I would say go for something more sensible Crazy. It seems that for Dota Valve are looking for items that expand the lore of the heroes more than silly items like in TF2. While the Alpine set for Ursa is a bit silly right now I guess they thought it fit because he's supposedly from the alpine. Plus people are flaming the…
Great to hear an iitem got ingame after a holiday :) Finially an item ingame again :) and it looks awesome.. Congratz Andrew for the good colaberation, we finially managed to get an non hero based ward ingame! And congratz offcourse to anyone that got something ingame! I hope to finially get some more work done on my Chaos…
@darkkyo: I do not expect to see any new heroes available in the workshop before source 2 is around, especially with the recent announcements. Damn I can't wait for source 2. I wanna make so many particles, and the new tools are great too. Let's hope the valve-time is this time at least a little bit closer to normal time.…
Alright, I've finished my LOD0 and LOD1, texture maps and all that jazz. Now I'm attempting to compile in-game and getting a bone error. "Couldn't find any bones in the wearable that correspond to bones in the hero model. Wearable items must be skinned to the hero's bones to be submitted" I followed Lenny's guide to the T;…
I have one quesstion that someone maybe will know the anwser. I tried to recompile decompiled hero, however I got 3 errors. 1st is easy because I need to rename hero.dmx in .qc files to hero.dxm.smd 2nd "missing animation blends. Expected 2, found 3" I can bypass with changing blendwidth from 2 to 3 in .qc however I am…
@Aris, Longer Answer: You can decompile heros. You'll have to google :D It's basically the same as all Valve stuff. When you decompile you will get all the meshes a hero has (helmet, shoulders, etc..) I think you will only get the lod1 models (low poly in game). And you can extract the textures and convert to TGA. Most…
1- you can use a maya or a 3dmax shader, look for the hero shader some guys made here in the polycount forum 2- yes, you can implement the whole set in game, look for a tutorial a guy called !nz compiled about it, its in this thread 3- do your lod0 with uvs and make your lod1 extracting some polygons from lod0, take care…
OK, guess I can just default to what I know :D Oh yeah, my point above about this being a recycled model was that I had to scour the Hero's to find one that had a high enough poly count to crunch this thing into. And the most fitting I found was Rubick. With his robe style and magic powers it seemed pretty fitting even if…
The preview image is a clean image. It is not juiced up. I can juice it up by rendering a Zbrush sculpt. That would be even better. Than, I'll add some trim and then use the hero's body as contrast. Haha. The preview image is what I'm talking about, Helenek. I didn't do anything to the actual item. Do you see any smooth,…
Guys . I have a problem .. the 3 new heroes that were added in the last patch dont have any .smd files. I can only see some .dmx . fbx and .maya I used the .fbx (wich I ussualy dont couse most likely it wont look right ingame) , and indeed it doesnt except for the weapon , most items arent visible at all (I reset all the…