hi guys , if i submit a set next week,will it still able to make it to ti5 if possible?
Unless someone here has some ins at Valve its impossible to tell, but since they said any items hoping to get in by August had a deadline of being submitted mid May, its unlikely.
Does anyone know when we can start using particles again?
Also: On Dota: Reborn
- Are polybudgets being raised?
- Where is the importer?
- What other changes effect hatters?
Last but not least. Where do guys go to find this kind of info? It feels like there might a bunch of changes, but nobody over here seems to be talking about it or discussing it.
@Tyn: I don't think there's a way to import things in Reborn currently. That's why they said that the items have to be submitted before the deadline for them to get in game before end of august. The Reborn client is a beta and IMO the importer will most likely no longer be in the game itself. I hope we will have to use the workshop tools, since all the other stuff (like particle editor and whatnot) are already there. As for polycounts being raised: would be great, but seems highly unlikely. I don't think there's really a way to find what kind of new stuff they will add/change unless you're directly in contact with valve.
btw, i just change the helmet with new model, fill some color in to test ingame. My first set for Legion Commander. I don't know when is the best time to submit, should i submit when i finished or wait for custome particle in reborn part?
Hey guys I was wondering if someone could give me some information about custom animations. I managed to create my own .smd animations which I would like to add to a custom weapon. How do you submit this ? Do you submit just the .smd's to the workshop or do you compile them ? I could not find any guide of how to do it properly
Hey guys I was wondering if someone could give me some information about custom animations. I managed to create my own .smd animations which I would like to add to a custom weapon. How do you submit this ? Do you submit just the .smd's to the workshop or do you compile them ? I could not find any guide of how to do it properly
Thank you!
Mine have not been accepted yet , but this is what I do .
1)If you have custom bone , export it together with the mesh in a form of fbx and let the ingame compiler do the job
2)Test it in game , there are tutorial on the net .
3)Zip edited qc file with the smd animation and submit under other category .
Mine have not been accepted yet , but this is what I do .
1)If you have custom bone , export it together with the mesh in a form of fbx and let the ingame compiler do the job
2)Test it in game , there are tutorial on the net .
3)Zip edited qc file with the smd animation and submit under other category .
Thank's so much for responding and giving me some tips
I have another question concerning your 1. point :
Let's say I would like to add a custom bone to the head of the model : do I add this bone to the headitem.smd or the character.smd which holds the whole rig ?
Because the character.smd has to know that a new bone is there as doe's the headitem.smd I thought. I tried all day and was searching but I wasn't able to find anything about how to add a new bone and which file to compile afterwards
Would be more than thankful if anyone knows any kind of tutorial for that
Thank's so much for responding and giving me some tips
I have another question concerning your 1. point :
Let's say I would like to add a custom bone to the head of the model : do I add this bone to the headitem.smd or the character.smd which holds the whole rig ?
Because the character.smd has to know that a new bone is there as doe's the headitem.smd I thought. I tried all day and was searching but I wasn't able to find anything about how to add a new bone and which file to compile afterwards
Would be more than thankful if anyone knows any kind of tutorial for that
Well I have no experiences in rigging and how they behave , but try merging the headitem.smd with custom bone to the character.smd that has only normal bone , and see if it merge correctly or not . If not , use the character.smd . And besides , I hope animators can enlighten me in this factor .
Hi, guys im facing a problem in parenting my chaos knight's helmet. I'm a maya user, as for parenting, I selected my model and parent to the head joint called "head4" but the outcome was weird.
Hey Karkeng, I dont have any experience with armour sets, but if I had to guess, the orientation of the helm doesn't match the orientation of the head joint. A quick way to check is to parent your helm model to the head joint and then zero out all the translation and rotations of the helm model. If the result is like what you're experiencing in the dota preview then the orientation needs to be corrected and matched to the orientation of the head joint
So the Immortal Treasure 3 is online.
May I have your opinions about that treasure ?
Isn't they are looking good just because of custom effects/particles ?
i mean that invoker... and that sauron eye orbs...
Seems like doto go full tf2 in this treasure imo.
Hi Guys
So myself and two of my colleagues just finished our entry for the Dota 2 Short film competition. Please check it out and if you like it then give it the ol' thumbs up :thumbup:
Cheers!
The way they worded it is weird.
Do they mean make the effects in the particle editor and let Valve rig it? Or just come up with a concept for particles and Valve will make them?
The way they worded it is weird.
Do they mean make the effects in the particle editor and let Valve rig it? Or just come up with a concept for particles and Valve will make them?
i think is come out the particles, not valve will make them. valve only tweak them XD
The way they worded it is weird.
Do they mean make the effects in the particle editor and let Valve rig it? Or just come up with a concept for particles and Valve will make them?
The way they worded it is weird.
Do they mean make the effects in the particle editor and let Valve rig it? Or just come up with a concept for particles and Valve will make them?
Sounded to me like they meant you should consider possible particle effects when concepting/modelling your item but that Valve will be the one to make the call on whether the particles make it into the game and if they do make it into the game then Valve will do the final implementation of particle effects.
So you should have some plan on how particles could be added or how they might interact with the item/hero, but don't make it too heavily focused on the particles (e.g.DC Harbinger of the Elder Wyrms) since valve might not use them the way you did or might add the item/set without particles.
Not sure if I am shame enough to share it . But to share with you guys my one month project and a week of animation rush . Its incomplete you guys can blame me . Its a teaser !!
I don't suppose anyone knows how the existing Brewmaster shoulder pieces are rigged? Or any sort of advice for weight-painting that area? Its turning into a bloody nightmare tryng to get something solid to move like the Guard of the Drunken Warlord.
Has anyone figured out how to look at compiled models in the Dota Reborn model view?
I tried placing my models (renamed to original equipment names) but there are a lot of new folders, not sure where they should go.
(they work in old dota2)
Replies
Unless someone here has some ins at Valve its impossible to tell, but since they said any items hoping to get in by August had a deadline of being submitted mid May, its unlikely.
Aw i missed that , still gonna submit it thou
Also: On Dota: Reborn
- Are polybudgets being raised?
- Where is the importer?
- What other changes effect hatters?
Last but not least. Where do guys go to find this kind of info? It feels like there might a bunch of changes, but nobody over here seems to be talking about it or discussing it.
Thank you!
I really liked that courier, excellent animation and a cool concept.
Mine have not been accepted yet , but this is what I do .
1)If you have custom bone , export it together with the mesh in a form of fbx and let the ingame compiler do the job
2)Test it in game , there are tutorial on the net .
3)Zip edited qc file with the smd animation and submit under other category .
Thank's so much for responding and giving me some tips
I have another question concerning your 1. point :
Let's say I would like to add a custom bone to the head of the model : do I add this bone to the headitem.smd or the character.smd which holds the whole rig ?
Because the character.smd has to know that a new bone is there as doe's the headitem.smd I thought. I tried all day and was searching but I wasn't able to find anything about how to add a new bone and which file to compile afterwards
Would be more than thankful if anyone knows any kind of tutorial for that
Well I have no experiences in rigging and how they behave , but try merging the headitem.smd with custom bone to the character.smd that has only normal bone , and see if it merge correctly or not . If not , use the character.smd . And besides , I hope animators can enlighten me in this factor .
I started working a courier that is based on an old model of mine...
Finished the lowpoly of my owl and cat and baked. Overpaint to figure out the final textures:
older concept:
I've now done my first courier, named King Chompterton. He's meant for the Dota 2 Elite Series tournament in Toronto.
http://steamcommunity.com/sharedfiles/filedetails/?id=453252555
Desert Thunder
http://steamcommunity.com/sharedfiles/filedetails/?id=474008559
video looks so cool man congrats !
and nice courier
http://imgur.com/l58nE2R
this is the outcome of the head. Please help
Thanks for the advice , i have already solved it , i forgot to seperate parent the neck model and the head model to the different joints.
let me know if you are interested in collab.
http://steamcommunity.com/sharedfiles/filedetails/?id=478056416
Check my fully remodelled old slardar set, as community wanted.
http://steamcommunity.com/workshop/filedetails/?id=477740969
Keeper Of the Abyss
May I have your opinions about that treasure ?
Isn't they are looking good just because of custom effects/particles ?
i mean that invoker... and that sauron eye orbs...
Seems like doto go full tf2 in this treasure imo.
http://steamcommunity.com/sharedfiles/filedetails/?id=479158872
Animationz
[ame]https://www.youtube.com/watch?v=mg8e-5d3B_w[/ame]
So myself and two of my colleagues just finished our entry for the Dota 2 Short film competition. Please check it out and if you like it then give it the ol' thumbs up :thumbup:
Cheers!
http://steamcommunity.com/sharedfiles/filedetails/?id=479650910&tscn=1436643198
http://steamcommunity.com/gid/103582791433224455/announcements/detail/79410729
The way they worded it is weird.
Do they mean make the effects in the particle editor and let Valve rig it? Or just come up with a concept for particles and Valve will make them?
i think is come out the particles, not valve will make them. valve only tweak them XD
So you should have some plan on how particles could be added or how they might interact with the item/hero, but don't make it too heavily focused on the particles (e.g.DC Harbinger of the Elder Wyrms) since valve might not use them the way you did or might add the item/set without particles.
https://www.youtube.com/watch?v=jkKe0FfLrxE
had you tried using the reborn tool to test out material ? It works perfectly
btw, this is my LC set just finish texture, hope you guys will like it
http://steamcommunity.com/sharedfiles/filedetails/?id=482390384&tscn=1437149427
I tried placing my models (renamed to original equipment names) but there are a lot of new folders, not sure where they should go.
(they work in old dota2)