1. Post #1201
    Gold Member
    Rats808's Avatar
    June 2005
    3,170 Posts
    Cool model man, make sure to add a ring to the end of the weapon though. Ingame Pudge has chains connected to his weapons.
    Actually, Pudge's hook and cleaver are 2 different things. His hook is in one hand, while the cleaver is in another. He does have a chain connecting them, though, which is mainly to keep his grip while the hook is mid-flight.

    Reply With Quote Edit / Delete Windows Vista United States Show Events Informative Informative x 2 (list)

  2. Post #1202
    Gold Member
    ColossalSoft's Avatar
    November 2009
    4,218 Posts
    Are there any tutorials for mask textures?

    And please don't just give me a link the the VDC page. That's not a tutorial.
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  3. Post #1203
    Human Garbage
    Sparkwire's Avatar
    June 2008
    9,354 Posts
    Are there any tutorials for mask textures?

    And please don't just give me a link the the VDC page. That's not a tutorial.


    from an email conversation between a Jokermax and I.

    o _mask1 - 32 bit, every channel is used:
    1. R - detail map mask - ignore in most cases
    2. G - diffuse and fresnel warp mask - ignore in most cases
    3. B - metalness mask; controls where color and fresnel are suppressed - usually black
    4. A - selfillum mask; color is drawn from _color. *Always put something in here, even if you are no using selfillum. This is done in order for texture compiler to keep this channel. If its black - it gets thrown out and then shader thinks it's pure white and your item will be full bright
    o _mask2 - 32 bit, every channel is used:
    1. R - spec intensity
    2. G - rimlight intensity - usually white
    3. B - tint spec by base color, INVERTED! black=tint by base color, white = uses specular color - usually black
    4. A - scale factor of specular exponent from shader. e.g. if spec. exp set to 16 then this channel values 0...255 will control exponent values from 0...16. Look at hero specular exponent number to get good idea what values to use in this channel for your item - usually white
    DotA:Hero Shader

    -Added "CustomHero" shader for DotA.
    -Designed to provide a variety of visual looks but still allow for globally-applicable status effects
    -Includes 2 detail textures, one which is maskable for hero-specific attributes, one which applies to the whole mesh for status effects
    -Includes 3D texture lookup into RGB colorspace for single-character tonemapping to display status effects
    -All masks can be blended away, so that some status effects can use things like specularity, metalness, or envmapping to communicate state
    -Diffuse warp and fresnel color warp work in tandem to create cloth or flesh looks
    -Spec and env can be modulated by the albedo texture
    -Metalness allows reflection color to be drawn from albedo diffuse to be darkened
    -Scalars for rim lighting and ambient lighting that can be used to communicate unit selection
    -Fresnel terms are drawn from a texture rather than parameterized
    -rgbcolorspace can be used as basis for new colorwarps
    -fresnelranges is default texture from which fresnel terms are drawn


    ------------------------------------------------------------------------------




    CustomHero Parameters:
    $BASETEXTURE: texture; albedo map
    $NORMALMAP: texture; normal map; not active under ps20
    $BASETEXTURETRANSFORM: allows proxies to base and normal map UVs
    $DETAIL1: texture; detail map 1 which can be masked
    $DETAIL2: texture; detail map 2 for all-over status effects (no mask)
    $MASKMAP1: texture; effect masks:
    R=detail1 mask, white=use detail
    G=diffusewarp and fresnel color warp, white=use warps, black=use half-lambert, fresnelcolorwarp is ps20b+
    B:metalness, white=black-out albedo and ignore fresnel for reflections, can also mask env
    A:self-illum, white=self-illum where color is drawn from combined albedo, colorwarp and detail maps
    $MASKMAP2: texture; effect masks:
    R=specular, white=full spec, black=no spec, masks env by default
    G=rim, white=reflective, black=not
    B=tint reflections by base map, INVERTED! black=tint by base, white=use $specularcolor
    A=scale factor of $specularexponent, or, if $specularwarp is enabled, controls the V coordinate of the lookup into the gradient map
    $DIFFUSEWARP: texture, remap diffuse lighting to gradient, mutually exclusive with specularwarp
    $SPECULARWARP: texture, remap specular lighting for iridescent effects, when enabled uses the A channel of maskmap2 for the V coordinate of the lookup, U is a direct mapping of the specular falloff when the exponent is 1, mutually exclusive with diffusewarp
    $COLORWARP: 3D texture, color warp albedo using RGB color-space lookup table, can be used for all sorts of tonemapping effects including hue shifting, channel mixing, contrast adjustments, desaturation, etc.
    $FRESNELCOLORWARP: 3D texture, fresnel-based color warp using RGB color-space lookup table, useful for skin/cloth, avialable for ps20b+ (so consider it a visual enhancement, not a gameplay signal)
    $ENVMAP: cubemap, cube-map based reflection; not active under ps20
    $FRESNELWARP: texture default "engine/fresnelranges", gradient ramps for intensity of fresnel terms: R=rim, G=fresnel color warp, B=specular; rim ramp has no effect under ps20, instead we do a hard-coded curve
    $DETAIL1SCALE: float, scale detail1 as multiplier of base UVs
    $DETAIL1FRAME: frame number for detail1
    $DETAIL1BLENDMODE: integer, detail 1 blend mode: 0=off, 1=add, 2=add self-illum, 3=mod2x
    $DETAIL1BLENDFACTOR: float, detail 1 blend factor
    $DETAIL1BLENDTOFULL: float, "range 0-1, blend effect from masked to all-over" )
    $DETAIL1TEXTURETRANSFORM: allows proxies to manipulate detail1 UVs
    $DETAIL2SCALE: float, scale detail2 as multiplier of base UVs
    $DETAIL2FRAME: float, frame number for detail2
    $DETAIL2BLENDMODE, integer, detail 2 blend mode: 0=off, 1=add, 2=add self-illum, 3=mod2x, 4=mul, 5=crossfade
    $DETAIL2BLENDFACTOR: float, detail 2 blend factor
    $DETAIL1TEXTURETRANSFORM: allows proxies to manipulate detail2 UVs
    $DIFFUSEWARPBLENDTOFULL, SHADER_PARAM_TYPE_FLOAT, "0.0", "range 0-1, blend effect from masked to all-over" )
    $COLORWARPINTENSITY, SHADER_PARAM_TYPE_FLOAT, "0.0", "range 0-1, intensity of albedo color warping" )
    $FRESNELCOLORWARPBLENDTOFULL: float; range 0-1, blend effect from masked to all-over
    $SPECULAREXPONENT: float; higher = glossier; affected by A channel of $MASK2, where the channel's value represents a range from 1.0 to the specified exponent
    $SPECULAREXPONENTBLENDTOFULL: float; range 0-1, blend effect from masked to all-over
    $SPECULARBLENDTOFULL: float; range 0-1, blend effect from masked to all-over
    $SPECULARCOLOR: vec; color to use for tinting the specular highlights wherever the tint-by-base effect is not active
    $SPECULARSCALE: float; scale specular intensity
    $MASKENVBYMETALNESS, bool, use metalness to mask envmap rather than using spec mask
    $ENVMAPINTENSITY, float; affect overall intensity of envmap
    $REFLECTIONSTINTBYBASEBLENDTONONE, float; range 0-1, blend effect from masked to off
    $METALNESSBLENDTOFULL: float; range 0-1, blend effect from masked to all-over, metalness steals color from albedo while preserving the ability to tint reflections by the base map
    $AMBIENTSCALE: float; scale ambient light by this amount
    $RIMLIGHTSCALE: float; scale rimlight by this amount
    $RIMLIGHTBLENDTOFULL: float; blend effect from masked to all-over
    $RIMLIGHTCOLOR: vec; color to use for tinting the rimlight
    $SELFILLUMBLENDTOFULL: float; range 0-1, blend effect from masked to all-over
    $CLOAKPASSENABLED: bool; enable cloaking
    $CLOAKFACTOR: float; range 0-1, blend effect from none to full
    $CLOAKCOLORTINT: vec, color tint, default [1 1 1]
    $REFRACTAMOUNT: float; range whatever, default 2, amount to refract through cloak effect
    $CLOAKINTENSITY: float, range 0-1, default 1, opacity of cloak effect over base, 1=full, 0=transparent
    -Fog is using hack for underwater where it fogs full. If we ever see more than toes underwater, we should fix this
    -Cloak is enabled but seems to be fighting with the flashlight. WIP.
    --------------
    For animated texture proxies, use the following:
    $FRAME (for base texture)
    $NORMALMAPFRAME
    $DETAIL1FRAME
    $DETAIL2FRAME
    Reply With Quote Edit / Delete Windows 7 United States Show Events Informative Informative x 2Useful Useful x 1Optimistic Optimistic x 1 (list)

  4. Post #1204
    Gold Member
    Badunkadunk's Avatar
    December 2008
    3,468 Posts
    i really don't get why people get so hung up over items not fitting the dota "lore" or whatever. it's a game in which you can be a fat zombie butcher having a fight with a wizard riding his staff around like a broomstick and a guy with a fucking sniper rifle but bluh bluh bluh this doesn't fit the canon it can't possibly be added to the game!
    People embrace the humor of the developers but for some reason shun outsider's attempts at humorous items.
    Reply With Quote Edit / Delete Windows Vista United States Show Events

  5. Post #1205
    theCommie's Avatar
    May 2012
    117 Posts
    From today's changelog:

    - Added a testing tool to the Workshop tab that allows contributors to see their models on a hero before submitting.

    Edit: To clarify, this is the Dota 2 Test changelog.
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  6. Post #1206
    OpethRockr55's Avatar
    October 2008
    1,629 Posts
    From today's changelog:
    Thank god.
    Reply With Quote Edit / Delete Windows 7 United States Show Events Agree Agree x 1 (list)

  7. Post #1207
    Is that a rocket in your pocket?
    Dr.Scrake's Avatar
    March 2010
    8,322 Posts
    You can only use it to test the heroes with items already in game.


    I wanted to try our Atropos set, damnit
    Reply With Quote Edit / Delete Windows XP Spain Show Events Dumb Dumb x 1 (list)

  8. Post #1208
    Bamboozle_'s Avatar
    June 2012
    21 Posts
    Just saw the Wings of Davion Set in the game client. Congrats Drywall.
    Reply With Quote Edit / Delete Windows 7 United States Show Events Friendly Friendly x 2 (list)

  9. Post #1209
    Is that a rocket in your pocket?
    Dr.Scrake's Avatar
    March 2010
    8,322 Posts
    How can you get a pair of bracers to move separately?

    We have a pair of "gauntlets" for bane but they move at the same time causing it to not follow 1 of the arms, don't know what to do to fix it.
    Reply With Quote Edit / Delete Windows XP Spain Show Events Dumb Dumb x 1 (list)

  10. Post #1210
    Gold Member
    dark soul's Avatar
    June 2005
    535 Posts
    You guys think a chainsaw would stray too far from the dota2 Theme?

    I may just make it into a knife instead.
    Reply With Quote Edit / Delete Windows 7 United States Show Events Winner Winner x 3Funny Funny x 1Agree Agree x 1 (list)

  11. Post #1211
    Gold Member
    BoxinShrimp's Avatar
    July 2011
    2,229 Posts
    You guys think a chainsaw would stray too far from the dota2 Theme?
    I may just make it into a knife instead.


    I think it's safe to say that you can stray a little bit.
    Reply With Quote Edit / Delete Windows 7 United States Show Events Dumb Dumb x 2Zing Zing x 1 (list)

  12. Post #1212
    dolpsdw's Avatar
    February 2012
    44 Posts
    You guys think a chainsaw would stray too far from the dota2 Theme?

    I may just make it into a knife instead.
    i see the chainsaw,
    But if you put in the mask that inverted triangle i think thats cannon XD
    Reply With Quote Edit / Delete Windows 7 Spain Show Events Dumb Dumb x 1 (list)

  13. Post #1213
    Largs's Avatar
    June 2012
    83 Posts
    You guys think a chainsaw would stray too far from the dota2 Theme?

    I may just make it into a knife instead.
    make a knife, or change the chainsaw so it looks like clockwerks gadgets
    Reply With Quote Edit / Delete Windows 7 Brazil Show Events Agree Agree x 4 (list)

  14. Post #1214
    funion is gay
    Zukriuchen's Avatar
    September 2009
    8,908 Posts
    i really don't get why people get so hung up over items not fitting the dota "lore" or whatever. it's a game in which you can be a fat zombie butcher having a fight with a wizard riding his staff around like a broomstick and a guy with a fucking sniper rifle but bluh bluh bluh this doesn't fit the canon it can't possibly be added to the game!
    it makes sense while in the lore

    what you're saying is like if they made the joker in Dark Knight a really colorful and cheerful villain. could it be possible? sure, but it'd fuck up the entire atmosphere of the movie
    Reply With Quote Edit / Delete Windows 7 Brazil Show Events

  15. Post #1215
    Drywall's Avatar
    April 2012
    83 Posts
    Just saw the Wings of Davion Set in the game client. Congrats Drywall.
    Thanks a ton! I'm really excited and nervous to see it, since I couldn't test it in-game. I hope it looks good :x
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  16. Post #1216
    theCommie's Avatar
    May 2012
    117 Posts
    Thanks a ton! I'm really excited and nervous to see it, since I couldn't test it in-game. I hope it looks good :x
    Congrats! Minor question, did you submit it rigged to any bones or just as plain geometry?
    Reply With Quote Edit / Delete Windows 7 United States Show Events Friendly Friendly x 1 (list)

  17. Post #1217
    Human Garbage
    Sparkwire's Avatar
    June 2008
    9,354 Posts


    done
    Reply With Quote Edit / Delete Windows 7 United States Show Events Winner Winner x 6 (list)

  18. Post #1218
    Drywall's Avatar
    April 2012
    83 Posts
    Congrats! Minor question, did you submit it rigged to any bones or just as plain geometry?
    I rigged it up for 'em.

    Finished up the shield sculpt tonight!

    Reply With Quote Edit / Delete Windows 7 United States Show Events Winner Winner x 2Artistic Artistic x 1 (list)

  19. Post #1219

    June 2012
    13 Posts



    So im getting better with 3d stuff, and tried my hands on an ice bow for drow (nice rhyme huh?)
    would like some feedback, what to do better and general impression :)
    Reply With Quote Edit / Delete Windows 7 Germany Show Events Disagree Disagree x 1 (list)

  20. Post #1220
    MORDEKAISER ES #1 HUEHUE
    TehWoodPcker's Avatar
    September 2009
    3,091 Posts



    So im getting better with 3d stuff, and tried my hands on an ice bow for drow (nice rhyme huh?)
    would like some feedback, what to do better and general impression :)
    Looks too flimsy atm, like she would break it any second.
    Reply With Quote Edit / Delete Windows Vista Finland Show Events Agree Agree x 2 (list)

  21. Post #1221

    June 2012
    13 Posts
    Hey its me again, Texturing seems to be the toughest part. I tried to make it look icy though. Also TehWoodPcker I tried to make it a bit thicker in general. I tried to make just the spikes thicker but then the icy look is kinda lost. Would like to know what you people think! :)


    Reply With Quote Edit / Delete Windows 7 Germany Show Events Winner Winner x 2Funny Funny x 1Useful Useful x 1 (list)

  22. Post #1222
    Gate's Avatar
    April 2011
    415 Posts
    it looks almost identical to a specific bow on a mmorpg i used to play
    this one
    Reply With Quote Edit / Delete Windows 7 Spain Show Events Agree Agree x 5Funny Funny x 4Zing Zing x 1 (list)

  23. Post #1223

    June 2012
    13 Posts
    it looks almost identical to a specific bow on a mmorpg i used to play
    this one
    I actually used to watch my brother play (lineage)/that too about 7 years ago. Uff, right in the creativity... so much for that idea :S
    Reply With Quote Edit / Delete Windows 7 Germany Show Events Friendly Friendly x 1 (list)

  24. Post #1224
    theCommie's Avatar
    May 2012
    117 Posts
    Why not thicken the the shapes, pushing the crystalline aspect even further with Fortress of Solitude type large, bold, orthogonal shapes. And you can always experiment with different colorings. There's plenty of crystals out there to reference.
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  25. Post #1225
    Gold Member
    fewes's Avatar
    December 2006
    1,554 Posts


    Armor stuff almost done. Gotta clean up some bake errors and add some detail to the cape and then it's time for the weapons!
    Reply With Quote Edit / Delete Windows 7 Sweden Show Events Winner Winner x 4Agree Agree x 1Friendly Friendly x 1 (list)

  26. Post #1226
    Venezuelan's Avatar
    September 2011
    6,850 Posts


    I had to make it all one item replacing the shoulders to compensate for limited texture space. It's at 439 tris. Reducing it will be a bitch.
    Reply With Quote Edit / Delete Windows 7 Brunei Darussalam Show Events Friendly Friendly x 1 (list)

  27. Post #1227
    Kyuownz's Avatar
    August 2007
    355 Posts
    Thanks a ton! I'm really excited and nervous to see it, since I couldn't test it in-game. I hope it looks good :x
    Congrats man! Have they contacted you or something like that or it was just added?
    Reply With Quote Edit / Delete Windows 7 Brazil Show Events Friendly Friendly x 1 (list)

  28. Post #1228
    Gold Member
    Rats808's Avatar
    June 2005
    3,170 Posts
    Congrats man! Have they contacted you or something like that or it was just added?
    Considering he'll get a share of the money Valve makes when people buy the item, I'm sure they contacted him and at least asked for his paypal info before they added it.
    Reply With Quote Edit / Delete Windows Vista United States Show Events

  29. Post #1229
    Human Garbage
    Sparkwire's Avatar
    June 2008
    9,354 Posts
    Considering he'll get a share of the money Valve makes when people buy the item, I'm sure they contacted him and at least asked for his paypal info before they added it.
    They send the money to your bank account, not paypal.
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  30. Post #1230
    Gold Member
    Jetamo's Avatar
    June 2008
    5,734 Posts
    Considering he'll get a share of the money Valve makes when people buy the item, I'm sure they contacted him and at least asked for his paypal info before they added it.
    There are people with items in TF2 who haven't even received their money yet.

    Taxation's a bitch.
    Reply With Quote Edit / Delete Windows 7 United Kingdom Show Events

  31. Post #1231
    Is that a rocket in your pocket?
    Dr.Scrake's Avatar
    March 2010
    8,322 Posts
    So can anyone help?

    How can I set a pair of bracers to 2 different set of bones, so they don't move at the same time and they follow the arm they are supposed to be atached to
    Reply With Quote Edit / Delete Windows XP Spain Show Events

  32. Post #1232
    Kyuownz's Avatar
    August 2007
    355 Posts
    Considering he'll get a share of the money Valve makes when people buy the item, I'm sure they contacted him and at least asked for his paypal info before they added it.
    The dude from the phantom assassin blade seemed surprised like he wasn't contacted.
    Reply With Quote Edit / Delete Windows 7 Brazil Show Events

  33. Post #1233
    Is that a rocket in your pocket?
    Dr.Scrake's Avatar
    March 2010
    8,322 Posts
    Some progress on the bane shit



    Reply With Quote Edit / Delete Windows XP Spain Show Events Winner Winner x 3Artistic Artistic x 1 (list)

  34. Post #1234
    Gold Member
    biodude94566's Avatar
    July 2006
    4,838 Posts
    So can anyone help?

    How can I set a pair of bracers to 2 different set of bones, so they don't move at the same time and they follow the arm they are supposed to be atached to
    Which program are you using?
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  35. Post #1235
    Is that a rocket in your pocket?
    Dr.Scrake's Avatar
    March 2010
    8,322 Posts
    Blender




    edit: and thanks for the help biodude!
    Reply With Quote Edit / Delete Windows XP Spain Show Events

  36. Post #1236

    June 2012
    17 Posts
    i can't get my model to load on the new "test" function when publishing the item but it loads fine in the cs:go model viewer

    any help guys?
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  37. Post #1237
    IrishBandit's Avatar
    March 2010
    1,202 Posts
    Zeus needs items, but I have no ideas for them.
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  38. Post #1238
    Hellohmhello's Avatar
    January 2012
    181 Posts
    Zeus needs items, but I have no ideas for them.
    The little leaf crest thing?
    Reply With Quote Edit / Delete Windows 7 Australia Show Events

  39. Post #1239
    Captain Chalky's Avatar
    September 2010
    6,519 Posts
    Zeus needs items, but I have no ideas for them.
    Odin set for irony.
    Reply With Quote Edit / Delete Windows 7 Finland Show Events Funny Funny x 5 (list)

  40. Post #1240
    funion is gay
    Zukriuchen's Avatar
    September 2009
    8,908 Posts
    a bag of thunderbolts on his back?
    a toga?
    different bracers?

    he has lots of potential, at least for clothing items
    Reply With Quote Edit / Delete Windows 7 Brazil Show Events Agree Agree x 1 (list)