How to import dota 2 models into source filmmaker
How to import dota 2 models into source filmmaker
Hello everyone. I’m a complete newbie at SFM so I apologize if it’s just a case of me missing something really obvious, or if it’s already been posted somewhere else. I couldn’t find an answer anywhere.
I’ve followed the most popoular guides and I could successfuly import Dota 2 static models and their respective parts, but I can’t seem to get their sequences to work at all.
As you can see here http://it. tinypic. com/view. php? pic=21c8sip&s=5#.UtVEXPTuLCs (Hoping external links are allowed and that I didn’t goof miserably) the model looks fine but while I get the correct list of animations, I can’t see the preview, and even if I try to import it regardless, it has no visual effect.
I suspect the same problem is causing this odd, but otherwise harmless transparency when selecting a model: http://it. tinypic. com/view. php? pic=2m3gpk9&s=5#.UtVE4PTuLCs.
My first assumption was that I made a mistake with the whole extraction process, but I’ve since re-done the whole thing three times, even reinstalled SFM from scratch, and the issue persists.
Thanks in advance!
You did no mistake, that’s normal. If I had those models handy I could look into potentially fixing those menus without altering the actual model’s quality, but it’s very unlikely.
Hm. perhaps a temporary version of the texture would be a viable workaround though, now that I think about it. Let’s see.
Oh, I know, you could try this: Find the material file (.vmt) the model uses, and make sure SFM cannot find it, either by renaming it or moving it. If I’m right, the model should become pink and black checkered, but it should also be visible in the preview windows. If that works, we can look into a more elegant workaround if you want.
Thanks for the great tip 🙂 I will give it a go right now. I thought there was something wrong on my end because the guides I’ve followed seem to have completely functional preview windows.
My biggest concern though was that animations weren’t playing at all in the main scene even if I selected a sequence, the model kept standing still, but now they’re working. I have no idea what was wrong. So at least that’s sorted out!
Ok here I am! Sorry, I had no idea someone was waiting for a report.
So, the workaround definitely does what it should: http://it. tinypic. com/view. php? pic=11m3uit&s=5#.UtWtJfTuLCs, even if it’s not the most convenient procedure, it’s better than nothing.
With a bit of trial and error I’ve found that in this particular case (Vengeful Spirit model), the. vmt that gives it transparency is likely to be vengeful2_body_color. vmt: http://it. tinypic. com/view. php? pic=2w4iozk&s=5#.UtW0YvTuLCs.
With all the other files present and just by removing that one it reverts to the solid pink/black square look. This is the contents:
“VertexLitGeneric”
<
“$baseTexture” “models/heroes/vengeful/vengeful2_body_color”
“$normalmap” “models/heroes/vengeful/vengeful2_body_normal”
“$diffusewarp” “models/heroes/sven/sven_diffusewarp”
// $FRESNELWARP “models/heroes/dragon_knight/dragon_knight_fresnelranges”
“$maskmap1” “models/heroes/vengeful/vengeful2_body_mask1”
“$maskmap2” “models/heroes/vengeful/vengeful2_body_mask2”
“$detail1” “models/heroes/vengeful/vengeful_glow”
$SPECULAR_BLOOM_SCALE 1
$SPECULAREXPONENT 13
$SPECULARSCALE 60
$SPECULARCOLOR “[0.7 0.9 1]”
$RIMLIGHTCOLOR “[0.5 0.8 0.9]”
//$SPECULARBLENDTOFULL 1
$alphatest 1
$DETAIL1BLENDMODE 3
$DETAIL1SCALE 1
$DETAIL1BLENDFACTOR 2
// $DETAIL1BLENDTOFULL 0
“$cloakPassEnabled” “1”
“Proxies”
<
“TextureScroll”
<
“texturescrollvar” “$detail1texturetransform”
“texturescrollrate” “0.1”
“texturescrollangle” “90”
>
“invis_proxy”
<
>
“status_proxy”
<
>
“hero_proxy”
<
>
>

