Thanks for the info, but it looks like I still can't get it working :poly127: This is the Error I still get: SteamMountFilesystem(6064,571,0x106af8b8=,0x106af7a8) failed with error 5: No CS online with App 571 Ver 72 If I use the TF2 mod or gaminfo path it seems to work correctly.. PLZ need help with this, because it seems…
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…
(I don't plan to put this in the store but wan't go through the entire process correctly) I've modeled and hand painted textured a weapon but I have no idea how to do the rest. I assume this is the color map. But I have no idea how to do the rest... - baking an ambient occlusion map? - rendering out a light map? also -…
Tvidotto your work looks great :) Plz make an tutorial on how to compile the models and get them into dota 2. Because I just can't seem to get the studiocompiler working correctly :s It's easy to find good tutorials on how to decompile them, but not one good tutorial on how to compile and put them into the game! Do you ppl…
Absoutely loving all the entries so far, just wanted to pop in and share some information with you guys and girls: The Spring2014 Workshop tag has been fixed so you should now be able to browse the submissions properly.…
Well If I use the EP1 tool path I get an error that GUIStudioMDL can't find studiocompiler.exe :s After solving that problem I get the following error: SteamMountFilesystem(6064,571,0x106af8b8=,0x106af7 a failed with error 5: No CS online with App 571 Ver 72 I do have a working .qc file, that also cost me a lot of time.…
I see what you mean. There are two things, actually. First of all, check out the grillhound Material is exactly the same along with the purple spec and hard rimlight everywhere, even where it's black on the mask. Shiny parts are only the ones with metalness mask, and so on. The second thing is, loadout view and ingame view…
This part is out of my realm but I imagine it's somewhat the same process as for other source games. You export it as an SMD file and compile it with StudioMDL. However I've yet to try this and Dota 2 models since they have some new properties. But in terms of just exporting the axe: * Did you import his axes as reference?…