
OK plain English, I think these steps make an improper behavior:
1.I'm not making anything for this event
2. Hey guys, remember I said I'm not making anything? Here this is my final work.
@belkun: I understand and feel your frustration, I feel so too. That's why I gave that comment. I just couldn't take it anymore.
I think instead of keep being frustrated and feel bad everytime we come here, its good to point out what's wrong and how we could fix it.
Okay first of all, Reza, why would you follow Chemic Alia and Dry, their not your boss. Even so, other artists still participate in the event. You can't blame other people for your non-participation. Chemic/Dry don't own you can never stopped you from participating.
People change, and frankly I didn't expect anything (WIP) from Chemical Alia and Dry, mainly because they only post final images. Whether they were participating in the event isn't our concern. Same thing with the upcoming event chest. Nobody will force you to participate or not participate.
The only way Chemical Alia/Drysocket is wrong, is they they told everyone "Do not participate in this event" If they only said they weren't going to participate it means that they aren't going to participate. They aren't telling everyone not to participate, it means they were only speaking for themselves. Don't hate Chemical Alia/Drysocket just for changing their minds. \
Okay first of all, Reza, why would you follow Chemic Alia and Dry, their not your boss. Even so, other artists still participate in the event. You can't blame other people for your non-participation. Chemic/Dry don't own you can never stopped you from participating.
he mean the set design looks too "human" instead of alien.
or he means "an alien wearing human cloth"
well tbh the spectre with the cloth i think is okay for me.
hi all, im looking for help with official Ogre magi cape item, ive downloaded it but it seem that color texture does note contain alpha channel to cut out those yellow coins. Im not sure im thinking right, can anyone confirm that? http://www.dota2.com/workshop/requirements/Ogre_Magi
and second thing. this guide http://media.steampowered.com/apps/dota2/workshop/Dota2ShaderMaskGuide.pdf
does not contain information how to solve my problem but you can see on first page nicely rendered ogre magi with coins cuted out on his cape.
also i suspect ogre's files are outdated. Just keep in mind when you do it yourself that opacity doesn't recognize any grays at all. all on or all off - that's the only way to fly.
also i suspect ogre's files are outdated. Just keep in mind when you do it yourself that opacity doesn't recognize any grays at all. all on or all off - that's the only way to fly.
:thumbup: So many of those references are out of date. I never really trust any of them but the most recent additions, and I still tend to just decompile for references anyways
As GhostDetector said, the transparency is binary, which means it's either 100% visible or 100% invisible, so you can't use shades of gray, only black and white. You need to add an alpha channel on the color map and save the TGA as 32-bit for it to work.
As GhostDetector said, the transparency is binary, which means it's either 100% visible or 100% invisible, so you can't use shades of gray, only black and white. You need to add an alpha channel on the color map and save the TGA as 32-bit for it to work.
Is there any chance this might change once Dota switches engines next year?
Is there any chance this might change once Dota switches engines next year?
I'm not really sure if there are any major changes on that part for Source 2, but it's certainly something that I believe everyone would welcome. Maybe we can try to suggest Valve to add support for that on the new engine and editor? Would be great to see some more stuff with better represented glass, ice and similar materials, but then again, I don't know if Source 2 would be able to make that happen.
Well source 2 can already do transparent textures, so I'd assume so, it'll be up to valve whether they want to add semi-transparency since they may care more about game performance rather than cosmetics. A whole bunch of transparent objects probably will destroy the framrate on some computers.
I'm not really sure if there are any major changes on that part for Source 2, but it's certainly something that I believe everyone would welcome. Maybe we can try to suggest Valve to add support for that on the new engine and editor? Would be great to see some more stuff with better represented glass, ice and similar materials, but then again, I don't know if Source 2 would be able to make that happen.
even in newer engines shaders that support semi-opacity are expensive and complicated. Generally they need to be additive or subsurface scattering. you'd be hardpressed to find even a next gen game that really nails something like semi-transparent ice or even tinted glass. they exist, but they're not typically going to run on anything lower end. don't count on valve implimenting new shaders just we can put distorting glass on an item or two...at the expense of large portions of the players having to use fallback shaders to keep the game running (that will make the material look awful, by the way)
Well source 2 can already do transparent textures, so I'd assume so, it'll be up to valve whether they want to add semi-transparency since they may care more about game performance rather than cosmetics. A whole bunch of transparent objects probably will destroy the framrate on some computers.
Source has had transparency since 2004. You can use it in dota 2, Valve just doesn't like it. The main issue with it if it's not used correctly is sorting, especially if it's layered at all. You also need to separate the section of the model using transparency from the section that doesn't need it to avoid sorting issues, causing the model to require two materials.
I'm working on an item now that we're testing transparency on. If it works well I can write a little mini tutorial on it if anyone is interested.
On the off chance, does any any know if Signed Distance Field alpha's are supported in Dota? And by any chance have a Photoshop action/plugin to create them??
hey guys. I have some problem with my pudge hook, two problems to be precise.
this is the first one. Ingame when pudge use the hook it both stays in his hand and hooks away, anyone know if this is just an editor problem or is it any tricks to make it work at the right way?
second problem occurs when I import the hook and then add the other items through the "additional items" button. The other items then get the metal specular "strength" from the hook and when I do the opposite, adding the hook through "additional items" button then the hook gets the metal specular strength from that item I imported first. This only happens with the hook, all the other items get along well. Anyone knows anything about this?
this is the first one. Ingame when pudge use the hook it both stays in his hand and hooks away, anyone know if this is just an editor problem or is it any tricks to make it work at the right way?
Pretty sure this is just how the importer works for pudge hooks, no clue on your second issue, but sounds like an importer bug
Source has had transparency since 2004. You can use it in dota 2, Valve just doesn't like it. The main issue with it if it's not used correctly is sorting, especially if it's layered at all. You also need to separate the section of the model using transparency from the section that doesn't need it to avoid sorting issues, causing the model to require two materials.
I'm working on an item now that we're testing transparency on. If it works well I can write a little mini tutorial on it if anyone is interested.
That wasn't what I meant, what I meant was that source 2 comes with a whole bunch of optimizations so if possible transparency will be a normal thing in dota 2. Plus since its a new shader, semi-transparent objects will require more usage resulting in less frame rates and inhibiting gameplay. With source 2, its possible that adding transparency won't affect gameplay at all.
Hi guys , im facing a big problem , i have done my color,mask1,mask2,normal map ,when i imported to dota2 , it seems that the mask does not have any effect in dota2 , its all flat colored , Please help
Hi guys , im facing a big problem , i have done my color,mask1,mask2,normal map ,when i imported to dota2 , it seems that the mask does not have any effect in dota2 , its all flat colored , Please help
Are all the textures saved to the proper format? Do you have your in game graphics setting lowered?
Replies
Sorry if that's how my post read, I didn't mean that to you, but more to the post from Reza and some other people here lately. Just tried to sorta pick up what I thought you were trying to say.
OK plain English, I think these steps make an improper behavior:
1.I'm not making anything for this event
2. Hey guys, remember I said I'm not making anything? Here this is my final work.
@belkun: I understand and feel your frustration, I feel so too. That's why I gave that comment. I just couldn't take it anymore.
I think instead of keep being frustrated and feel bad everytime we come here, its good to point out what's wrong and how we could fix it.
People change, and frankly I didn't expect anything (WIP) from Chemical Alia and Dry, mainly because they only post final images. Whether they were participating in the event isn't our concern. Same thing with the upcoming event chest. Nobody will force you to participate or not participate.
The only way Chemical Alia/Drysocket is wrong, is they they told everyone "Do not participate in this event" If they only said they weren't going to participate it means that they aren't going to participate. They aren't telling everyone not to participate, it means they were only speaking for themselves. Don't hate Chemical Alia/Drysocket just for changing their minds. \
he mean the set design looks too "human" instead of alien.
or he means "an alien wearing human cloth"
well tbh the spectre with the cloth i think is okay for me.
and nice head choice :P
i see what you did there hehe
10/10 best comment. Would read again. :poly121:
EDIT: Holy banana I added texture to model mwahahaha :thumbup:
http://www.dota2.com/workshop/requirements/Ogre_Magi
and second thing. this guide
http://media.steampowered.com/apps/dota2/workshop/Dota2ShaderMaskGuide.pdf
does not contain information how to solve my problem but you can see on first page nicely rendered ogre magi with coins cuted out on his cape.
regards
:thumbup: So many of those references are out of date. I never really trust any of them but the most recent additions, and I still tend to just decompile for references anyways
Here's the texture straight from the game files: https://dl.dropboxusercontent.com/u/8656269/ShareX/2014-12/cape_color.tga
As GhostDetector said, the transparency is binary, which means it's either 100% visible or 100% invisible, so you can't use shades of gray, only black and white. You need to add an alpha channel on the color map and save the TGA as 32-bit for it to work.
regards
I'm not really sure if there are any major changes on that part for Source 2, but it's certainly something that I believe everyone would welcome. Maybe we can try to suggest Valve to add support for that on the new engine and editor? Would be great to see some more stuff with better represented glass, ice and similar materials, but then again, I don't know if Source 2 would be able to make that happen.
regards
Colours are just a quick 2 minute jobby as I won't be doing the final ones
even in newer engines shaders that support semi-opacity are expensive and complicated. Generally they need to be additive or subsurface scattering. you'd be hardpressed to find even a next gen game that really nails something like semi-transparent ice or even tinted glass. they exist, but they're not typically going to run on anything lower end. don't count on valve implimenting new shaders just we can put distorting glass on an item or two...at the expense of large portions of the players having to use fallback shaders to keep the game running (that will make the material look awful, by the way)
Source has had transparency since 2004. You can use it in dota 2, Valve just doesn't like it. The main issue with it if it's not used correctly is sorting, especially if it's layered at all. You also need to separate the section of the model using transparency from the section that doesn't need it to avoid sorting issues, causing the model to require two materials.
I'm working on an item now that we're testing transparency on. If it works well I can write a little mini tutorial on it if anyone is interested.
Oh god, yes, please!
-Toasty
this is the first one. Ingame when pudge use the hook it both stays in his hand and hooks away, anyone know if this is just an editor problem or is it any tricks to make it work at the right way?
second problem occurs when I import the hook and then add the other items through the "additional items" button. The other items then get the metal specular "strength" from the hook and when I do the opposite, adding the hook through "additional items" button then the hook gets the metal specular strength from that item I imported first. This only happens with the hook, all the other items get along well. Anyone knows anything about this?
Pretty sure this is just how the importer works for pudge hooks, no clue on your second issue, but sounds like an importer bug
http://steamcommunity.com/sharedfiles/filedetails/?id=366289108
Instead of resting and celebrating we are making something for CNY:
If it changes the leap growl to a bleat I'm completely oversold on this one.
That wasn't what I meant, what I meant was that source 2 comes with a whole bunch of optimizations so if possible transparency will be a normal thing in dota 2. Plus since its a new shader, semi-transparent objects will require more usage resulting in less frame rates and inhibiting gameplay. With source 2, its possible that adding transparency won't affect gameplay at all.
That is one awesome majestic mount, cant wait to see everything completed
That's so god damm cute =0
Damn Onilolz, that's some great work, looks amazing!
Final model w/ flat diffuse. Trying to change the workflow a litte. Pretty good results so far!
Hnnnnnnnnngggg I really hope you are interested in putting it in the Hattery!
I made these quick single hairstyles concepts for CNY! If you are interested in collab just hit me here or on steam! (Ike already took Legion)
Here's a set for Juggernaut by Crowntail for whom I painted the loadingscreen. Hope you enjoy!
@Remixx- Very nice mount!
I didn't make it! OniLolz did!
Are all the textures saved to the proper format? Do you have your in game graphics setting lowered?
Check Mask 1 Alpha, it should be black entirely
More so was the bitness correct, example, color without alpha 24 bit or 32 with alpha, mask 1 and 2 32 bit, and normal 24 bit