I've got a fresh new version for you guys! 2.3! This one is very very close to what you will see in engine, if not exact(hopefully no silly bugs) :P What's new in version 2.3 -Changes: Specular and diffuse calculation combined -Changes: Removed "Custom Fresnel Ranges" for specular and rim terms -Changes: Reworked "Fresnel…
Hi, As a new contributor to the DOTA 2 community I was quickly frustrated with the lack of a quick way to display and iterate on my model with mask1 and mask2 in Maya 2011. So I decided to learn .hlsl and attempt to write a DOTA.cgfx material. This is my first .cgfx, and post ;) so Im looking for help on getting this…
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…
you are right about the mdl files holding the reference, its the qc file that does that you dont need to have the qc file on the dota folder, its used just to compile the file and after that it has no need to exist =] thats why you dont find it on dota files if you compile your file and replace another one on the dota2…
There was a post describin it somewhere here, let me search... Found it :) http://www.polycount.com/forum/showpost.php?p=1706338&postcount=371 Example for Lich belt: You need to download dota2slasher from... forgot where it was avalible. Use GCFSCAPE tool and look what are the default item name for belt slot. Its…
DOTA 2 WORKSHOP CONTRIBUTIONS Resources Decompiling Character Models To Use As Reference Valve's Character Art Guide Valve's Texture Guide Info from Opethrockr55: Geometry • Budget o hero+items: 6-7k for the portrait and 3-4k triangles in the game o Good rule of thumb is to always stay on the lower end of the budget • LODs…
Thanks Tvidotto, but I almost tried out every tutorial ou there. I do use the .qc files which I decompiled with the studiocompiler, that's also how I got the model. But I was wrong about one thing if I tried to use the EP1 from the source sdk path i got the error that GUISTudioMDL couldn't find the gameconfig, after…