Hi, As a new contributor to the DOTA 2 community I was quickly frustrated with the lack of a quick way to display and iterate on my model with mask1 and mask2 in Maya 2011. So I decided to learn .hlsl and attempt to write a DOTA.cgfx material. This is my first .cgfx, and post ;) so Im looking for help on getting this…
Valve's blatant lack of communication is one factor that makes it very difficult for me to continue working within the workshop. Here are two examples, when valve was releasing the chicken courier I found out when they were planning it through cyborgmatt, a week before they released it, then when that day came and nothing…
Ya know, the more I think about it and through my own experiments with traditional jiggle bones, I don't think that they actually work inside of DOTA. You got me thinking when you mentioned Naix making use of them, so I de-compiled him to check out his .qc and guess what? No mention of jiggle bones what so ever, and he…
Thanks for all the help guys. I've gathered all of the info that I was able to pick up on in this thread and made a tutorial for my process of compiling (disclaimer: there are probably better ways). If you have anything to add or correct, please let me know. Maya 2012 is used for modeling/exporting. 1. Setting up your…
That is what the model will look in the Hero selection screen when you have everything set to Max (AF is also important). 512px at LOD0 per piece sounds pretty doable to me, with 256px and LOD1 for ingame, I don't understand what the problem is here. I can very clearly see the jaggy edges of the models in that picture, as…
huge disclaimer. I've neither made nor ever gotten anything in the workshop. While i understand the pain. Everyone has danced around the subject that Anuxi's items make valve lots of money. her sets sell, her single items sell. Her dedicated single item chest is still selling like 50+ a day. that chest is what? six months…
In the Fields of Endless Carnage, far to the south of Quoidge, a corpulent figure works tirelessly through the night--dismembering, disemboweling, piling up the limbs and viscera of the fallen that the battlefield might be clear by dawn.In this cursed realm, nothing can decay or decompose; no corpse may ever return to the…
Alright, last ditch effort: Here's my entire compiling process step by step. Please tell me where I'm fucking up. I have my Maya project at "G: \Personal\Dota2\DragonKnight" which I'll abbreviate as "PROJECT". I have Dota 2 installed at "C: \Program Files (x86)\Steam\steamapps\common\dota 2 beta\dota" which I'll abbreviate…
Thanks Tvidotto, but I almost tried out every tutorial ou there. I do use the .qc files which I decompiled with the studiocompiler, that's also how I got the model. But I was wrong about one thing if I tried to use the EP1 from the source sdk path i got the error that GUISTudioMDL couldn't find the gameconfig, after…