I have to compile them ... when i see this https://developer.valvesoftware.com/wiki/MDL i understand nothing A tutorial for compiling would be veryyyy cool Then i try to compile this error appears C:/Program Files (x86)/Steam/SteamApps/USER/sourcesdk/bin/source2009/bin/studiomdl.exe -game "C:\Program Files…
Hi marul. I thought that maybe my method will be able to help you with mirrored models. It worked for me, maybe it will be somewhat helpful for other. Good luck with your character!! If someone will find any errors, please let me know :)
I'm starting to think the importer might be broken specifically on DMX files. Rather than getting an error that I can actually get feedback from it just crashes dota to the desktop. I'll shoot off an email to someone and ask about it.
some small shading errors on the inner jaw and the bolt after using handplanes xnormal plugin, I'll try re-running it through handplane see what I get after manually touching up the object space maps channels
edit thanks gonna try it with override on edit2: same error, this is where im creating the directory folder vengeful \Steam\steamapps\common\dota 2 beta\dota\root\materials\models\heroes am i putting it in the wrong place?
I loved this concept! His left arm is kinda messed up. If you check his model inside the game, you'll notice some skinning errors on the arm (lod0). They screwed up when they changed his face. Don't worry about it.
I tried this when .fbx was giving me errors in the dota 2 importer, so unfortunately I don't think that's an option =/. How would that address the scale issue if I'm not changing the scale of anything? I'm using Valve's SMD plugin atm.
yes, 3 bones but my first courier was before discovering that, what will happen if you use more is that the lowest one or any influence below a certain limit will be ignored at that time it leaded to some problems with the skinning that i just solved by trial and error...
Can someone tell me if there's something wrong on my end or Valve's end? I know Vlad's worked with other ability spawns but I don't recall anyone working with Forge Spirits. I wanted to test the base sculpt mesh to see if it would work alright with the default animations, but it seems like there's a problem with the…
You bring up some good points Tvidotto. I don't have a problem with using Tris and Ngons on game ready models, i did however find the cuts modeled into the helm were just to small to warrant geometry in the game model in most places. You can see in my example that i have larger cuts on the shoulder armor, and originally i…