to export with blendshapes I believe it need it to be an smd, I may be wrong, I did that some months ago. Usually Valve is the one to do the blend shapes in the end, but if you want to make some promo video you need to do them by yourself and compile "manually"
They usually do, I used that dota 2 item stats page and tracked my own item, as well as previous items that were only in chests. Any item in a chest that isn't mythical or higher usually averages 16k-22k drops during a given month. But those numbers are only based off of 300,000 accounts. I have no reason to believe those…
No idea but I hope he sticks around, I'm absolutely floored by that set, it's fucking incredible. It's bittersweet as I believe it completely blows my Ezalor set out of the water but hey, more incredible artists and incredible items for a game we all love? I can't complain.
The game importer doesn't add the particle to the qc file, hence it doesn't show up in game, lots of items are like this when imported and its up to valve to add it to the qc file when they put it in game (I believe the 3 virtues that was just added is missing flame swords / storm hat thingy) To test your item with it…
YOU ARE THE MAN! i did a little different but your suggestion of opening the smd on notepad ++ gave the clue to what was missing i wasnt setting a material to the model on maya, and it never wrote the texture on the smd i cant believe that worked, i passed the day frustrated trying to fix that yay!
I believe they're all uploaded the normal way but all but one of the set items are hidden and one is just used as the "Set" upload. So say for the Luna set for example everything except the Mount is hidden and the Mount upload contains all the promotional material for the whole set (Just spitballing)
The only way I know of scaling the courier up is through the .qc by adding a scale function. I also believe that you can not import scale data. You'd have to compile your model until its finished, decompile it the old way, alter the .qc and recompile the model the old way.
Great work Marul and about your issue here is a better explanation of it "Each vert can have 3 influences maximum. Also the compiler will throw away very small weights as well, which I believe is defined as anything below .1" you were right about the 3 bones =]
HI guys, Can someone please explain to me in terms of dota 2 items what mirroring is and why I'd use it. I've read up on it but cant seem to grasp the concept. I believe you guys would be far better at explaining it in context than a random site with a different purpose.
man that is insane first, where did you get the qc file for phanton lancer? i cant believe you got it! =]]]] that will make everything more "undestandable" where you attach the cloth the sword? you dont need to at least create a attachment nad parent the bones to it? man, amazing, seriouslly =]