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…
Recently someone asked for a good direct 3D painting app and I had remembered that Photoshop had the ability a few years ago but it was unable to display uvw's. I looked back into it with Photoshop CC 2015 and was actually surprised to find it works pretty well now and has a direct link to the UVW's on a seperate layer.…
hi all, im looking for help with official Ogre magi cape item, ive downloaded it but it seem that color texture does note contain alpha channel to cut out those yellow coins. Im not sure im thinking right, can anyone confirm that? http://www.dota2.com/workshop/requirements/Ogre_Magi and second thing. this guide…
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 -…
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.…
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…
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…
@zicoV Great start on the simple staff. @Qwiggalo Anonymity is the best policy. @Tvidotto Zbrush workflow. That is a big undertaking, but there are point select features, as you are able to make a small brush size and turn on point select, as well as a MOVE brush. Under the TRANSFORM panel there are a number of settings…