Has anyone figured out how to look at compiled models in the Dota Reborn model view?
I tried placing my models (renamed to original equipment names) but there are a lot of new folders, not sure where they should go.
(they work in old dota2)
youjust need to add a model , and of it ( head , top , weapon ,etc ) . Then find add mesh at the top , make sure all ur models are in the folder
Thanks, but it's not working...
Opened beta tools:
had to create 'add on' (called 'Addthis')
Open model viewer and it says open existing VMDL (I don't have any Vmdl's) or load a new one. (from smd, fbx)
I go to file and it says it's not in folder.
In the Addon's directory I added a models folder. Now when I try to open the add on it crashes (says something about panorama /folder blah blah. I think it wants directory created thru the dota tools, but i can't figure that out either)
I read the Valve web page on using the new tools and things like file>new that they tell you to do don't exist.
Thanks, but it's not working...
Opened beta tools:
had to create 'add on' (called 'Addthis')
Open model viewer and it says open existing VMDL (I don't have any Vmdl's) or load a new one. (from smd, fbx)
I go to file and it says it's not in folder.
In the Addon's directory I added a models folder. Now when I try to open the add on it crashes (says something about panorama /folder blah blah. I think it wants directory created thru the dota tools, but i can't figure that out either)
I read the Valve web page on using the new tools and things like file>new that they tell you to do don't exist.
I recall creating folder outside of beta tools manually , and I do encounter missing file whereby there is 2 similar location
Program Files (x86)\Steam\steamapps\common\dota 2 beta\content\dota_addons\your file
and
Program Files (x86)\Steam\steamapps\common\dota 2 beta\game\dota_addons\your file
Make sure your model file is exactly at the path .
What I suggest is that you create a new vmdl , save it and trace it back the location .
I'm sorry for interrupt. You are doing so much great work but not all of it pass valve filter. Many people would find this work such wonderful. Why the authors not spread texture files for free access? After all, if customization passed workshop the files become "accessible".
Hey y'all, beginner modeller making my first ever set specifically for OD, started today and I'm just wondering what you think of the head piece I have going on right now:
I'm planning to make it a bit more "crystallized" and add a brighter shade of green on the skin between the horns, when I'm actually making the model itself and the textures.
Hi everyone. I am working with Es'Kophan and Poznyak on claws for Bloodseeker. It's WIP of base for sculpting. Crystal, levitating claws will be support custom blood particles and some glow. Let's see what happens soon x)
hello, I am having some problems with importing my model into the workshop. These two parts of my texture model are invisible. I couldn't find anything on the internet about this problem except something that said to try deleting the alpha channel from the color texture, and while it did make those parts visible, there were still errors in those parts of the texture.
hello, I am having some problems with importing my model into the workshop. These two parts of my texture model are invisible. I couldn't find anything on the internet about this problem except something that said to try deleting the alpha channel from the color texture, and while it did make those parts visible, there were still errors in those parts of the texture.
How can I fix this problem that I am having?
Instead of deleting it try making it completely white
Working on a little concept on my phone during TI5, was wondering if it'd be worth finishing it because I'm not sure if the theme is crossing the line for beast master or not
I'm starting to create items for DOTA 2 but I have some problems I had in the past with TF2.
I created my item but when I export it to show up in-game it's not where it should be and it's scaled down :
Here's what I've done, maybe one of you have a solution :
- I've used the official reference and not the decompiled model(.FBX - I've loaded it with bones instead of dummies).
- Move the model on the head, Pivot is 0,0,0 and skinned to the Head bone.
- Export it as FBX with that :
I'm starting to create items for DOTA 2 but I have some problems I had in the past with TF2.
I created my item but when I export it to show up in-game it's not where it should be and it's scaled down :
Here's what I've done, maybe one of you have a solution :
- I've used the official reference and not the decompiled model(.FBX - I've loaded it with bones instead of dummies).
- Move the model on the head, Pivot is 0,0,0 and skinned to the Head bone.
- Export it as FBX with that :
Any ideas ?
I have had the same problems where I would export it as .fbx and it wouldn't be in the right place. Try exporting it as .smd because that was what fixed my problem
I have had the same problems where I would export it as .fbx and it wouldn't be in the right place. Try exporting it as .smd because that was what fixed my problem
I tried exporting as SMD with WallWorm but it doesn't show up ingame, I must do something wrong but can't see what since I've tried everything I found on internet.
I'm using Max2014
I tried exporting as SMD with WallWorm but it doesn't show up ingame, I must do something wrong but can't see what since I've tried everything I found on internet.
I'm using Max2014
Well I use blender so I can't really help you on that. Maybe you still haven't reset the xform or something like that. If you are willing to try to fix your problem in blender I can definitely help you then. The final thing that I might say is that maybe the files in the website you got thee model from we're wrong. This is possible because valve doesn't care to update some of the models. Although this is very unlikely, you could get the skeleton from the in-game files and use those instead
I have an odd question that I have tried to answer and find an answer and cannot, when I import the SMD model for (vengeful spirit for example) into Blender, I find it often exceeds the high poly count requirement for Dota2(portrait view), and the color file for the textures includes the hair aswell as the color for head/helmets etc so they appear (to a newbie) to be linked in some way, is there any reason for this? or is it simply a product of the import and I should reduce tris for the low poly version (aka decimate, by hand etc).
Replies
youjust need to add a model , and of it ( head , top , weapon ,etc ) . Then find add mesh at the top , make sure all ur models are in the folder
Opened beta tools:
had to create 'add on' (called 'Addthis')
Open model viewer and it says open existing VMDL (I don't have any Vmdl's) or load a new one. (from smd, fbx)
I go to file and it says it's not in folder.
In the Addon's directory I added a models folder. Now when I try to open the add on it crashes (says something about panorama /folder blah blah. I think it wants directory created thru the dota tools, but i can't figure that out either)
I read the Valve web page on using the new tools and things like file>new that they tell you to do don't exist.
http://steamcommunity.com/sharedfiles/filedetails/?id=483063716
I recall creating folder outside of beta tools manually , and I do encounter missing file whereby there is 2 similar location
Program Files (x86)\Steam\steamapps\common\dota 2 beta\content\dota_addons\your file
and
Program Files (x86)\Steam\steamapps\common\dota 2 beta\game\dota_addons\your file
Make sure your model file is exactly at the path .
What I suggest is that you create a new vmdl , save it and trace it back the location .
http://www.polycount.com/forum/showpost.php?p=2326596&postcount=1
Let me know if you are interested in collab.
MTB shot
Send me a pm if you are interested in collab.
looks nicer if put on abbadon haha
http://steamcommunity.com/workshop/filedetails/?id=486784737
I'm planning to make it a bit more "crystallized" and add a brighter shade of green on the skin between the horns, when I'm actually making the model itself and the textures.
August 24 deadline for single items)
wow really? where did you get that source from ? o.o
I believe it was more vague though like:
'sets or items'... Who knows with Valve, could have been hinting singles, and/OR wards/Couriers
Sculpt:
Lod0+ao
http://steamcommunity.com/sharedfiles/filedetails/?id=489083667
taken
http://steamcommunity.com/sharedfiles/filedetails/?id=491876884
taken
hello, I am having some problems with importing my model into the workshop. These two parts of my texture model are invisible. I couldn't find anything on the internet about this problem except something that said to try deleting the alpha channel from the color texture, and while it did make those parts visible, there were still errors in those parts of the texture.
How can I fix this problem that I am having?
Instead of deleting it try making it completely white
check the UV's of the model. They might be overlapping a bit
Credits: Zarrad & Patosh
Working on a little concept on my phone during TI5, was wondering if it'd be worth finishing it because I'm not sure if the theme is crossing the line for beast master or not
http://i.imgur.com/sERBuFw.jpg
(Still quite a bit wip with some things missing, just looking for feedback on basic idea)
Thanks!
I'm starting to create items for DOTA 2 but I have some problems I had in the past with TF2.
I created my item but when I export it to show up in-game it's not where it should be and it's scaled down :
Here's what I've done, maybe one of you have a solution :
- I've used the official reference and not the decompiled model(.FBX - I've loaded it with bones instead of dummies).
- Move the model on the head, Pivot is 0,0,0 and skinned to the Head bone.
- Export it as FBX with that :
Any ideas ?
I have had the same problems where I would export it as .fbx and it wouldn't be in the right place. Try exporting it as .smd because that was what fixed my problem
http://steamcommunity.com/id/mataata/screenshot/633106293317845459
http://steamcommunity.com/id/mataata/screenshot/633106293317903469
I tried exporting as SMD with WallWorm but it doesn't show up ingame, I must do something wrong but can't see what since I've tried everything I found on internet.
I'm using Max2014
Well I use blender so I can't really help you on that. Maybe you still haven't reset the xform or something like that. If you are willing to try to fix your problem in blender I can definitely help you then. The final thing that I might say is that maybe the files in the website you got thee model from we're wrong. This is possible because valve doesn't care to update some of the models. Although this is very unlikely, you could get the skeleton from the in-game files and use those instead
Hook for Pudge:
looking for collab.
Normal map + AO map 512x512
Can someone link me to the post if it exists? Thanks! <333
as always, just found it when I ask, http://steamcommunity.com/games/dota2/announcements/detail/794107293843921156
Do any of you guys want to collab for particle effects of an item? <33
Links:
Main: http://steamcommunity.com/sharedfiles/filedetails/?id=498196938
Off: http://steamcommunity.com/sharedfiles/filedetails/?id=498198684
Do you guys like em? Thanks!
I have an odd question that I have tried to answer and find an answer and cannot, when I import the SMD model for (vengeful spirit for example) into Blender, I find it often exceeds the high poly count requirement for Dota2(portrait view), and the color file for the textures includes the hair aswell as the color for head/helmets etc so they appear (to a newbie) to be linked in some way, is there any reason for this? or is it simply a product of the import and I should reduce tris for the low poly version (aka decimate, by hand etc).