• Steam workshop: How to attach a particle effect to the model?
    2 replies, posted
I have imported fbx model with bones from 3ds Max to dota 2 Item tools Item tools: In the Import model window possible imported only FBX or MDX file The preview window has a setting view particle effects I can make the particles in 3D Max and import this in the FBX into dota 2 item tools? Or there smthing other ways? I can create the Particle effect in Steam Workshop tools:Particle Editor but I don`t know how to attach it to my FBX file (this is only possible for the MDX?) Help Me pls Big Thx and sry for my bad English
You need to create the particle in the particle editor for source games and then attach it to the model via QC commands. You can't really do that from inside of a modelling tool (unless DMX changed something). Here's an example for the compile code. [code] $attachment "L-glow" "ValveBiped.Bip01_Head1" 1.222 -3.463 68.606 absolute $attachment "R-glow" "ValveBiped.Bip01_Head1" -1.222 -3.463 68.606 absolute $keyvalues { particles { effect { name "vort_hand_glow" attachment_type "follow_attachment" attachment_point "l-glow" } effect { name "vort_hand_glow" attachment_type "follow_attachment" attachment_point "r-glow" } } } [/code] I am not sure what the steam workshop tools are though. I presume something specific for dota? No matter what it is, it should still allow you to do normal compiles.
[QUOTE=wraithcat;50421571]You need to create the particle in the particle editor for source games and then attach it to the model via QC commands. You can't really do that from inside of a modelling tool (unless DMX changed something). Here's an example for the compile code. [code] $attachment "L-glow" "ValveBiped.Bip01_Head1" 1.222 -3.463 68.606 absolute $attachment "R-glow" "ValveBiped.Bip01_Head1" -1.222 -3.463 68.606 absolute $keyvalues { particles { effect { name "vort_hand_glow" attachment_type "follow_attachment" attachment_point "l-glow" } effect { name "vort_hand_glow" attachment_type "follow_attachment" attachment_point "r-glow" } } } [/code] I am not sure what the steam workshop tools are though. I presume something specific for dota? No matter what it is, it should still allow you to do normal compiles.[/QUOTE] Big Thx Yes, I create model for the Dota 2, and particle effects. I will make QC file and edit it. But I do not understand how I import this QC into the dota 2. In the import window is not possible to import QC file separate. I right understand that I need to combine my qc file with the model file? I must convert my fbx to another format for this? and then together with the qc file again to convert in MDX or FBX for dota 2 item tools? My thanks for the help
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