• The DOTA 2 Emporium - June Edition
    7,093 replies, posted
[TABLE="align: center"] [TR] [TD][img]http://dl.dropbox.com/u/26976530/a/dota2thread/dota2header.png[/img][/TD] [/TR] [/TABLE] Welcome to the DOTA 2 Emporium thread, you may be asking yourself, "What? Aren't you mistaken with Team fortress 2?" the answer is no, Valve has released an article stating that Dota 2 will have[url=http://www.shacknews.com/article/74064/join-dota-2-with-early-access-bundle] cosmetics available in Dota 2 [/url]and now already has it's own [url=http://steamcommunity.com/workshop/browse?appid=570&browsesort=trend]Workshop section on Steam.[/url] So now, you're able to contribute your own creations onto the Dota 2 Workshop! What does that mean? It means that if Valve deems your creation worthy, you could have it sold on the Dota 2 store! [img]http://dl.dropbox.com/u/26976530/a/dota2thread/FAQicon.png[/img] [B]Q) Is there an automatic compiler in the SDK like for Team Fortress 2?[/B] [I]A) No, you'll have to recompile it as shown in the guide "Dota 2 - SDK Model Viewer Guide"[/I] [b]Q)Whats a good reference point for LODs and textures??[/b] [i]A)[/i] [QUOTE=thecuntsman;36156317]A good flame of reference before you start making items, are LODs and polycounts Each item has 2 lods. A high quality lod0 for portrait views and promotional use, and a lod1 for ingame use. Items: Lod0=500 Lod1=250 Curiers: lod0=6,000 lod1=3,000 Textures: Items do not have their individual material files, like in TF2. At the start of the match, all the models are compiled on the fly into one model. Textures are also assembled onto one single texture map, that uses one single material; the hero's material. The way your texture is treated by this hero-material is defined by two masks. Each items texture consists of three image files, the diffuse and two masks. There aren't currently any ways of making these masks correctly, Valve made them for our items. They will hopefully release some tools for this soon.[/QUOTE] I'll add more FAQ's once more are needed. [img]http://dl.dropbox.com/u/26976530/a/dota2thread/Recourcesicon.png[/img] [url=http://www.polycount.com/forum/showpost.php?p=1598304&postcount=8][B]Decompiling Character Models To Use As Reference[/B][/url] [url=http://www.cyborgmatt.com/2012/05/dota-2-cs-go-sdk-model-viewer-guide/][B]Dota 2 - SDK Model Viewer Guide[/B][/url] [B][url=http://dota2.com/workshop]VAVLE's GUIDE AND FAQ, TAKE A FUCKING LOOK[/url][/B] [B]Fully Decompiled Character Model Repository (Coming soon!)[/B] [b][u]CURRENT PRE-DECOMPILED HEROES[/u][/b] [url=http://media.steampowered.com/apps/dota2/workshop/axe.zip]Axe [/url](24.3MB) [url=http://media.steampowered.com/apps/dota2/workshop/blood_seeker.zip]Bloodseeker[/url] (24.5MB) [url=http://media.steampowered.com/apps/dota2/workshop/bounty_hunter.zip]Bounty Hunter [/url](70.5MB) [url=http://media.steampowered.com/apps/dota2/workshop/courier.zip]Courier[/url] (5.9MB) [url=http://media.steampowered.com/apps/dota2/workshop/dragon_knight.zip]Dragon Knight[/url] (23.7MB) [url=http://media.steampowered.com/apps/dota2/workshop/drow.zip]Drow Ranger[/url] (37.3MB) [url=http://media.steampowered.com/apps/dota2/workshop/furion.zip]Nature's Prophet[/url] (32.4MB) [url=http://media.steampowered.com/apps/dota2/workshop/juggernaut.zip]Juggernaut[/url] (20MB) [url=http://media.steampowered.com/apps/dota2/workshop/kunkka.zip]Kunkka[/url] (16.4MB) [url=http://media.steampowered.com/apps/dota2/workshop/omniknight.zip]Omniknight[/url] (26.1MB) [url=http://media.steampowered.com/apps/dota2/workshop/sven.zip]Sven[/url] (21.9MB) [url=http://media.steampowered.com/apps/dota2/workshop/tidehunter.zip]Tidehunter[/url] (24.1MB) [url=http://media.steampowered.com/apps/dota2/workshop/ursa.zip]Ursa[/url] (36.7MB) [B]**OP isn't that great for now, but I'm still working on it[/B]
You're not Deity Link... :/
[QUOTE=Smashman;36155611]You're not Deity Link... :/[/QUOTE] Huh? I wasn't aware someone was working on an Emporium thread already. I checked with Daimao before I posted the thread to make sure.
How long until someone tries to make a T4CT1C00L Sniper set? Helmet, Nightvision Goggles, MOLLE pouches, and an M16. That would be retarded, no MOBA would do something like that. Ever. Especially not one on steam. Especially not one with the initials RoI.
How does one even begin to make items without access to a fancy decompiler? Are there sdk resources now? Are the dota models not like the portal 2 ones?
Well, when Valve asked Ragnar and I to create DOTA 2 models for them, we ported the entire DOTA 2 directory to Alien Swarm SDK. That's how we were able to view DOTA 2 models and test our custom models in HLMV. This, basically. [url]http://www.cyborgmatt.com/dota-2-model-viewer-guide/[/url]
But how can you fit the models on their heads without decompiled sources?
Exactly, neither StudioCompiler or mdldecompiler can properly decompile the models, at least not my versions.
snip [URL="http://www.polycount.com/forum/showpost.php?p=1598304&postcount=8"]this[/URL]
The impossible way. [QUOTE=Venezuelan;36155929]snip [URL="http://www.polycount.com/forum/showpost.php?p=1598304&postcount=8"]this[/URL][/QUOTE] This tut doesnt work, at least not for me.
[QUOTE=Smashman;36155902]But how can you fit the models on their heads without decompiled sources?[/QUOTE] I'm just gonna' snip my post 'cuz I have no idea what I'm talking about. It's better if Ragnar answered those technical questions.
[QUOTE=bigbadrick;36155946]The impossible way. This tut doesnt work, at least not for me.[/QUOTE] Tomorrow I'm gonna decompile all the models and put em in a repository.
[QUOTE=mr apple;36156123]Tomorrow I'm gonna decompile all the models and put em in a repository.[/QUOTE] Have my children.
The public tools will be released soon. It would be a good idea to start working on ideas :P
[QUOTE=mr apple;36156123]Tomorrow I'm gonna decompile all the models and put em in a repository.[/QUOTE] Can you do Phantom Lancer first for me? I wanna work on a set for him.
GET WORKING ON A TOP HAT FOR ALL HEROES YOU LAZY BUMS.
I call giving sniper a direct hit scope!
I'll be working on venomancer and sandking items mostly. (and dazzle)
A good flame of reference before you start making items, are LODs and polycounts Each item has 2 lods. A high quality lod0 for portrait views and promotional use, and a lod1 for ingame use. Items: Lod0=500 Lod1=250 Curiers: lod0=6,000 lod1=3,000 Textures: Items do not have their individual material files, like in TF2. At the start of the match, all the models are compiled on the fly into one model. Textures are also assembled onto one single texture map, that uses one single material; the hero's material. The way your texture is treated by this hero-material is defined by two masks. Each items texture consists of three image files, the diffuse and two masks. There aren't currently any ways of making these masks correctly, Valve made them for our items. They will hopefully release some tools for this soon.
Deity Link deserves to be OP of next emporium.
[QUOTE=thecuntsman;36156198]The public tools will be released soon. It would be a good idea to start working on ideas :P[/QUOTE] + mapping tools?
[QUOTE=thecuntsman;36156317]A good flame of reference before you start making items, are LODs and polycounts Each item has 2 lods. A high quality lod0 for portrait views and promotional use, and a lod1 for ingame use. Items: Lod0=500 Lod1=250 Curiers: lod0=6,000 lod1=3,000 Textures: Items do not have their individual material files, like in TF2. At the start of the match, all the models are compiled on the fly into one model. Textures are also assembled onto one single texture map, that uses one single material; the hero's material. The way your texture is treated by this hero-material is defined by two masks. Each items texture consists of three image files, the diffuse and two masks. There aren't currently any ways of making these masks correctly, Valve made them for our items. They will hopefully release some tools for this soon.[/QUOTE] Very informative, but as far as item creation goes, we still just make a model (with 2 lods) and make a regular texture right?
[QUOTE=thecuntsman;36156317]A good flame of reference before you start making items, are LODs and polycounts Each item has 2 lods. A high quality lod0 for portrait views and promotional use, and a lod1 for ingame use. Items: Lod0=500 Lod1=250 Curiers: lod0=6,000 lod1=3,000 Textures: Items do not have their individual material files, like in TF2. At the start of the match, all the models are compiled on the fly into one model. Textures are also assembled onto one single texture map, that uses one single material; the hero's material. The way your texture is treated by this hero-material is defined by two masks. Each items texture consists of three image files, the diffuse and two masks. There aren't currently any ways of making these masks correctly, Valve made them for our items. They will hopefully release some tools for this soon.[/QUOTE] Added to OP so people can see it.
[QUOTE=mr apple;36155662]Huh? I wasn't aware someone was working on an Emporium thread already. I checked with Daimao before I posted the thread to make sure.[/QUOTE] I am actually working on a design for the Dota 2 Emporium, I posted about it in the Dota 2 General chat and told Smashman about it. You don't mind waiting one more day before having a Dota 2 Emporium, do you? Today most people are busy getting the items anyway.
[QUOTE=Nidhogg;36155873]Well, when Valve asked Ragnar and I to create DOTA 2 models for them, we ported the entire DOTA 2 directory to Alien Swarm SDK. That's how we were able to view DOTA 2 models and test our custom models in HLMV. This, basically. [url]http://www.cyborgmatt.com/dota-2-model-viewer-guide/[/url][/QUOTE] From what I understand, we can't test Dota 2 stuff properly unless we have CS:GO too? Ugh.
Barring the revolver and the whip (probably), I had some weapon concepts that I think could work out (I'll have colored versions up soon along with some other concepts). [img]http://fc06.deviantart.net/fs71/i/2012/115/1/f/cruvatto__weapons_by_terrormokes-d4xldgl.jpg[/img] Also had a custom courier idea [img]http://i.imgur.com/eWpkI.png[/img] A "Creeget". Creepy Caterpillars with deer/moose horns and chins that would make Bruce Campbell blush. I'll have a color version along with it's cargo and flying version up soon as well.
Who made Pride of the Crew? Best item in the Store.
are animated items possible?
[QUOTE=Venezuelan;36156836]are animated items possible?[/QUOTE] Yes, there's taunts as well.
Say I wanted to learn how to make items for Workshop for Dota 2, I guess I should first try making some for TF2 as all tools are here, right ? Do I need something else than just Source Hammer ?
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