Drama Nordahl

  • Initiateur de la discussion Membre supprimé 98332
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M

Membre supprimé 98332

Anonyme
Hey !

Je viens pour avoir votre avis sur :
https://www.gmodstore.com/community/threads/3703-bad-script-cloning-thread/

Personnellement Nordahl a toujours été très cool avec moi et ces scripts marchaient ( et marchent encore ) très bien.

Alors, vous en pensez quoi ?
 
Yoh Sambre ♪

Yoh Sambre ♪

Shaman Fou
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Rien
 
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  • Initiateur de la discussion
M

Membre supprimé 98332

Anonyme
Yoh Sambre ♪ à dit:
Ok. Tu sais Sambre, t'es pas obligé d'être aussi dur avec moi parceke je t'aime au fond ( vraiment au fond par contre. mais pas trop parce que après ça devient obscène )
 
Yoh Sambre ♪

Yoh Sambre ♪

Shaman Fou
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en faite j'ai pas compris le but de commenté ici , autant partir sur gmodstore non ?
 
  • Initiateur de la discussion
M

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Anonyme
Yoh Sambre ♪ à dit:
en faite j'ai pas compris le but de commenté ici , autant partir sur gmodstore non ?
Personne d'ici commente la bas du coup c'est chiant
 
Yoh Sambre ♪

Yoh Sambre ♪

Shaman Fou
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EpicGaby à dit:
Personne d'ici commente la bas du coup c'est chiant
EN meme temps personne n'est bien placer ici pour commenter ce 'drama'

Keepo
 
Kitsu

Kitsu

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en fait jai eu la flemme de lire sur gmodstore , mais je suis d'accord avec tous les dramas ici on va dire que on peut pas vraiment juger ... mais je veux pas savoir l’histoire .... mais si personne commente la bas personne naura de commentaire pertinent ici .
 
Taink

Taink

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EpicGaby à dit:
Hey !

Je viens pour avoir votre avis sur :
https://www.gmodstore.com/community/threads/3703-bad-script-cloning-thread/

Personnellement Nordahl a toujours été très cool avec moi et ces scripts marchaient ( et marchent encore ) très bien.

Alors, vous en pensez quoi ?
Ok.
*retourne bosser*
 
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Taink

Taink

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Levo à dit:
BibleThump Quel blagueur ce @Taink 4Head
J'attends ta traduction de ceci :
HTML:
<p><a id="overview" name="overview"></a></p>
<h2><b><span style="font-size: medium;"><span style="font-family: Arial;">&nbsp;HERO ABILITY MODEL OVERVIEW</span></span></b></h2>
<ul>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Hero ability models are a wide variety of creatures and units that act in conjunction with specific heroes.</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">They are enabled when the hero has attained a certain level or casts certain spells.</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">These units are NPCs or &quot;Non-Player Characters&quot;</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">There are specific requirements for these NPCs that differ from wearable hero items or mounts ridden by heroes. </span></span>
<ul>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Hero wearable items and mounts&nbsp;rely on the hero&#39;s pre-existing skeleton, attachments,&nbsp;hitboxes, and animations. The community artist only provides the weighted mesh.</span></span></li>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">For ability models, the skeleton and animations are separate from the hero and&nbsp;may sometimes be custom tailored by community artists in addition to&nbsp;the mesh.</span></span></li>
</ul>
</li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Not all heroes use an ability model. Where applicable, these&nbsp;can be previewed in the Dota 2 loadout by selecting the ability model type next to &#39;Hero&#39;.</span></span></li>
</ul>
<p style="text-align: center;"><b><span style="font-size: medium;"><span style="font-family: Arial;"><img alt="" src="http://cdn.dota2.com/apps/dota2/images/workshop/guidelines/ability_models/sm_loadout_buttons.JPG" style="font-weight: normal; text-align: center; width: 320px; height: 244px;" /></span></span></b></p>
<ul>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Details about the gameplay use of specific ability models can be viewed by selecting the relevant heroes on the <a href="https://www.dota2.com/heroes/">Dota 2 Heroes</a> page.&nbsp;</span></span></li>
</ul>
<p style="text-align: justify;">&nbsp;</p>
<hr />
<p>&nbsp;</p>
<p><a id="types" name="types"></a></p>
<h2><span style="font-family: Arial; font-size: medium;"><b><span style="font-size: medium;"><span style="font-family: Arial;">ABILITY MODEL TYPES</span></span></b></span></h2>
<ul>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><b>Hero wards</b>&nbsp;tend to stay in one place and&nbsp;attack enemies. Juggernaut&#39;s Healing Ward is an exception - it can move about and can heal. These wards are not to be confused with &nbsp;<a href="https://support.steampowered.com/kb/8799-WLXN-3860/dota-2-workshop-wards">sentry/observer wards</a>&nbsp;that serve very different functions and&nbsp;can be used by any hero.</span></span></li>
</ul>
<p style="text-align: center;"><strong><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Wards for Venomancer, Witch Doctor, Juggernaut, and Pugna</span></span></strong></p>
<p style="text-align: center;"><b><span style="font-size: medium;"><span style="font-family: Arial;"><img alt="" src="http://cdn.dota2.com/apps/dota2/images/workshop/guidelines/ability_models/venomancer_ward_large.jpg?v=1459382400" style="font-weight: normal; text-align: center; width: 173px; height: 160px;" />&nbsp;&nbsp;<img alt="" src="http://cdn.dota2.com/apps/dota2/images/workshop/guidelines/ability_models/witchdoctor_ward_large.jpg?v=1459382400" style="font-weight: normal; text-align: center; width: 182px; height: 160px;" />&nbsp;&nbsp;<img alt="" src="http://cdn.dota2.com/apps/dota2/images/workshop/guidelines/ability_models/jugg_healing_ward_npc_dota_juggernaut_healing_ward_large.jpg?v=1459382400" style="font-weight: normal; text-align: center; width: 152px; height: 160px;" />&nbsp;&nbsp;<img alt="" src="http://cdn.dota2.com/apps/dota2/images/workshop/guidelines/ability_models/draining_wight_npc_dota_pugna_nether_ward_1_large.jpg?v=1459382400" style="font-weight: normal; text-align: center; width: 176px; height: 160px;" /></span></span></b></p>
<p style="text-align: center;">&nbsp;</p>
<ul>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><b>True Forms/Ultimates/Shapeshifts</b> are creatures the human hero temporarily transforms into.</span></span></li>
</ul>
<p style="text-align: center;"><strong><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Hero transforms for Lycan, Dragon Knight, Lone Druid, and Terrorblade</span></span></strong></p>
<p style="text-align: center;"><b><span style="font-size: medium;"><span style="font-family: Arial;"><img alt="" src="http://cdn.dota2.com/apps/dota2/images/workshop/guidelines/ability_models/lycan_wolf_large.jpg?v=1459382400" style="font-weight: normal; text-align: center; width: 238px; height: 160px;" />&nbsp;&nbsp;<img alt="" src="http://cdn.dota2.com/apps/dota2/images/workshop/guidelines/ability_models/dragon_knight_dragon_large.jpg?v=1459382400" style="font-weight: normal; text-align: center; width: 203px; height: 160px;" />&nbsp;&nbsp;&nbsp;<img alt="" src="http://cdn.dota2.com/apps/dota2/images/workshop/guidelines/ability_models/true_form_large.jpg?v=1459382400" style="font-weight: normal; text-align: center; width: 163px; height: 160px;" />&nbsp;&nbsp;&nbsp;<img alt="" src="http://cdn.dota2.com/apps/dota2/images/workshop/guidelines/ability_models/demon_large.jpg?v=1459382400" style="font-weight: normal; text-align: center; width: 189px; height: 160px;" /></span></span></b></p>
<p style="text-align: center;">&nbsp;</p>
<ul>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><b>Summoned Units</b> are usually creatures that can&nbsp;travel and&nbsp;attack enemies&nbsp;in order to assist the hero but also include Death Prophet&#39;s Exorcism ghosts and Clockwerk&#39;s Power Cogs.</span></span></li>
</ul>
<p style="text-align: center;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><strong>Summoned Units for Lone Druid, Warlock, Broodmother, and Invoker</strong></span></span></p>
<p style="text-align: center;"><b><span style="font-size: medium;"><span style="font-family: Arial;">&nbsp;&nbsp;<img alt="" src="http://cdn.dota2.com/apps/dota2/images/workshop/guidelines/ability_models/spirit_bear_large.jpg?v=1459382400" style="font-weight: normal; text-align: center; width: 173px; height: 160px;" />&nbsp;&nbsp;<img alt="" src="http://cdn.dota2.com/apps/dota2/images/workshop/guidelines/ability_models/warlock_golem_large.jpg?v=1459382400" style="font-weight: normal; text-align: center; width: 166px; height: 160px;" />&nbsp;&nbsp;<img alt="" src="http://cdn.dota2.com/apps/dota2/images/workshop/guidelines/ability_models/broodmother_spiderling_large.jpg?v=1459382400" style="font-weight: normal; text-align: center; width: 180px; height: 160px;" />&nbsp;&nbsp;<img alt="" src="http://cdn.dota2.com/apps/dota2/images/workshop/guidelines/ability_models/invoker_forged_spirit_large.jpg?v=1459382400" style="font-weight: normal; text-align: center; width: 164px; height: 160px;" /></span></span></b></p>
<p style="text-align: center;">&nbsp;</p>
<hr />
<h2>&nbsp;</h2>
<p>&nbsp;</p>
<p><a id="budgets" name="budgets"></a></p>
<h2><b><span style="font-size: medium;"><span style="font-family: Arial;">BUDGETS AND MODEL REQUIREMENTS</span></span></b></h2>
<ul>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">For specific model and texture budgets for Ability Models and reference files of the default models, please see the individual hero links via the <a href="http://www.dota2.com/workshop/requirements">Hero Requirements</a> page.</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Please note that our budgets refer to triangles, not polygons.</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Ability models need to stay within 60 bones.</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">We no longer support .SMD file formats. Please submit your models and animations in .FBX&nbsp;or .DMX format.</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">It is helpful if you tessellate your model into triangles before submission to confirm that the final mesh is what you intend. Otherwise our tools will triangulate the mesh but may have different results from what you&#39;ll see using your software.</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Our game is only able to support the skinning of 4 vertices per joint. Skinning to additional vertices will be removed or will cause a failure when community items go through our workshop compiler.</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Please make sure the bind pose for your ability model is oriented upright and facing forward. This orientation determines the placement of the hitboxes.</span></span></li>
</ul>
<p style="text-align: center;"><b><span style="font-size: medium;"><span style="font-family: Arial;"><img alt="" src="http://cdn.dota2.com/apps/dota2/images/workshop/guidelines/ability_models/ability_orientation_incorrect.jpg?" style="font-weight: normal; text-align: center; width: 227px; height: 200px;" />&nbsp; &nbsp;<img alt="" src="http://cdn.dota2.com/apps/dota2/images/workshop/guidelines/ability_models/ability_orientation_correct.jpg" style="font-weight: normal; text-align: center; width: 227px; height: 200px;" /></span></span></b></p>
<ul>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">For general guidelines about authoring models and textures for Dota, please see our <a href="http://www.dota2.com/workshop/#creation">Asset Creation guidelines</a>.</span></span></li>
</ul>
<p style="text-align: justify;">&nbsp;</p>
<hr />
<p>&nbsp;</p>
<p><a id="supported" name="supported"></a></p>
<h2><b><span style="font-size: medium;"><span style="font-family: Arial;">SUPPORTED ABILITY MODELS</span></span></b></h2>
<p><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">These heroes have Ability Models that are enabled in the Source 2 Dota Workshop:</span></span></p>
<ul>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Beastmaster - Hawk and Boar</span></span></li>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Broodmother - Spiderling</span></span></li>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Clockwerk - Power Cog</span></span></li>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Death Prophet - Exorcism&nbsp;Spirits</span></span></li>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Dragon Knight - Elder Dragon&nbsp;</span></span></li>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Invoker Forge - Forged Spirit</span></span></li>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Juggernaut - Healing Ward</span></span></li>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Lone Druid - Spirit Bear and True Form</span></span></li>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Lycan - Shapeshift and Wolves</span></span></li>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Nature&#39;s Prophet - Treants</span></span></li>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Pugna - Nether Ward</span></span></li>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Shadow Shaman - Serpent Wards</span></span></li>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Terrorblade - Demon</span></span></li>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Tusk - Frozen Sigil</span></span></li>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Undying - Flesh Golem</span></span></li>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Venomancer - Plague Wards</span></span></li>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Warlock - Golem</span></span></li>
<li><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Witch Doctor - Death Ward</span></span></li>
</ul>
<p><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"></span></span></p>
<hr />
<p>&nbsp;</p>
<p><a id="other" name="other"></a></p>
<h2><span style="font-size: medium;"><span style="font-family: Arial;"><b>OTHER ABILITY MODELS</b></span></span></h2>
<ul>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">We will gradually enable&nbsp;more ability models for the Source 2 Dota workshop.&nbsp;Ability models with complicated technical needs&nbsp;may need special&nbsp;tool development before they can be automated in the workshop tool. Others may not be able to be supported at all.</span></span></li>
</ul>
<p style="text-align: justify;">&nbsp;</p>
<hr />
<p>&nbsp;</p>
<p><a id="defaultcustomanim" name="defaultcustomanim"></a></p>
<h2><span style="font-size: medium;"><span style="font-family: Arial;"><b>DEFAULT OR CUSTOM ANIMATIONS?</b></span></span></h2>
<ul>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">There are several options for handling animations for hero ability models, depending on the unit. You may be able to:</span></span>
<ul>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Use Valve&#39;s skeleton and animations for that unit.</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Use Valve&#39;s skeleton and a mix of Valve and custom animations, as long as the transition poses match.</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Use Valve&#39;s skeleton but create all new custom animations.</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Use a custom skeleton and all custom animations.</span></span></li>
</ul>
</li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">If your item uses an all new skeleton for a slot that also has a default&nbsp;skeleton option, please mark the<strong> &quot;Custom Skeleton&quot;</strong> checkbox in the workshop tool so that Valve&#39;s default animations are not accidentally applied to your custom skeleton.</span></span></li>
</ul>
<p style="text-align: center;"><img alt="" src="http://cdn.dota2.com/apps/dota2/images/workshop/guidelines/models/custom_model_checkbox.jpg?" /></p>
<ul>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Some ability models with complicated&nbsp;needs for cloth, weightlists, modifiers, aiming, and animation&nbsp;blends may not have the option for artists to provide custom animations but will only allow a custom weighted mesh to be applied to Valve&#39;s default skeleton and animations. Ability models that currently require this are:</span></span>
<ul>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Undying&#39;s Flesh Golem</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Lone Druid&#39;s True Form</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Dragon Knight&#39;s Elder Dragon</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Venomancer&#39;s Plague Wards</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Shadow Shaman&#39;s Serpent Wards</span></span></li>
</ul>
</li>
</ul>
<p style="text-align: justify;"></p>
<hr style="text-align: justify;" />
<p style="text-align: justify;">&nbsp;</p>
<p><a id="animguidelines" name="animguidelines"></a></p>
<h2><span style="font-size: medium;"><span style="font-family: Arial;"><b>ABILITY MODEL ANIMATION GUIDELINES</b></span></span></h2>
<ul>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><strong>Attack</strong> - some units may have the option for several attack variations originating from both hands or from the mouth or tail.</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><strong>Aim</strong> - certain hero wards will need you to provide poses of them facing in several different directions. These are explained in the workshop tool.</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><strong>Ability</strong> - ability animations can show the units casting an ability, reacting to an ability or transforming into and out of the human form of the hero.</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><strong>Injured or other modifiers</strong> - These will be explained in the workshop submission tool. For injured attacks you&nbsp;can work from a copy of your regular attack animations and just make sure that they match their injured pose at the beginning and end.</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><strong>Turns</strong> - though optional, these right, left, and center poses are very helpful for generating smooth transitions during turns, especially for horizontal&nbsp;or long creatures that can otherwise look somewhat mechanical when turning.</span></span></li>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">For general animation guidelines, see <a href="https://support.steampowered.com/kb/3634-YOPS-9967/dota-2-workshop-npc-animations" style="font-family: Arial; font-size: medium;">Workshop NPC Animation</a></span></span></li>
</ul>
<p style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"></span></span></p>
<hr />
<p>&nbsp;</p>
<p><a id="hitboxes" name="hitboxes"></a></p>
<h2><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><strong>HITBOXES</strong></span></span></h2>
<ul>
<li style="text-align: justify;"><span style="font-size: medium;"><span style="font-family: Arial;">Hitbox&nbsp;creation by community artists is not currently supported for the Source 2 Dota Workshop.&nbsp;</span></span><span style="font-family: Arial; font-size: medium;">Hitboxes are created by Valve artists once a custom NPC&nbsp;is accepted for the game.</span></li>
<li style="text-align: justify;"><span style="font-size: medium;"><span style="font-family: Arial;">Temporary generic hitboxes are created by the workshop tool when you test your model in demo mode so that it can be selectable. These are not the final hitboxes.&nbsp;</span></span></li>
</ul>
<p style="text-align: justify;">&nbsp;</p>
<hr />
<h2>&nbsp;</h2>
<h2><a id="attachments" name="attachments"></a></h2>
<h2><span style="font-size: medium; font-family: Arial;"><b><span style="font-size: medium;"><span style="font-family: Arial;">ATTACHMENT POINTS</span></span></b></span></h2>
<ul>
<li style="text-align: justify;"><span style="font-family: Arial; font-size: medium;">An attachment is a static point bound to a bone in the skeleton.</span>&nbsp;<span style="font-family: Arial; font-size: medium;">The names and number of attachments used varies with each type of NPC.</span></li>
<li style="text-align: justify;"><font face="Arial" size="3">You create these in the item workshop submission tool by naming&nbsp;the bones that these attaches will bind to. </font></li>
<li style="text-align: justify;"><font face="Arial" size="3">Some ability models that use Valve&#39;s default skeleton will have the default attach bone names automatically filled in.</font></li>
<li style="text-align: justify;"><font face="Arial" size="3">Once your model compiles you will have the option to adjust&nbsp;the attachment&#39;s position or orientation if necessary.</font></li>
<li style="text-align: justify;"><span style="font-family: Arial; font-size: medium;">Below are typical attachment points.&nbsp;These names are specific and case sensitive.</span>
<ul>
<li style="text-align: justify;"><span style="font-size: medium;"><font face="Arial"><b>attach_hitloc -</b>&nbsp;</font></span><span style="font-family: Arial; font-size: medium;">This attachment is required for every NPC item. &quot;hitloc&quot; stands for &quot;Hit Location&quot; and is used by the particle system to determine where projectile effects should travel to when fired at your NPC. For most creatures, the best place for <strong>&quot;attach_hitloc&quot;</strong> is&nbsp;a bone in the chest or head. Placing this attach in the root or on the ground&nbsp;results in projectiles traveling too low and is less appealing. For inorganic models, choose a location above the center of the model.</span></li>
<li style="text-align: justify;"><b><span style="font-size: medium;"><font face="Arial">attach_attack1</font></span></b><span style="font-size: medium;"><font face="Arial"> -&nbsp;</font></span><span style="font-family: Arial; font-size: medium;">This attachment is required for NPCs that can attack or cast spells. </span>
<ul>
<li style="text-align: justify;"><span style="font-family: Arial; font-size: medium;">For units with ranged projectiles, this determines where projectiles&nbsp;will be created and launched from.</span></li>
<li style="text-align: justify;"><span style="font-family: Arial; font-size: medium;">For melee units, place the attachment&nbsp;in the hand the unit attacks with. You may be asked to place an additional&nbsp;<strong>attach_attack2</strong> in the other hand, the mouth or the tail.</span></li>
</ul>
</li>
<li style="text-align: justify;"><b><span style="font-size: medium;"><font face="Arial">attach_eye_l</font></span></b><span style="font-size: medium;"><font face="Arial"> and <b>attach_eye_r</b> -&nbsp;</font></span><span style="font-family: Arial; font-size: medium;">These attachments are only used to apply Valve&#39;s default particles to&nbsp;some ability models. The workshop submission tool will say when these are required. Place these on the unit&#39;s eyes, making sure that the red X axis points in the direction the eye looks.&nbsp;</span></li>
</ul>
</li>
<li style="text-align: justify;"><span style="font-family: Arial; font-size: medium;">Certain units, like Terrorblade&#39;s Demon or Warlock&#39;s Golem, may require additional attachments to position Valve&#39;s default particle effects. The workshop submission tool will explain these where needed.</span></li>
<li style="text-align: justify;"><span style="font-family: Arial; font-size: medium;">Details about designating and editing attachments in the workshop tool can be found on the <a href="https://support.steampowered.com/kb_article.php?ref=2858-RTHJ-5696">Submitting Items</a> page.</span></li>
</ul>
<p style="text-align: justify;">&nbsp;</p>
<hr />
<p style="text-align: justify;">&nbsp;</p>
<p style="text-align: justify;"><a id="testing" name="testing"></a></p>
<h2><strong><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">ABILITY MODEL TESTING</span></span></strong></h2>
<p style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">When Valve artists review custom NPCs they are mainly evaluated on how they look&nbsp;from above in game view. To&nbsp;test your custom ability models in game, you may need to attain a certain hero level or trigger certain events to spawn the units. </span></span></p>
<ul>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">You can now use the Demo Mode option buttons in the workshop tool.</span></span></li>
<li style="text-align: justify;"><span style="font-family:arial,helvetica,sans-serif;"><span style="font-size:16px;">You can force a hero to level up by clicking the<strong> Level Up </strong>or <strong>Level to Max</strong>&nbsp;buttons or opening the game console and entering <strong>&quot;sv_cheats 1&quot;</strong> and then using <strong>&quot;</strong><b>dota_dev hero_level &lt;number&gt;&quot;</b> in the console or entering <strong>&quot;-lvlup &lt;number&gt;&quot;</strong>&nbsp;in the in-game chat.</span></span></li>
<li style="text-align: justify;"><span style="font-family:arial,helvetica,sans-serif;"><span style="font-size:16px;">Clicking the <strong>Free Spells</strong> or <strong>Refresh</strong>&nbsp;buttons or entering the console command <strong>&quot;dota_ability_debug 1&quot;</strong> will remove ability cooldowns so you can quickly recast spells.</span></span></li>
<li style="text-align: justify;"><span style="font-family:arial,helvetica,sans-serif;"><span style="font-size:16px;">Most units can simply be spawned by&nbsp;clicking its ability&nbsp;icon or using the corresponding hotkey once your hero has attained the necessary&nbsp;level. </span></span></li>
<li style="text-align: justify;"><font face="arial, helvetica, sans-serif"><span style="font-size: 16px; line-height: 25.6px;">Some units require a specific combination of levels, abilities or events to spawn:</span></font>
<ul>
<li style="text-align: justify;"><span style="font-family:arial,helvetica,sans-serif;"><span style="font-size:16px;">To spawn Invoker&#39;s Forged Spirit, you need Level 1 Quas ability and Level 2 Exort ability. Then you select the Invoke ability, which creates&nbsp;an option to spawn a Forged Spirit. Quas and Exort higher than Level 4 will spawn two Forged Spirits.</span></span></li>
<li style="text-align: justify;"><span style="font-family:arial,helvetica,sans-serif;"><span style="font-size:16px;">To spawn Broodmother&#39;s Spiderlings, you need the Level 1 Spawn Spiderlings ability, then you need to cast this ability onto an enemy just before they die (from your hit)&nbsp;to spawn the Spiderlings.</span></span></li>
<li style="text-align: justify;"><span style="font-family:arial,helvetica,sans-serif;"><span style="font-size:16px;">To test the different level colors of Dragon Knight&#39;s Elder Dragon, you will need to level up the hero incrementally. You can also view the different&nbsp;materials by using the &#39;Texture&#39; drop-down in the Preview Model page of the workshop tool.</span></span></li>
</ul>
</li>
</ul>
<p style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"></span></span></p>
<hr />
<p>&nbsp;</p>
<p><a id="submitting" name="submitting"></a></p>
<h2><b><span style="font-size: medium;"><span style="font-family: Arial;">SUBMITTING ABILITY MODELS</span></span></b>&nbsp;</h2>
<ul>
<li style="text-align: justify;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">Refer to the <a href="https://support.steampowered.com/kb_article.php?ref=2858-RTHJ-5696">Submitting Items</a> page for important general information about testing and submitting items.</span></span></li>
<li style="text-align: justify;"><font face="arial, helvetica, sans-serif"><span style="font-size: 16px; line-height: 25.6px;">Ability models are submitted under the &quot;Hero Item&quot; category.</span></font></li>
</ul>
<p style="text-align: center;"><b><span style="font-size: medium;"><span style="font-family: Arial;"><img alt="" src="http://cdn.dota2.com/apps/dota2/images/workshop/guidelines/ability_models/ability_submission.jpg" style="font-weight: normal; text-align: center; width: 640px; height: 164px; border-width: 1px; border-style: solid;" /></span></span></b></p>
<ul>
<li style="text-align: justify;"><span style="font-size: medium;"><span style="font-family: Arial;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">It is no longer necessary to maintain our file structure when preparing your item files. The workshop tool will place your files where they need to go.</span></span></span></span></li>
</ul>
<p style="text-align: justify;"><span style="font-size: medium;"><span style="font-family: Arial;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"></span></span></span></span></p>
<hr />
<p style="text-align: justify;">&nbsp;</p>
<h1 style="text-align: justify;"><strong><span style="font-size: medium;"><span style="font-family: Arial;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><a id="troubleshooting" name="troubleshooting"></a></span></span></span></span></strong></h1>
<h1 style="text-align: justify;"><strong><span style="font-size: medium;"><span style="font-family: Arial;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">MODEL TROUBLESHOOTING</span></span></span></span></strong></h1>
<ul>
<li style="text-align: justify;"><span style="font-size: medium;"><span style="font-family: Arial;"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;">If you have problems testing or submitting your item, see our <a href="https://support.steampowered.com/kb_article.php?ref=5872-QKZN-1281">Item Troubleshooting</a> page.</span></span></span></span></li>
</ul>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><a href="http://www.dota2.com/workshop/">Dota 2 Item Workshop&nbsp;Guidelines Homepage</a></span></span></p>
Perso j'ai presque terminé :s
 
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