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Submit an item not cooperating

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  • Submit an item not cooperating

    Alright, I've been messing around with this for a while and I can't make sense of it. Here's what I have:
    * A .OBJ file which is my model, UV unwrapped (...at least I'm pretty sure it's UV unwrapped, I have questions about that but they don't belong here)
    * Temporary textures just to test that I can import a model

    And here's what I'm trying.
    * I'm trying to "submit" (obviously not going to actually submit until I have real textures) a custom Kunkka Weapon, so I select those and input "weapon_rogueblade" in the weapon name box
    * I convert my OBJ model to FBX via the Autodesk FBX Converter on this page
    * I then make sure the FBX file is named weapon_rogueblade_lod1
    * I select the texture

    And all I get is this:

    Starting compile of weapon_rogueblade...
    CTargetMDL::Compile - GetOutputPath failed
    WARNING: CTargetZIP::Compile - Target 0 Compile Failed

    I've seen mentions of needing to keep to a specific directory structure, namely this one:
    Model source content resides in \content\dota\models\items\heroname\itemname\maya\
    Compiled model binaries belong in \game\dota\models\items\heroname\itemname\
    Material source content resides in \content\dota\materialsrc\models\items\heroname\it emname\
    Compiled material binaries and .vmt belong in \content\dota\materialsrc\models\items\heroname\it emname\ and should be named the same as the model
    However, which do I use? The Model/Material source content ones? Or is it some other problem? My FBX converter mentioned something about not being able to load or convert the default material in my model file.

    (side bonus question: which version of FBX should I be converting to?)

    Many thanks if someone can help solve my problem!

  • #2
    Convert it to .smd, fbx seems to be glitched at the moment. You don't need to follow the directory structure, that was for the old uploader. it does automatically now. (you still gotta follow it if you upload an item for a hero that is not available at the uploader)
    http://www.youtube.com/user/swordzzzzz

    Comment


    • #3
      Okay so not sure if the original problem is solved, but I have a new error now:

      Starting compile of weapon_rogueblade...
      ERROR: Specified file is not a TGA (Targa) or PSD File: "tga"
      CTargetVTF::Compile - GetOutputPath failed
      WARNING: CTargetVMT::Compile - Target 0 Compile Failed
      WARNING: CTargetZIP::Compile - Target 0 Compile Failed
      And yes, I'm absolutely sure the material listed in the .obj is the proper .tga file, as well as the one I selected. It also opens fine in Photoshop.

      Comment


      • #4
        Try creating the .tga file via VTFEdit. Or you saved the .tga with wrong settings (i think they need to be 32 bit)
        http://www.youtube.com/user/swordzzzzz

        Comment


        • #5
          Aaaaand now begins the actual problems :P It successfully compiled, but... nothing shows up in the preview. Just Kunkka, but no weapon =/ If it helps, I'm using Silo 3D and I'm not sure what else needs to be done to the model.

          Comment


          • #6
            Originally posted by RCIX View Post
            Aaaaand now begins the actual problems :P It successfully compiled, but... nothing shows up in the preview. Just Kunkka, but no weapon =/ If it helps, I'm using Silo 3D and I'm not sure what else needs to be done to the model.
            bones

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            • #7
              Suggestions on how to add whatever bones my model needs? Hexagon nor Silo seems to be aware of the existence of them AFAIK.

              Thanks for all the help so far though!

              Comment


              • #8
                I also would like to know this. (I use Blender tho).

                I mean, sure, I know it needs bones for animation... but...

                HOW??? What bone? What I actually have to do?
                Do I just add a new bone and set it up for some specific setting? Or I have to copy the armature from the extracted hero model and bind the item on it (if yes how?)? etc.
                Storm[HUN] ~~~ Sic itur ad astra, per aspera. | [Dotabuff]

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                • #9
                  I grabbed blender (and this may be a case of me not understanding how to operate it's UI), but I don't see any bones whatsoever in the downloaded/imported Kunkka mesh. What bones am I supposed to add? I assume it's one on the handle, but I have no idea of the name I'm supposed to use or any other special settings.

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                  • #10
                    Originally posted by RCIX View Post
                    I grabbed blender (and this may be a case of me not understanding how to operate it's UI), but I don't see any bones whatsoever in the downloaded/imported Kunkka mesh. What bones am I supposed to add? I assume it's one on the handle, but I have no idea of the name I'm supposed to use or any other special settings.
                    Which file are you importing? the smd?

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                    • #11
                      OBJ files can't contain bones. So if you're importing that, there's your problem already. Only the FBX and SMD files have bones.

                      @Storm: You can make a new bone. But it needs to be named the same as the one the original model has, and it needs to have the same rotation value... And some weapons, like Sven's sword have multiple bones for secondary animation. Soooo... you need to find a way to import the SMD into Blender, I believe there is a plugin. But I just use Maya, it is A LOT easier, since the model packs come with a Maya scene file, and exporting as FBX works flawlessly.
                      Last edited by Kakkoii; 08-09-2012, 09:09 PM.
                      D̶̪̏̇͛͂̈̊̏O̬͉̱̭̤̐ͤ͝T̥̼̗̦̯͙ͣ͐ͮͨ͛̐Ä̩̣̖̘̖͍̹͐ͮ̊ͣ̆̎ ̗͖̘̲̝͔̅͐̀̎͗͌̐2̢̔̄ͭ̋͌̾

                      Comment


                      • #12
                        I found this. Works so far for me.

                        Originally posted by Kakkoii View Post
                        OBJ files can't contain bones. So if you're importing that, there's your problem already. Only the FBX and SMD files have bones.

                        @Storm: You can make a new bone. But it needs to be named the same as the one the original model has, and it needs to have the same rotation value... And some weapons, like Sven's sword have multiple bones for secondary animation. Soooo... you need to find a way to import the SMD into Blender, I believe there is a plugin. But I just use Maya, it is A LOT easier, since the model packs come with a Maya scene file, and exporting as FBX works flawlessly.
                        In Blender, I have the option of setting a bone head, a bone tail, and a roll angle. I just copy those over to a custom bone?

                        Comment


                        • #13
                          Originally posted by Kakkoii View Post
                          OBJ files can't contain bones. So if you're importing that, there's your problem already. Only the FBX and SMD files have bones.

                          @Storm: You can make a new bone. But it needs to be named the same as the one the original model has, and it needs to have the same rotation value... And some weapons, like Sven's sword have multiple bones for secondary animation. Soooo... you need to find a way to import the SMD into Blender, I believe there is a plugin. But I just use Maya, it is A LOT easier, since the model packs come with a Maya scene file, and exporting as FBX works flawlessly.
                          Yeah I'm going to fold and go with Maya as well. Too bad Maya's modeling tools suck so much. I'll still model in XSI, cant give that up

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                          • #14
                            Originally posted by RCIX View Post
                            I found this. Works so far for me.



                            In Blender, I have the option of setting a bone head, a bone tail, and a roll angle. I just copy those over to a custom bone?
                            What do you mean setting? You mean options for creating those different types of bones? In which case I would say a Bone head, if the model you're making it for only has a single bone skinned for the weapon. But again, you need to checkout the skeleton of the character you're making it for, and find out the naming for its weapon bones.
                            D̶̪̏̇͛͂̈̊̏O̬͉̱̭̤̐ͤ͝T̥̼̗̦̯͙ͣ͐ͮͨ͛̐Ä̩̣̖̘̖͍̹͐ͮ̊ͣ̆̎ ̗͖̘̲̝͔̅͐̀̎͗͌̐2̢̔̄ͭ̋͌̾

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                            • #15
                              I mean the "sword_1" bone has options for a tail, a head, and a roll. Here, on the right:

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