@ReMixx Thanks for the suggestion. That does give me the 4 separate bones like you were seeing. However I still get the same result no matter how I bind it. The ring of text that spins on the ground works fine for whatever reason. I just can't get the skull portion of the effect to work normal.
Edit: After testing some more, I noticed the default ward does have a pink glow in the ground. That being said, it would seem that part as well as the ring of text are working as intended. The skull and its effects just don't show up at all.
Use crowbar to decompile the default ward and look at the qc file to see what the attachment points are. There should be a block like $attachment "attach_hitloc" "root" 0.00 0.00 0.00 rotate 0.00 0.00 0.00 and from that you should be able to discern what bone the particles are attaching to. If that doesn't help you solve the problem, look at what the qc file generated by the workshop uploader in the content folder of your dota directory has in it. It should have an attachment point so you can see what the difference is between your ward and the default. Finally, the workshop test mode can cause a lot of particles to bug. Try making a copy of your qc file and editing the $modelname file path to that of the default ward then compiling it with crowbar, then start a custom game with -override_vpk launch option and see if there's a difference.
EDIT: Just had a look at it myself. The default ward appears to have the skull attached to $attachment "attach_attack1" "attach_attack1" 0 0 0 rotate 0 0 0. Check the qc file for your ward like i said above and see if that line is in there. If it isn't or it's commented out you'll need to recompile it with that line included to get the skull to show. The name of the bone it attaches to is attach_attack1. I think you said you used the same bone names so it should work. If not either add a bone with that name at the relevant position or edit the second attach_attack1 in that line to the name of the bone you want to use.
EDIT 2: To clarify, the problem is the deathward uses 2 attachment points, one for where autoattacks are pulled towards and where i think the ring of glyphs are centred around, the other where the ward attacks emanate from and where the skull is located. The workshop uploader only asks you to name a bone for the former because reasons. You can rectify this for your workshop promo media by editing the QC file and recompiling it with the file path of the default ward. As for custom particles, it's sort of a grey area. They said no particles for New Bloom because they are working on a new submission process with the new engine, but they have added old stuff i've submitted since then so who knows. Anyway if you're still confused i'll pm you my email and skype and i'll take a look at it for you.
If you are working on an in-game item, tournament, or merchandise workshop submission that you would like to have considered for release before the end of August, please submit your work to the workshop no later than May 26, 2015.
Additionally, the workshop particle process renovation that we mentioned in December's New Bloom 2015 Call to Arms blog post is still ongoing, so if you are working on an in-game item we ask that your creations avoid using custom particle effects. Finally, any items which depict skulls or gore should also include low-violence versions of all assets (including loading screens) with the initial submission.
If you are working on an in-game item, tournament, or merchandise workshop submission that you would like to have considered for release before the end of August, please submit your work to the workshop no later than May 26, 2015.
Additionally, the workshop particle process renovation that we mentioned in December's New Bloom 2015 Call to Arms blog post is still ongoing, so if you are working on an in-game item we ask that your creations avoid using custom particle effects. Finally, any items which depict skulls or gore should also include low-violence versions of all assets (including loading screens) with the initial submission.
I don't see why they mention a dead line as if they won't be accepting items until then.
Has there been any news about new hero additions to the workshop? It's been forever since the last group of heroes were made available... And there are so many heroes that are workshop ready, like Techies and Undying, and all Valve has to do is flip a switch!
@darkkyo: I do not expect to see any new heroes available in the workshop before source 2 is around, especially with the recent announcements.
Damn I can't wait for source 2. I wanna make so many particles, and the new tools are great too. Let's hope the valve-time is this time at least a little bit closer to normal time.
I really wish they wouldn't rework void and invest the time into slardar and zeus. Those guys really need an update.
Hello guys, i have a problem when i'm trying to import belt for magnus, i get this error. You guys have any clue ?
Starting import of shield001...
Compiling TGA: materialsrc\models\items\magnataur\0x03f1b490\shield001\shield001_color.tga
- Compilation successful.
Compiling VTF: materials\models\items\magnataur\0x03f1b490\shield001\shield001_color.vtf
- Compilation successful.
Compiling TGA: materialsrc\models\items\magnataur\0x03f1b490\shield001\shield001_normal.tga
- Compilation successful.
Compiling VTF: materials\models\items\magnataur\0x03f1b490\shield001\shield001_normal.vtf
- Compilation successful.
Compiling TGA: materialsrc\models\items\magnataur\0x03f1b490\shield001\shield001_mask1.tga
- Compilation successful.
Compiling VTF: materials\models\items\magnataur\0x03f1b490\shield001\shield001_mask1.vtf
- Compilation successful.
CTargetVTF::Compile - GetOutputPath failed
any animators out there know if the maximum frame length for "run" anims on couriers was changed recently ? im getting a pop on a 32 frame loop that I swear I wasn't a few months ago... or maybe its bugged.
any animators out there know if the maximum frame length for "run" anims on couriers was changed recently ? im getting a pop on a 32 frame loop that I swear I wasn't a few months ago... or maybe its bugged.
it looks like it clamps it to 17 frames
I hope this isnt true. I was just working on a new summon and had a 500ish frame run cycle. Ill double check it today, that would be so balls if true.
I made like one of the first meepo sets on the workshop red and it was met with a pretty negative reaction on the colour change, It's a good design but make it blue. Meepo has some of the most cohesive items, allowing for lots of customization.
Something tells me if youre a workshopper with an accepted item you will still be able to get a contributor badge and free admittance into the event. That seemed to be how it worked last year and they're following similar trends. The only real difference being a lack of public announcement.
If that isn't the case the only opportunities those who aren't invited miss are things like having time at an autograph booth, or the ability to give a live presentation. But even that changed leading up to and during the event live as extra booths opened up, people who weren't invited had their chance to shine.
Of course, this is based of the assumption that things will follow suit as last year.
Also, I wouldn't take it personally if you didn't get an invite, the way valve handles invites is strange to say the least with little to no consistancy between those who did get an invite.
My main point is it's still very early, most of this stuff didn't happen until late into April for an event in July. Now things are moving during March for an event in August. I'm pretty sure valve doesnt even have things fully figured out yet. Don't Panic and carry a towel.
Something tells me if youre a workshopper with an accepted item you will still be able to get a contributor badge and free admittance into the event. That seemed to be how it worked last year and they're following similar trends. The only real difference being a lack of public announcement.
This is the bit I'm more interested in - would it be possible that contributors wont need a paid ticket for entry? Because I'd feel a lot better if I didnt have to camp at my PC at 1am to rush for the mere chance of getting a ticket. Alternatively it might also mean that it'd be possible to consider flying over even without a ticket. To do that and still be able to join in the fun would be a big assurance, and I could go about getting leave and booking flights earlier if that was the case.
Just a bit of wishful thinking. Ticketing is in a mere few days and I should think Valve would announce these things with sufficient notice, so I'm guessing I'll be camping just like everyone else.
This is the bit I'm more interested in - would it be possible that contributors wont need a paid ticket for entry? Because I'd feel a lot better if I didnt have to camp at my PC at 1am to rush for the mere chance of getting a ticket. Alternatively it might also mean that it'd be possible to consider flying over even without a ticket. To do that and still be able to join in the fun would be a big assurance, and I could go about getting leave and booking flights earlier if that was the case.
Just a bit of wishful thinking. Ticketing is in a mere few days and I should think Valve would announce these things with sufficient notice, so I'm guessing I'll be camping just like everyone else.
If it's the same as last year this was from their FAQ;
Q. Im a Workshop Contributor, will there be a place for me at the International?
This year well be setting aside a larger space for Contributors to meet fans, work together, and show off their creations. If youre interested in participating, well have a signup space for you soon. In the meantime, make sure you purchase your ticket when they go on sale on Friday.
I would try to purchase a ticket to be safe. It's possible if you aren't able to purchase a ticket during the sale on Friday that you may be able to get one allotted to you by contacting whoever is in charge of workshop artists this year.
Replies
Use crowbar to decompile the default ward and look at the qc file to see what the attachment points are. There should be a block like $attachment "attach_hitloc" "root" 0.00 0.00 0.00 rotate 0.00 0.00 0.00 and from that you should be able to discern what bone the particles are attaching to. If that doesn't help you solve the problem, look at what the qc file generated by the workshop uploader in the content folder of your dota directory has in it. It should have an attachment point so you can see what the difference is between your ward and the default. Finally, the workshop test mode can cause a lot of particles to bug. Try making a copy of your qc file and editing the $modelname file path to that of the default ward then compiling it with crowbar, then start a custom game with -override_vpk launch option and see if there's a difference.
EDIT: Just had a look at it myself. The default ward appears to have the skull attached to $attachment "attach_attack1" "attach_attack1" 0 0 0 rotate 0 0 0. Check the qc file for your ward like i said above and see if that line is in there. If it isn't or it's commented out you'll need to recompile it with that line included to get the skull to show. The name of the bone it attaches to is attach_attack1. I think you said you used the same bone names so it should work. If not either add a bone with that name at the relevant position or edit the second attach_attack1 in that line to the name of the bone you want to use.
EDIT 2: To clarify, the problem is the deathward uses 2 attachment points, one for where autoattacks are pulled towards and where i think the ring of glyphs are centred around, the other where the ward attacks emanate from and where the skull is located. The workshop uploader only asks you to name a bone for the former because reasons. You can rectify this for your workshop promo media by editing the QC file and recompiling it with the file path of the default ward. As for custom particles, it's sort of a grey area. They said no particles for New Bloom because they are working on a new submission process with the new engine, but they have added old stuff i've submitted since then so who knows. Anyway if you're still confused i'll pm you my email and skype and i'll take a look at it for you.
@Prosomogy - looking good so far, can't wait to see those textured.
https://www.reddit.com/r/DotA2/comments/2zaicp/dota_2_update_main_client_march_16_2015/
Dota 2 Workshop Deadlines for Summer
If you are working on an in-game item, tournament, or merchandise workshop submission that you would like to have considered for release before the end of August, please submit your work to the workshop no later than May 26, 2015.
Additionally, the workshop particle process renovation that we mentioned in December's New Bloom 2015 Call to Arms blog post is still ongoing, so if you are working on an in-game item we ask that your creations avoid using custom particle effects. Finally, any items which depict skulls or gore should also include low-violence versions of all assets (including loading screens) with the initial submission.
I don't see why they mention a dead line as if they won't be accepting items until then.
It's just time it's being publicly announced.
Damn I can't wait for source 2. I wanna make so many particles, and the new tools are great too. Let's hope the valve-time is this time at least a little bit closer to normal time.
I really wish they wouldn't rework void and invest the time into slardar and zeus. Those guys really need an update.
Thanks Chameleon for help with loading screen and texture of golem!
Link to the store page: http://www.dota2.com/store/itemdetails/20770?r=ce
There are some fixes. Old set was added in august 2014.
Credits to :
Robo for the idea + concept + loading screen
AbyssFX for the custom claw animations
Link on the first image
Still a wip, i'll add some other angles at a later date.
hit me up on steam or send me a pm if you're interested.
Starting import of shield001...
Compiling TGA: materialsrc\models\items\magnataur\0x03f1b490\shield001\shield001_color.tga
- Compilation successful.
Compiling VTF: materials\models\items\magnataur\0x03f1b490\shield001\shield001_color.vtf
- Compilation successful.
Compiling TGA: materialsrc\models\items\magnataur\0x03f1b490\shield001\shield001_normal.tga
- Compilation successful.
Compiling VTF: materials\models\items\magnataur\0x03f1b490\shield001\shield001_normal.vtf
- Compilation successful.
Compiling TGA: materialsrc\models\items\magnataur\0x03f1b490\shield001\shield001_mask1.tga
- Compilation successful.
Compiling VTF: materials\models\items\magnataur\0x03f1b490\shield001\shield001_mask1.vtf
- Compilation successful.
CTargetVTF::Compile - GetOutputPath failed
It's either not 32 bit or wrong size probably
Yes, mask2 was grayscale, switch it to RGB and worked.
Thank you very much kind sir.!
crit and feedback is welcome, also leave us a vote if u like it thx
http://steamcommunity.com/sharedfiles/filedetails/?id=410266372
pm etc. if interested.
It look too monotonous. Maybe make it more contrastly? I think you can make light marsh color more brighter and greener.
Thanks for the feedback, i'll try to add some more contrasting colours.
EDIT
This any better?
Yep, better. Make fingertips same color as the moss, I think.
Thank you Reza.Backside added.
Thanks for all your feedback, this certainly feels like an improvement.
If anyone else has any feedback on how to improve the concept, do let me know.
it looks like it clamps it to 17 frames
@Hawt Thank you for your advice! Here're some blue-colored versions of it.
I hope this isnt true. I was just working on a new summon and had a 500ish frame run cycle. Ill double check it today, that would be so balls if true.
I made like one of the first meepo sets on the workshop red and it was met with a pretty negative reaction on the colour change, It's a good design but make it blue. Meepo has some of the most cohesive items, allowing for lots of customization.
yeh man it would suck. lemme know how it goes. i didn't do extensive testing... fingers crossed its user error ... . . . . .. . . . .
Yea, just tested it, seems like a user error cause it's working fine for me. :thumbup:
If that isn't the case the only opportunities those who aren't invited miss are things like having time at an autograph booth, or the ability to give a live presentation. But even that changed leading up to and during the event live as extra booths opened up, people who weren't invited had their chance to shine.
Of course, this is based of the assumption that things will follow suit as last year.
Also, I wouldn't take it personally if you didn't get an invite, the way valve handles invites is strange to say the least with little to no consistancy between those who did get an invite.
My main point is it's still very early, most of this stuff didn't happen until late into April for an event in July. Now things are moving during March for an event in August. I'm pretty sure valve doesnt even have things fully figured out yet. Don't Panic and carry a towel.
This is the bit I'm more interested in - would it be possible that contributors wont need a paid ticket for entry? Because I'd feel a lot better if I didnt have to camp at my PC at 1am to rush for the mere chance of getting a ticket. Alternatively it might also mean that it'd be possible to consider flying over even without a ticket. To do that and still be able to join in the fun would be a big assurance, and I could go about getting leave and booking flights earlier if that was the case.
Just a bit of wishful thinking. Ticketing is in a mere few days and I should think Valve would announce these things with sufficient notice, so I'm guessing I'll be camping just like everyone else.
If it's the same as last year this was from their FAQ;
I would try to purchase a ticket to be safe. It's possible if you aren't able to purchase a ticket during the sale on Friday that you may be able to get one allotted to you by contacting whoever is in charge of workshop artists this year.
just gotta make some wings and the wep
Me and Potm just finished up this phoenix inspired set for Lina, Feathery Soul!
Hope you guys like it!
You should consider fixing UV and texture, because right now it's too blurry. Did you mirror UV islands?
Good luck with that, anyway.