The Source Engine does support Sprites. Most likely you'll want to do whatever it is in particles otherwise I'm guessing that you'd have to manually compile your model with sprites outside of Dota 2. https://developer.valvesoftware.com/wiki/Sprite
You're welcome! I don't think anyone knows. They said early 2015 but what does that mean in "Valve-Time"? I'm hoping that it comes with the New Bloom update. My reasoning being that they didn't want to build a new map from scratch for Diretide or Frostivus, but surely we'll get one for New Bloom right? The Engine Update…
working off of simons concepts, but it get kinda useless to tweak maps and set up stuff without beeing able to see it in the actual engine and with the shaders it should be using. if anyone has a a key he could spare, it would be really appretiated :)
I'm pretty sure the source engine works however Valve wants it to work, they made the tech, they can make it do what they want. Regardless im interested to see what this means as well. My first thought it custom ancients as well.
@spacemonkey Love that courier, nice work! It has been a little while since I have worked on an item with a 128x256 texture size. Can I still make a 1024x1024 texture and the engine will auto scale it, or is there a better way to go about it?
@Tvidotto Your absolutely right about the small details. I'm pushing myself to see how much I can get in engine without moving into noise territory. I want the center pattern up the blade to be very subtle in the end.
Wat!? Handplane is not for baking, you bake an object space map in something like xNormal, and use that and your low poly to get a perfect tangent space map weighted for source engine. If you show your maps it will indicate what is wrong
Thx! Tide takes what he pleases. A shiny keen engineered periscope. Also doing a torpedo to go with it. Salvaged submarine parts thingy. Just started with the texturing and it's only simple masks on it now. Welcome 7thBattery! Digging your stuff at the workshop!
What hero are you using? I had a similar experience when helping Baddcog, and using an updated rig+smd resolved all issues. Personally I use the connonfodder importer/exporter, and it has made my workflow pretty bullet proof for source engine
If you use the Blender Source Tools, you have the option of configuring all the export settings on the 'Scene' tab. There, select the SMD format and try changing the 'Export Up Axis' to Y, may do the trick. Also check if the engine/game paths are correctly set.