Hey guys, I'm having a hell of a time getting my specular map to show up in the engine. If anyone has information on where to plug the mask2 texture into Maya shader before exporting FBX it'd be very helpful! This is my thread for this issue: http://www.polycount.com/forum/showthread.php?p=1639553#post1639553 Thanks, and…
its just that the dota engine is reading the green channel from the normal map reverse to compared nearly all other tools. so if u want to archieve the max effect u need 2 normals, one with greenchannel upside and one with greenchannel downsided. or u create the marketing renders ect first and then simply reverse the green…
Well they also said the workshop sales tool was coming in 2015, and they released it before Jan was over, so maybe Valve time is changing :poly142: As for the update with new bloom I don't think we will see the engine update with this, but I would hope it will be in the next big update after new bloom, maybe around spring…
thanks a lot for the feedback. i wasn´t shure about mirroring because nowhere in the documents it is mentioned if their normals work when mirrored, a lot of engines have problems with mirrored normals. i don´t know if i can still update the files after i submitted them, but if so i will update the textures and definetly…
Hmmm, maybe we just can't edit them? I thought they were used in the engine, for example take a look at the Lycan ultimate and move him around on the importer, his tail and neck fur seem to have jiggle bones on them. There are items ingame that have 4 stars on the workshop. I have never seen any with 3 stars though.
Yup, that dickish attitude is really irritating. Anyway, if you manage to put up a simple guide or something of the sort about particles it would be really really awesome! Right now some people treat it like forbidden knowledge, as if they need to dissect the whole engine themselves to learn how to do it. The air of…
@ Tvidotto, i made it in Source Filmmaker and the particles in the particle editor in Source Filmmaker. I know that you have to have the particles registered in the particles_manifest.txt for it to work in the engine, don't know if it's works the same way in Dota 2. Rayfire and Crazyone, that is some good looking items you…
Anytime damio Also "or double the polycount" Sorry to say but the Dota2 importer currently has a few issues with counting polys correctly, but Triangle count is the number you should be aiming for as game engines are going to triangulate your mesh. May as well see what your getting in your viewport, rather than surprised…
Hi I'm newbie here. I'm trying to import my item(naga sword) to dota 2 but it throw me this error. engine error [file name] : node error : joint 9(sword_R) has invalid parentId (8) I try to search google but it no luck, hope anybody around here can help me. sorry about my english.
just uploaded an update to my juggernaut sword workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=87732087 feedback very much appreciated also, I have yet to figure out how to properly get an SMD file working in the engine, along with jiggle bones for the chain with the stuff on the rope. texture to be…