• Dota 2 Mod Index (Custom Skins, HUDs, Models, Particles and Animations)
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[QUOTE=O.B.P.F.F.;43165133]Would it be possible to mod Skelly's old model and voice back in? Wraith King was the worst possible thing to do to the KING OF BONES[/QUOTE] Well i saved his old model and textures but forget to seve the voice files
[QUOTE=TYLICA;43167033]Well i saved his old model and textures but forget to seve the voice files[/QUOTE] I have everything. I plan on making a pack once he is actually playable.
Okay first ranked match...I'm so scared. Should I party up or solo it?
[QUOTE=BlackAwps;43167054]I have everything. I plan on making a pack once he is actually playable.[/QUOTE] Even his items? If you did I will love you forever.
[QUOTE==DarkStar=;43167207]Even his items? If you did I will love you forever.[/QUOTE] What do you mean his items? His default items? Yeah. His cosmetics should still work with the old model. Anyway, has anyone had issues with override_vpk with this latest update? Rebuilding the audio cache seems to only use your localized sound folder and ignore the vpk completely causing tons of missing sounds. Not only that, it also seems to break wraith night.
[QUOTE=BlackAwps;43172172]What do you mean his items? His default items? Yeah. His cosmetics should still work with the old model. Anyway, has anyone had issues with override_vpk with this latest update? Rebuilding the audio cache seems to only use your localized sound folder and ignore the vpk completely causing tons of missing sounds. Not only that, it also seems to break wraith night.[/QUOTE] Yes, but the problem is, they remodel some of his cosmetic items too in order to fit the new model.
Is the mod done? Because he is playable now
I'll post it when it's done. [img]http://i.imgur.com/oNfaeFF.png[/img] Still have to fix his missing hand.
[QUOTE=BlackAwps;43181314]I'll post it when it's done. [img]http://i.imgur.com/oNfaeFF.png[/img] Still have to fix his missing hand.[/QUOTE] I can quickly merge his hand with another part of his model if you need; although by the looks of it he's a little more is broken than that.
[QUOTE=BlueFlytrap;43181715]I can quickly merge his hand with another part of his model if you need; although by the looks of it he's a little more is broken than that.[/QUOTE] Actually, he doesn't even have a right hand. The default gauntlet is what serves as his hand.. I'll try making the default gauntlet part of his base model and see if that helps. For now, without cosmetics its perfect. [img]http://i.imgur.com/WxUsoBa.png[/img]
Alright. I tried fixing cosmetics acting weird and only managed to get the swords to at least follow the hand. Someone with better modeling/animating experience should try to finish it. To fix his missing hand, I was attempting to copy and mirror his left hand onto his right, but got stumped when having to weight the mesh to his bones. I think that would be a pretty decent fix if pulled off right. To fix the cosmetics, someone would have to edit the position of the "sword_JNT" bone on all of his animations so the custom swords show up at the right position. After that, you would also have to edit his default weapon to compensate for that change. Here's all the files I have: [url]http://www.mediafire.com/download/b442p8ux9699g3b/old_skeleton_king.rar[/url] The one thing I didn't have backed up is the particles file. His old voice lines were also not working. Hopefully someone can finish this.
[QUOTE=BlackAwps;43183634]Alright. I tried fixing cosmetics acting weird and only managed to get the swords to at least follow the hand. Someone with better modeling/animating experience should try to finish it.[/QUOTE] I just registered to jump in on this. First of all, thanks for all the hard work getting this to even this state! I'm really unhappy with the state Wraith King is in now, so the job of getting a new Skeleton King king up and running is one that my mental health will really appreciate. Second, unless there's someone around with some animating experience I'd like to say that I'll see if I can tweak this. I'm an animator with experience doing character rigging and animation, but I'm not familiar (off the top of my head) with any of the pipeline for a Valve character like this, so I could not promise a quick change. I can also confirm that there's other people out there with copies of his files, here's to hoping someone has his eye flames. If not then we may be able to generate new ones, particles are not terribly difficult to work with, though it depends how they do it. Do we have any idea why his voices were not working?
[QUOTE=BlackAwps;43183634]His old voice lines were also not working. Hopefully someone can finish this.[/QUOTE] It would be awesome if someone applied a filter on the lines where he said "SKELETON KING" and stuff and made them replace the lines talking about wraiths, either way thanks for this mod, you're awesome.
BTW, I did a bit of poking around and it seems like the best way forward is to get SoftImage|XSI and edit the files in their native environment rather than using the exported ones found in "Decompiled Model Files." Is it okay if I post into this thread as I continue working on this? I would like as much helpful feedback as possible. I was hoping I'd be able to dump this all into Maya and get it finished in a half hour, but it seems unlikely right now.
His voice doesn't work because it's stilll in the folder sound/vo/skeleton_king, but the files have been renamed to "wraith_king____" [img]http://puu.sh/5MLRX.png[/img] So you'll need to rename all his files to match whats in the game files if you want them to work.
Nah, we would just have to edit the old vo script files. After investigating I found the activity strings changed. [editline]14th December 2013[/editline] Yep. Here's a fixed script file that will allow all his old voice lines to work without renaming. [url]https://dl.dropboxusercontent.com/u/38214687/game_sounds_vo_skeleton_king.txt[/url]
Someone needs to mod in SK's alpha ult symbol while we're cramming his old bones back in the game. [img]http://i.imgur.com/6yLHJ.gif[/img]
[url]http://dota2.cyborgmatt.com/comedyicons/[/url] Just save the ones you want in resource/flash3/images/spellicons
[QUOTE=Qwerty Bastard;43185158]Someone needs to mod in SK's alpha ult symbol while we're cramming his old bones back in the game. [img]http://i.imgur.com/6yLHJ.gif[/img][/QUOTE] I made it a while ago. I published it on GameBanana, [URL="http://dota2.gamebanana.com/guis/29571"]linky linky[/URL].
So, any way to fix Omni not moving his mouth?
[QUOTE==DarkStar=;43185889]So, any way to fix Omni not moving his mouth?[/QUOTE] Not really no. -override_vpk related bug. Either have the mods or have the posing. Can't do both as of 6.79.
VPK Override breaks the Wraith Night minimap. Has anybody found a solution for it?
His old particle file caused a lot of error. Better create a new one out of the wraith king particles. EDIT: His shoulder plate ain't moving. Cape cosmetics are buggy. [IMG]http://i.imgur.com/MpAPcaV.jpg[/IMG]
[QUOTE=ysrael214;43187532]His old particle file caused a lot of error. Better create a new one out of the wraith king particles. EDIT: His shoulder plate ain't moving. Cape cosmetics are buggy. [IMG]http://i.imgur.com/MpAPcaV.jpg[/IMG][/QUOTE] Why not just replace the particle effect with a blank texture instead of red ghost stuff?
The beta version of Bane's portrait still gives me nightmares
I'm not sure the old particles are essential. I somewhat like the look of the green flame rolling off of him, and it works well with Vampiric Aura, but I can understand a completionist ideal to rollback the entire thing. Are the problems with his shoulder new? I'm still assembling some of the right programs and plugins to open, handle, and edit the files so I haven't yet checked on if I need to bind things over or what to make it work. My guess, from a non-moving section of body, is that something has not been bound to something else. We can redo most of the bindings on Skeleton King pretty easily though, there's literally zero flesh on the guy.
Maybe you can merge the gauntlet and the shoulders to the main model but I'm not sure if it will affect cosmetics.
My guess is that it would effect cosmetics. If its a core piece of the model it probably will continue to show up, no matter what else goes there, unless somehow removed. A good example of this are the weapons--which replace the default object that goes there. So since the Skeleton King simply swaps out the whole arm and shoulder piece when they get a new one, we can probably rig it into place the way a cosmetic arm slot or shoulder slot item is rigged. I am not sure (at this moment) how that is done, but I bet it can be done without too much fuss when we can already see that behavior being used for other objects on the model. Worst case we make two versions of Skeleton King for the mod release, one with fused assets (for those with no SK items to go there) and one without them. Personally, I recommend people buy some cheap SK items with their Steam Wallet earnings and replace the generic ones, but I'm doing this partially to figure out how it is done so maybe we'll get lucky and it'll all come into focus. [editline]15th December 2013[/editline] I've peered through all the SK animations and they seem proper. When I go into Blender and load his model then load some animations they look the same as ever. I think we may want to investigate other areas to see if something else is causing problems, because it seems likely that if his sword is floating improperly or his shoulderpad moving oddly that it is not a problem with the animation as it stands, but with some external force (a hex edit they did of him for example) screwing with stuff, or some error not loading his animations properly. We may need to rename the files, for example, or rename what the game is looking for. There's a dramatic enough difference between WK and SK movement and attack animations that if we were getting the old model and the new animations it could look really wrong.
Removed the red ghost effect people are saying. His eyeholes doesn't have its previous glow. Second thought, don't merge the shoulder and gauntlet to the base model. Copy Skeleton King's Cosmetics' models (models/items/skeleton_king) and put it into Wraith King's Cosmetics folder (models/items/wraith_king) Replace the models with the same name. [QUOTE] [IMG]http://i.imgur.com/D99x8II.jpg[/IMG] [IMG]http://i.imgur.com/vhq1uNp.jpg[/IMG] [IMG]http://i.imgur.com/qafHviR.jpg[/IMG] [/QUOTE] Still buggy though..... May post a download link to this.
There might be a scaling factor that's off. I think the Wraith King is physically bigger in overall size than SK.
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