Dota 2 Mod Index (Custom Skins, HUDs, Models, Particles and Animations)
1,791 replies, posted
[QUOTE=ysrael214;43189819]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]
The reason I didn't do that is because it's only a fix for the cosmetics that came out when he was still a skeleton. Just copying his left hand and applying mirroring to be a right hand would allow new cosmetics to work also.
We can probably bind an arm over to the other arm fairly easily. I am troubled by the in-game Cape and Weapon oddity though. Nothing in the animation files indicates any reason why the character should be flipped around like that.
Realized my weapon troubles were due to using a cosmetic weapon--totally forgot by now it wasn't his default. The default SK sword works fine, which is nice. Shoulder still refuses to play along, oddly, and the cape does not seem to have the cloth dynamics operating on it. This is a rather extensive hack-job they've done to the Skeleton King. I wish they could have just altered the model skins rather than entirely re-rigging the guy this way!
Got his old voice lines working 100%. Even managed to get his old subtitles back.
[img]http://i.imgur.com/hgINbzm.png[/img]
[url]http://www.mediafire.com/download/42o0t4rva8j63mj/old_skeleton_king_voice.rar[/url]
[QUOTE=BlackAwps;43194738]Got his old voice lines working 100%. Even managed to get his old subtitles back.
[img]http://i.imgur.com/hgINbzm.png[/img]
[url]http://www.mediafire.com/download/42o0t4rva8j63mj/old_skeleton_king_voice.rar[/url][/QUOTE]
I don't know how DOTA 2 modding works, but would I be able to keep some of the Wraith King lines along side the SK ones (Rapier balling out of control is the main one I want to keep)
It's nice to see the voices working well, even if everything else is taking a long time to get fixed.
I did some experimentation as to the misbehaving pieces of gear from the rest of the model. I can't upload images right now (no upload from desktop function?) but I discovered some curious things about the cosmetic pieces!
First of all, the cosmetic chunks (except the sword as far as I can tell) are being bound to the Bind Pose of either the Wraith King or a Rotated Skeleton King, as they are lying flat and rotated 90 degrees to SK's left.
You can test this yourself in the Store. Go preview the Bonelord set (the whole thing) and you can see the crown and shoulder pad arranged as they would be if SK was lying down facing upwards, but rotated to the left. The cape is also pulled down to that altered positioning, which is why we have such extreme tearing on the cosmetic items in the cowl slot.
That's good news to me--it means that it's less that the cosmetic items are entirely broken on SK, but that they are defaulting to a messed up location and can probably be given orders to properly line up if they were given animation frames and have their world rotated. Possibly the bones themselves were renamed so the items don't know where they are supposed to be.
In any case, it seems like we're making some decent progress there... but it's still very frustrating to have to work uphill to such a degree.
I am having a very hard time getting the right tools to unpack the models and such, so if someone could unpack the Wraith King himself so I could compare the names of bones, we may be able to rename some things and see if they or their dependencies work better.
[editline]15th December 2013[/editline]
[QUOTE=Destroyox;43196293]I don't know how DOTA 2 modding works, but would I be able to keep some of the Wraith King lines along side the SK ones (Rapier balling out of control is the main one I want to keep)[/QUOTE]
You can do that easily. I don't know if you can add entirely NEW lines on top of old ones, but you could swap and rename the "I'm balling out of control!" to basically any of the MP3 voice over effects in the game.
So if you really wanted, you could make him scream about balling out of control on a Deny.
[editline]15th December 2013[/editline]
Aha! I just figured out how to work Blender enough to copy geometry. I can indeed create a new hand for the Skeleton King and bind his fingers to the base mesh. Bugtesting the bind always takes a little effort but creating the new geometry will be a snap--once I have the free time to do it.
Even if I cannot fix all the problems at least I can lend Ostarian [I]a hand[/I].
Knowing him it is probably my own, and I'm right handed! Egads.
[QUOTE=Destroyox;43196293]I don't know how DOTA 2 modding works, but would I be able to keep some of the Wraith King lines along side the SK ones (Rapier balling out of control is the main one I want to keep)[/QUOTE]
You could. Just add this to your game_sounds_vo_skeleton_king.txt.
[code]"skeleton_king_wraith_items_18"
{
"channel" "CHAN_VOICE"
"volume" "1.00"
"soundlevel" "SNDLVL_TALKING"
"wave" "*vo\skeleton_king\wraith_items_18.mp3"
}[/code]
[QUOTE=Destroyox;43196293]I don't know how DOTA 2 modding works, but would I be able to keep some of the Wraith King lines along side the SK ones (Rapier balling out of control is the main one I want to keep)[/QUOTE]
the voice is quite different tho.
[editline]16th December 2013[/editline]
also wraith king is really growing into me, I think it's time to say goodbye to the bones.
now to wait for a beard cosmetics, the current one sucks
[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]
Speaking of old stuff, is there a place somewhere with all the alpha/beta stuff we have so I can see what the game used to look like ? I hopped on the dota train when it was nearly out of beta and all I remember from the earlier builds were the leaked placeholder skill icons which were hilarious.
[QUOTE=Keychain;43188398]The beta version of Bane's portrait still gives me nightmares[/QUOTE]
For a moment I was wondering why someone had rated me zing and then I realized. That was a complete accident.
[QUOTE=Maruhai;43196997]also wraith king is really growing into me, I think it's time to say goodbye to the bones.
now to wait for a beard cosmetics, the current one sucks[/QUOTE]
Right now he seems too sad looking on top of the pastry beard. His eyes are all kinds of messed up and his face has no expression on it. I always thought Skeleton King, from his voice, would be having a great time out there fighting and killing. But the Wraith King looks tired, old, and sad. He's more like a cursed king who wants to die than a guy reveling in his mastery over death.
This is a major issue for me because I'm a crazy person.
I'm not a fan of his more internet-famous persona quotations, I liked his Bone Puns better.
Related, I also think his animations are really wonky. The first day I played him, before I got depressed, was me looking with horror at his terrible movement animation. I was in bottom lane so it was all very top-down and the lack of traverse movement on his sword and arms makes him look really fake, or like he's skipping, or just being a goofus. That, combined with his face, makes him just strange to me in a way I do not really enjoy. As my favorite character, hands down, that was a bit of a let-down.
I'm hoping in time he'll grow on me, they'll add a bit more hunch to him (so he doesn't look like he's constantly leaning backwards) and release a cosmetic face that gives him an abbadon hood or something.
[QUOTE=Maruhai;43196997]the voice is quite different tho.
[editline]16th December 2013[/editline]
also wraith king is really growing into me, I think it's time to say goodbye to the bones.
now to wait for a beard cosmetics, the current one sucks[/QUOTE]
[img]http://static.ongamers.com/uploads/original/0/22/2874-dota2_base_wraithking.png[/img]
His basemodel doesn't support a beard cosmetic.
[QUOTE=Dr. Doughnut;43197808][img]http://static.ongamers.com/uploads/original/0/22/2874-dota2_base_wraithking.png[/img]
His basemodel doesn't support a beard cosmetic.[/QUOTE]
He looks like a sad John Falstaff without that stuff on.
I'm very disappointed it does not include a head or face or beard cosmetic option, it also means he cannot have a full-face helmet ala the Witch King or anything. I look forwards to people working around these limitations and being clever but right now his base model is the biggest thing working against him.
Sub-par color palette combined with problematic base model.
They could always patch it. Not to mention, I'm fairly certain a full-face helmet is always possible by replacing the entire head part.
[QUOTE=Arktomys;43187056]VPK Override breaks the Wraith Night minimap. Has anybody found a solution for it?[/QUOTE]
Yes, add "pos_x -4096" to:
dota 2 beta/dota/addons/frostivus/resource/overviews/frostivus.txt
so it becomes:
[CODE]frostivus
{
material overviews/frostivus
pos_x -4096
pos_y 4096
scale 8.000
rotate 0
zoom 1.0000
}[/CODE]
[QUOTE=Dr. Doughnut;43197808][img]http://static.ongamers.com/uploads/original/0/22/2874-dota2_base_wraithking.png[/img]
His basemodel doesn't support a beard cosmetic.[/QUOTE]
might as well mod something in then
By the way, here's the particle file I'm using for Skeleton King.
[url]https://www.mediafire.com/?iggsivge7l5evqe[/url]
Put in particles/units/heroes
[QUOTE=ysrael214;43209607]By the way, here's the particle file I'm using for Skeleton King.
[url]https://www.mediafire.com/?iggsivge7l5evqe[/url]
Put in particles/units/heroes[/QUOTE]
Can you also make a pack to the cosmetic folder you where talking about?
[url]https://www.mediafire.com/?2982zk9sy3by9rp[/url]
Temporary use until we find a fix to the model.
Cosmetics <---
[QUOTE=ysrael214;43212027][url]https://www.mediafire.com/?2982zk9sy3by9rp[/url]
Temporary use until we find a fix to the model.[/QUOTE]
Is this the pack to re-enable his cosmetic items, or to make his wraith glow red?
Just curious so I know which I want to merge with mine. I like the green because it work so well with his lifesteal.
By the way, where do you edit particles? I've some minor experience with particle emitters and I was wondering if I could get them back and working on his face. I could add two bones for his eyes and emit from those if the particles work the way I suspect they do.
[url]http://www.cyborgmatt.com/2012/01/dota-2-particle-editor/[/url]
[QUOTE=LunarNeil;43212081]I could add two bones for his eyes and emit from those if the particles work the way I suspect they do.[/QUOTE]
Pretty sure particles use attachments rather than bones, and the skeleton king model already has attachment points on his eyes. If someone has the old particle file, I may be able to take some of the effects like the eye particles and merge it with the new one.
[QUOTE=Vodkavia;43198517]They should just use the old model as well as call him Bone King, so that he can be BK and shoot big macs.[/QUOTE]
BK has a King, doesn't it? Too bad people don't do those silly model replacements TF2 has
The new particle file has the old eye particles in it but unused.
[QUOTE=ysrael214;43220986]The new particle file has the old eye particles in it but unused.[/QUOTE]
Thats good right? You guys could reenable it right?
The problem is I don't know how to reattach it to the eyes. Reenabling it makes it appear near their feet. Something to do with control points.
[QUOTE=ysrael214;43221813]The problem is I don't know how to reattach it to the eyes. Reenabling it makes it appear near their feet. Something to do with control points.[/QUOTE]
Ok so we need a way to move the dots to the eye position. Isnt it possible to just drag them? And even then is there a way to precisly move the dots to the eyes? Or is it just guessing?
[QUOTE=TYLICA;43222580]Ok so we need a way to move the dots to the eye position. Isnt it possible to just drag them? And even then is there a way to precisly move the dots to the eyes? Or is it just guessing?[/QUOTE]
I wouldn't know unless I see it, but it's probably appearing between his feet, right?
Like, at the bottom, between his feet. That would be the origin space of the model space, so it would be the default "no location" for the things if they appear at all.
What we will want to do then is to either assign those particles to the eye control points. That cannot be too difficult if the particles are displaying at all. If they display they have to have a place they want to go to, so we can just give them a different place.
Do you guys have a portrait for sk ingame? The current one is ugly.
When you install the mod it uses the old one for SK, is that one not sufficent?
There's a way to mod the camera location, so you could try for something more dramatic I suppose.
Also here's the DevData for modiying particle locations:
[url]https://developer.valvesoftware.com/wiki/Particles_On_Models[/url]
We should be able to create a simple bit of code to define where they go, just like how the green glow can be modified as well.
I'm swamped with real-life animation work right now, but once I have some free time I'm going to dupe his hand over so he has two hands, then I'll work on rigging and skinning it. But I would be happy to help with the particles too! I have a devil of a time trying to compile these things so I'm mostly just working with the decompiled data, but I may soon port the model up for someone to compile so we can see if it works any better.
Does anybody know what could possibly be causing the face movement in hero portraits to be broken, causing them to not have their mouths to move at all if you have mods installed?
[QUOTE=Mr, Jukebox;43224475]Does anybody know what could possibly be causing the face movement in hero portraits to be broken, causing them to not have their mouths to move at all if you have mods installed?[/QUOTE]
Their mouths move? I never noticed!
Could it be related to the Phoneme files?
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