Dota2 mod helper

Mod generator without the use of internet

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  1. A.J.O. Manalansan
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    Hello, I have introduced myself a long time ago here in this forum. But once Again I created a automation tool that will help everyone to generate mods automatically without the use of internet. I call it "DOTA2 MOD Master",

    I know that majority of all has internet all the time. But there will always be consequences, on times MOD Servers are down/offline your Mods given by this servers will not be updated when you want to, downloaded mods from the internet are outdated/broken inside the game. But this tool can generate over 5000+ cosmetic items extracted from DOTA 2's Real “pak01_dir.vpk” for just 5 minutes(depending on your computer).


    The mission of this tool is to give everyone NEWBIE/PRO/NOVICE the opportunity to MOD their DOTA2 in an effective way without hazzle using this application. It makes sure that when you make mods or finally construct a mod, all files will be fresh and updated at the time you generated them.


    It's always exhausting to open GCFScape and open pak01_dir.vpk in order to extract the files you need. So dont worry. Let DOTA2 MOD Master do the work for you.


    But basically, every tool has their limitations:
    -can only generate .vmdl_c, .vcpf_c, .vmat_c, items_game.txt, portraits.txt, npc_heroes.txt, npc_units.txt files
    -This tool is “items_game.txt” dependent. Any references that does not exist on the items_game.txt will not be detected(that ‘s the reason why .png from vtex_c files are not supported yet)
    -models that dont have default alternate default item slot(eg morphling’s helmet) will not be extracted. Meaning it is "UNMODDABLE"
    -models that have alternate/dynamic animations(commonly arcana heroes that have alternate animations when arcana mode) will not function properly.


    But even though all those limitations, this tool becomes a great help to me generating my mods, custom sets, etc. Not just that, this tool
    Has many features too, like external files, custom database lists,ect.


    If you are curious about what this do in actual. Try watching this:







    Edited by A.J.O. Manalansan - 11/11/2019, 13:04
     
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    well that's cool and all but the rest of the comsetics appearing on top of the models is not looking well, creators of this software should make it so the custom models re-place all the cosmetics that the hero have in order the work properly, which aslo mean constant updating when a new set or item comes out ^^
     
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  3. A.J.O. Manalansan
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    QUOTE (Crystal Rylai @ 8/6/2018, 20:16) 
    well that's cool and all but the rest of the comsetics appearing on top of the models is not looking well, creators of this software should make it so the custom models re-place all the cosmetics that the hero have in order the work properly, which aslo mean constant updating when a new set or item comes out ^^

    Hello, I might not understand the whole detail you are pointing to, But its best that you give example about yourr concerns.


    DOTA2 MOD Master has a lot of features, I just cant say it all, but I am going to tell the more important ones:
    - automatic extraction of “items_game.txt” and “portraits.txt” from “pak01_dir.vpk” everytime the tool is launched.
    - automatic all hero detection using activeherolist.txt(new heroes added by dota2 will automatically detected)
    - everytime you wish to generate a mod, dota2 mod master will open your dota2’s “pak01_dir.vpk” and extract the cosmetic item files.
    - supports autogeneration of artificial “pak01_dir.vpk”(shutnik-method)
    - autopatching of gameinfo.gi(shutnik method)


    And a lot more. It rests on the user’s hand if they want to use these tool or do the tradition/ manual way of modding other than automation. As I am not forcing you all to entrust your freedom on manual modding into automation modding. Its always up to you all.
     
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    i read you :) just saying for the custom mods, other wise looks like solid software , I prefer old fashion way, but friend of mine used dota2 mod and the problem he had with it, is that he have to quite before every game and apply the mods, didnt work while in picking phase, but biggest one is that when a new patch comes out, he need to wait to for the updated items_games, but this software like you pointed out have the "automatic extraction of “items_game.txt" which is great :) Thanks for sharing! Have a question , can I use my personal items_game.txt and use the software ONLY for automatic updating my own mods rather than doing them manually
     
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  5. A.J.O. Manalansan
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    QUOTE (Crystal Rylai @ 9/6/2018, 10:31) 
    but friend of mine used dota2 mod and the problem he had with it, is that he have to quite before every game and apply the mods

    Yes, DOTA2 MOD Master advises all users to reapply the injection process of the mod in order to avoid “ERROR PARSING” caused by newer items_game.txt with newer registrations added compared to the old items_game.txt which the old mod has generated. Your friend knows absolutely how to follow instructions.

    But that does not mean you need to reapply the mods every new update that “does not include newly added items , features, ect”. As long as the items_game.txt is not changed. The mod is in good hands. If problems where encountered inside gameplay which is not normal. Yes, Reapply the mod


    I decided to add an “auto-detection of obsolete items_game.txt” that will tell the user if items_game.txt was changed. So that you will know if its safe to not reapply the injection and use the old generated mod. I will add it on the next update.



    QUOTE (Crystal Rylai @ 9/6/2018, 10:31) 
    , didnt work while in picking phase

    What do you mean about picking phase? Is it picking a hero In normal/ranked game? I dont see any problems about the picking phase, but you may define them if I missed it.



    QUOTE (Crystal Rylai @ 9/6/2018, 10:31) 
    Have a question , can I use my personal items_game.txt and use the software ONLY for automatic updating my own mods rather than doing them manually

    Clarification, there is still no “automatic updating of mods” thing existed for now which you will just sit and watch and let dota2 mod master automatically generate a mod when he predicts that it is needed(Ive never imagine an AI tool that smart though, Maybe when I reversed engineered the whole dota 2 I guess? xD)


    And you question,Currently, yes, in two cases:
    * there is a feature of DOTA2 MOD Master where you can use your custom items_game.txt “as reference” of the current operations of the “General section” as an example, the general section pinpoints item ID’s and differentiate it from their alternate item ID. If you want to understand what this do in a clear manner. Watch this(but this video just only shows differentiation of two ID’s, not using custom items_game.txt, but even though,it is possible, just check “use custom items_game.txt as reference file”)


    In the present, I still have not included “custom items_game.txt as reference” option at “Handy Injection” section yet. Since I have not dreamed about users wanting that feature. But, yeah, I will add that on the next update too.


    * If you dont want to use as reference or edit your custom items_game.txt, which you just wish to include it in the mod and not the generated items_game.txt of the mod. You can use “External Files” feature “use external files custom items_game.txt instead of operational items_game.txt”, this will not generate the items_game.txt edited by DOTA2 MOD Master, but use you custom one.
     
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    QUOTE
    didnt work while in picking phase

    What do you mean about picking phase? Is it picking a hero In normal/ranked game? I dont see any problems about the picking phase, but you may define them if I missed it.

    what i meant , is my friend would forgot to install the mods before hand, so in picking phase he would choose a hero and quit the game trying to apply the mods but it doest work :)

    QUOTE
    Clarification, there is still no “automatic updating of mods” thing existed for now which you will just sit and watch and let dota2 mod master automatically generate a mod when he predicts that it is needed(Ive never imagine an AI tool that smart though, Maybe when I reversed engineered the whole dota 2 I guess? xD)

    you reversed engineered the whole dota2 ? holy crap :D ok this what i had in mind, when i was into HoN there was HoNmanager,and there was a hero.entity files, a text found that you change similar to items_game, this may give you an idea :) So first is needs to say im not into engineering not even close to it, but i understood how the software is programmed so bare with me :P It will take a fresh extracted items_game and do a simple (find and replace)

    <editfile name="heroes/prisoner/hero.entity"> the file which the software edit for dota would be items_game.txt

    <![CDATA[model="model.mdf"]]> in this case the number of the item or name of the item ex.

    "47" "name" "Pudge's Rusty Meathook"

    then search again <-pointing the item which is set up for the next step, changing particles. since this line
    is used for all the pudge items, by searching for "used_by_heroes"{"npc_dota_hero_pudge" "1"} " it will find the first one after ""47" "name" "Pudge's Rusty Meathook""

    "used_by_heroes"
    {
    "npc_dota_hero_pudge" "1"
    }
    }

    [/find]

    and then we have the replace

    <![CDATA[model="alt4/model.mdf"]]> in this case

    "used_by_heroes"
    {
    "npc_dota_hero_pudge" "1"
    }
    "visuals"
    {
    "skip_model_combine" "1"
    "asset_modifier2"
    {
    "type" "particle_create"
    "modifier" "particles/custom/items/pudge/pudge_ti6_immortal/pudge_ti6_witness_ambient.vpcf"
    }
    "asset_modifier3"
    {
    "type" "particle"
    "asset" "particles/units/heroes/hero_pudge/pudge_meathook.vpcf"
    "modifier" "particles/econ/items/pudge/pudge_ti6_immortal/pudge_ti6_witness_meathook.vpcf"
    }
    "asset_modifier4"
    {
    "type" "particle"
    "asset" "particles/units/heroes/hero_pudge/pudge_meathook_impact.vpcf"
    "modifier" "particles/econ/items/pudge/pudge_ti6_immortal/pudge_meathook_witness_impact_ti6.vpcf"
    }
    "asset_modifier5"
    {
    "type" "ability_icon"
    "asset" "pudge_meat_hook"
    "modifier" "pudge/immortal/pudge_meat_hook"
    }
    [/replace]


    <editfile name="heroes/prisoner/hero.entity">


    that was the general structure :) and as i mention it will do it for each item and edit the new items_game.txt .

    That's all :P Thanks again for sharing , i may try the custom / personal items_games.txt future Cheers!

    Edited by Crystal Rylai - 6/9/2018, 12:21 PM
     
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  7. A.J.O. Manalansan
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    QUOTE (Crystal Rylai @ 6/9/2018, 11:59 AM) 
    what i meant , is my friend would forgot to install the mods before hand, so in picking phase he would choose a hero and quit the game trying to apply the mods but it doest work :)

    That's Funny and Weird, I have few questions in mind about the modding procedure of your friend:

    1) When he injected/applied the mods using DOTA2 MOD Master, after the operation, his dota2 is still not modded(like nothing happened)?

    2) Did he previously applied the mod?
    2.1) If yes, did the game crashed by means of items_game.txt(or any other reason)
    2.1.1) If yes, why do he need to quit the game, and reinstall the mods, if the mods are working well XD

    3) Did he Clicked the remove mod button feature of dota2 mod master before?
    3.1) if yes, yeah, its his fault XD
    3.2.1) Only click "Remove MOD from DOTA2" if you are sick and tired using the tool XD

    Note:
    - You only reinject/reapply the mod when you receive the error parsing crash. It is to freshen the items_game.txt(also the model files ofcourse. but its majority of the items_game.txt ok?) so that no evil crash will be encountered.
    - So, If you're, friend, have succesfully entered the game without any error, you dont need to reapply the mod. My guess is that the mods did not show up because of gameinfo.gi, or he removed the mod himself XD


    QUOTE (Crystal Rylai @ 6/9/2018, 11:59 AM) 
    you reversed engineered the whole dota2 ? holy crap :D

    Lol, I did not say "I have already reversed engineer DOTA2".
    QUOTE (A.J.O. Manalansan @ 6/9/2018, 11:30 AM) 
    Maybe when I reversed engineered the whole dota 2 I guess? xD)

    Means when the time comes, where I finally reversed engineered dota2. I can create an AI even smarter than humans when it comes to DOTA2 XD



    QUOTE (Crystal Rylai @ 6/9/2018, 11:59 AM) 
    ok this what i had in mind, when i was into HoN there was HoNmanager,and there was a hero.entity files, a text found that you change similar to items_game, this may give you an idea :) So first is needs to say im not into engineering not even close to it, but i understood how the software is programmed so bare with me :P It will take a fresh extracted items_game and do a simple (find and replace)


    <editfile name="heroes/prisoner/hero.entity"> the file which the software edit for dota would be items_game.txt

    <![CDATA[model="model.mdf"]]> in this case the number of the item or name of the item ex.

    "47" "name" "Pudge's Rusty Meathook"

    then search again <-pointing the item which is set up for the next step, changing particles. since this line
    is used for all the pudge items, by searching for "used_by_heroes"{"npc_dota_hero_pudge" "1"} " it will find the first one after ""47" "name" "Pudge's Rusty Meathook""

    "used_by_heroes"
    {
    "npc_dota_hero_pudge" "1"
    }
    }

    [/find]

    and then we have the replace

    <![CDATA[model="alt4/model.mdf"]]> in this case

    "used_by_heroes"
    {
    "npc_dota_hero_pudge" "1"
    }
    "visuals"
    {
    "skip_model_combine" "1"
    "asset_modifier2"
    {
    "type" "particle_create"
    "modifier" "particles/custom/items/pudge/pudge_ti6_immortal/pudge_ti6_witness_ambient.vpcf"
    }
    "asset_modifier3"
    {
    "type" "particle"
    "asset" "particles/units/heroes/hero_pudge/pudge_meathook.vpcf"
    "modifier" "particles/econ/items/pudge/pudge_ti6_immortal/pudge_ti6_witness_meathook.vpcf"
    }
    "asset_modifier4"
    {
    "type" "particle"
    "asset" "particles/units/heroes/hero_pudge/pudge_meathook_impact.vpcf"
    "modifier" "particles/econ/items/pudge/pudge_ti6_immortal/pudge_meathook_witness_impact_ti6.vpcf"
    }
    "asset_modifier5"
    {
    "type" "ability_icon"
    "asset" "pudge_meat_hook"
    "modifier" "pudge/immortal/pudge_meat_hook"
    }
    [/replace]


    <editfile name="heroes/prisoner/hero.entity">


    that was the general structure :) and as i mention it will do it for each item and edit the new items_game.txt .

    That's all :P Thanks again for sharing , i may try the custom / personal items_games.txt future Cheers!

    I forgot to mention one feature you might have asking for:

    "Migration System" - is a Technique specially supported by this tool which allows the user to easily migrate all "default_item" assets of his/her old "items_game.txt" into the new "items_game.txt"(commonly targeted on newer patches of DOTA2). what this system do is:

    1)It copies every single item that has "prefab=default_item"
    2)Analyze every single item's "Unique ID" and remembers it
    3)Scans for "default_item" occurence on the "new items_game.txt" and compares both "old items_game.txt VS. new items_game.txt" using "ID assets comparement method".
    4)If the assets of both "old ID"(from old items_game.txt) assets does not pair the "new ID"(from new items_game.txt) assets, that is where the migration will start. It will inject the "old ID assets" inside the "new ID assets",in other words "Copy the old assets then replace all new assets by paste ".



    It simply finds any items with "prefab"="default item" and replaces its counterpart on the new items_game.txt

    eg.
    at your old items_game.txt which you want to migrate into a newer items_game.txt that is fresh:
    CODE
    "47" ;;;;;;;; <------------ ID that will be compared on the newer items_game.txt
                   {
                           "name"                "Ripper's Reel"
                           "prefab"                "default_items" ;;;;;  <---- as long as it has this prefab, it will be migrated on the counterpart ID
                           "creation_date"                "2016-07-25"
                           "event_id"                "EVENT_ID_INTERNATIONAL_2016"
                           "item_slot"                "name"   ;;;;; <---- checks if they have the same item slot incase the ID was changed, this will trigger the boolean if ID was changed/invalid or not on the newer items_game.txt.
                           "image_inventory"                "econ/items/pudge/harpoon_hook/mesh/harpoon_hook"
                           "item_description"                "#DOTA_Item_Desc_Rippers_Reel"
                           "item_name"                "#DOTA_Item_Rippers_Reel"
                           "item_rarity"                "immortal"
                           "item_type_name"                "#DOTA_WearableType_Hook"
                           "model_player"                "models/items/pudge/harpoon_hook/mesh/harpoon_hook.vmdl"
                           "portraits"
                           {
                                   "icon"
                                   {
                                           "cameras"
                                           {
    ............................................
    ...........................................
                   } ;;;;; < ----- end of content references of ID 47
                   "48"
                   {



    The AI will remember ID="47" and item_slot="name" then opens the NEWER items_game.txt:
    CODE
    "47" ;;;;;;;;; matches the ID
                   {
                           "name"                "Pudge's Rusty Meathook"
                           "prefab"                "default_item"
                           "item_slot"                "name"   ;;;;; <---- checks if they have the same item slot incase the ID was changed, this will trigger the boolean if ID was changed/invalid or not.
                           "image_inventory"                "econ/heroes/pudge/righthook"
                           "item_description"                "#DOTA_Item_Desc_Pudges_Rusty_Meathook"
                           "item_name"                "#DOTA_Item_Pudges_Rusty_Meathook"
                           "item_type_name"                "#DOTA_WearableType_Meathook"
                           "model_player"                "models/heroes/pudge/righthook.vmdl"
                           "portraits"
                           {
                                   "icon"
                                   {
    ..............................
    ..................................
                   } ;;;;; < ----- end of content references of ID 47
                   "48"
                   {


    if they matched, that is where the migration process happens. Replaces the content ID "47" of the NEWER items_game.txt into the content ID "47" if the old items_game.txt...




    Although I dont use this Anymore since I enjoy modding dota2 using handy injection section, so yeah, this might interest you.
     
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    he just forget about applying the mods, or removed them previously, and then in middle of the the game he be like "let me try use a arcana mod" quits the game and apply the mods but when he reconnects nothing happen , but there is no error what so ever, just the mods doesnt apply if he is already in a game, I think we talk about different softwere tho, this issue is with dota 2 mods "http://www.modskindota.com" not the one you just presented :D by reading your first post, a lot of those floods are prevented from happening :)

    QUOTE
    I forgot to mention one feature you might have asking for:

    "Migration System" - is a Technique specially supported by this tool which allows the user to easily migrate all "default_item" assets of his/her old "items_game.txt" into the new "items_game.txt"(commonly targeted on newer patches of DOTA2). what this system do is:

    1)It copies every single item that has "prefab=default_item"
    2)Analyze every single item's "Unique ID" and remembers it
    3)Scans for "default_item" occurence on the "new items_game.txt" and compares both "old items_game.txt VS. new items_game.txt" using "ID assets comparement method".
    4)If the assets of both "old ID"(from old items_game.txt) assets does not pair the "new ID"(from new items_game.txt) assets, that is where the migration will start. It will inject the "old ID assets" inside the "new ID assets",in other words "Copy the old assets then replace all new assets by paste ".



    It simply finds any items with "prefab"="default item" and replaces its counterpart on the new items_game.txt

    eg.
    at your old items_game.txt which you want to migrate into a newer items_game.txt that is fresh:

    that's exactly what i was looking for, currently using WinMerge to migrate my old items_game.txt to a new one :P
     
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  9. A.J.O. Manalansan
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    QUOTE (Crystal Rylai @ 9/6/2018, 13:34) 
    he just forget about applying the mods, or removed them previously, and then in middle of the the game he be like "let me try use a arcana mod" quits the game and apply the mods but when he reconnects nothing happen , but there is no error what so ever, just the mods doesnt apply if he is already in a game, I think we talk about different softwere tho, this issue is with dota 2 mods "http://www.modskindota.com" not the one you just presented :D by reading your first post, a lot of those floods are prevented from happening :)

    Looks like his dota2 is being overriden by multiple mods. One fix for him is to avoid mods overriding:
    - edit is gameinfo.gi and remove all mods folders he dont use
    -incase he dont know how to edit gameinfo.gi. Delete his gameinfo.gi and then verify itegrity cache. That should refresh the gameinfo. And make dota2 mod master work fine without conflicts.


    QUOTE (Crystal Rylai @ 9/6/2018, 13:34) 
    currently using WinMerge to migrate my old items_game.txt to a new one :P

    Good choice for migrating items_game.txt. Im not familiar from winmerge, but if it can migrate all your required references within a single click. Its Regular Expression Matching might be powerful.

    In the past, I used notepad++ and created my own regex match algorithm to migrate all my items_game.txt. But since it does not met my complete bindings, like automation of models extraction. Thats why Its good for me to create my own automation that will
    Make anything instant.

    So yeah, Im always happy and greatful everyone is enjoying modding dota2. Making the community stay alive. You all will always choose what you know is best.
     
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    QUOTE
    In the past, I used notepad++ and created my own regex match algorithm to migrate all my items_game.txt. But since it does not met my complete bindings, like automation of models extraction. Thats why Its good for me to create my own automation that will
    Make anything instant.

    i was trying to make similar to that as well, creating a macro or tough about using ahk for it but didnt seems to go as i planned so i end up using winmerge , also generate a back up file which is nice, problem is it cant transfer multiply lines at once or from line A to line B that's why i was looking for alternative :) As the dota2 mod master i will recommended to my friend and see how it goes.

    from curiosity what do you mean by "still does not support generating .vmesh files" custom models uses .vmesh which the vmdl's are compiled from, and in your first video i can see custom models works just fine :D
     
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  11. A.J.O. Manalansan
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    QUOTE (Crystal Rylai @ 9/6/2018, 14:21) 
    QUOTE
    In the past, I used notepad++ and created my own regex match algorithm to migrate all my items_game.txt. But since it does not met my complete bindings, like automation of models extraction. Thats why Its good for me to create my own automation that will
    Make anything instant.

    from curiosity what do you mean by "still does not support generating .vmesh files" custom models uses .vmesh which the vmdl's are compiled from, and in your first video i can see custom models works just fine :D

    I mispoint the file extension, what I really meant eas .vmat files are responsible on the cosmetic items’s skin/colors(the archive of textures of the model).

    As an example, outworld devourer’s shards of exile has another version which is golden shards of exile. But the thing is, those two items only uses one model file
    CODE
    root/models/items/obsidian_destroyer/immortal_weapon_1.vmdl_c

    but uses different materals. The shards of exile uses
    CODE
    material/models/items/obsidian_destroyer/immortal_weapon_1/immortal_weapon_1_color.vmat_c
    while golden shards of exile uses
    CODE
    material/models/items/obsidian_destroyer/immortal_weapon_1/immortal_weapon_1__golden_color.vmat_c
    . You notice the effects of this materials changes the texture of the model


    The thing is, as I told you. DOTA2 MOD Master is “reference dependent”,It needs a reference in order to detect something. Items_game.txt is the only thing reliable for being the reference file. But sadly, items_game.txt does not refere what material files an cosmetic items used(.vmat).

    As an example. When DOTA2 MOD Master is examining Golden shards of Exile, the only thing it can get is the .vmdl ,.vpfc files. But the material files cant be found there As you can see.

    By default, all models(.vmdl) have default material(which was configured by the game itself). The shards of exile defaults to
    CODE
    material/models/items/obsidian_destroyer/immortal_weapon_1/immortal_weapon_1_color.vmat_c
    .

    The thing is, as dota2 mod master dont extract material files, resulting when the golden shards of exile will “Appear as not golden” when playing “Online Game”. Thats is the problem, until now, I am currently finding a way how my AI can detect the materials file. Time will tell
     
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    hello again :)

    Materials cant be changed by items_game.txt i know what you mean :)

    "skip_model_combine" "1"
    "skin" "1"

    should be done the same way as it is with vmdl's, get file and rename it to the original file name that :) If you can do that, which i don't doubt you can, it will be fixed :P Cheers!

    QUOTE
    I wonder if the same fix will apply for OD's golden immortal.
    Just tried moving the skip_model_combine line before the asset modifiers but didn't seems to work for mine.

    QUOTE

    you don't have to, Golden mantle uses different model with different texture , OD uses same model but have two texture golden and normal one, so you need to replace the texture of OD staff which is the case for most items than have multiple color styles. With CFGScape extract materials/models/items/obsidian_destroyer/immortal_weapon1_golden_color.vmat_c and place it in your VPKcreator folder with the same directory path "materials/models/items/obsidian_destroyer/" and rename the file to immortal_weapon1_color.vmat_c :)
     
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  13. A.J.O. Manalansan
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    QUOTE (Crystal Rylai @ 10/6/2018, 05:52) 
    get file and rename it to the original file name that :) If you can do that, which i don't doubt you can, it will be fixed :P Cheers!

    And how are we suppose to find a reference for an AI that will pinpoint the right material file? If there is yeah, a linear approach cam be done because of a reference that will pinpoint the material. But yeah, there is none, and I dont plan to define all item’s material files by the following reasons
    -there are lots of them, I might get old after I finished it
    -as Time passes, Valve will release more and tons of items with custom material files, that will not be under the AI’s scope.

    QUOTE (Crystal Rylai @ 10/6/2018, 05:52) 
    you don't have to, Golden mantle uses different model with different texture , OD uses same model but have two texture golden and normal one, so you need to replace the texture of OD staff which is the case for most items than have multiple color styles. With CFGScape extract materials/models/items/obsidian_destroyer/immortal_weapon1_golden_color.vmat_c and place it in your VPKcreator folder with the same directory path "materials/models/items/obsidian_destroyer/" and rename the file to immortal_weapon1_color.vmat_c :)

    That is the plan alright ;-) but as long as there is no reference file that will not pinpoint their materials file, its impossible for me to smarten DOTA2 MOD Master’s AI for Materials file. For example, yeah, we know that OD’s shard of exile Material file is
    CODE
    materials/models/items/obsidian_destroyer/immortal_weapon1_golden_color.vmat_c
    and the default OD’s shard of exile material file is
    CODE
    materials/models/items/obsidian_destroyer/immortal_weapon1_color.vmat_c
    . And the rest of the models, millions(coming soon) of models with multiple materials files are still needed to be indentified.

    But with a reference file that will pinpoint them, yes, its possible to identify them.
     
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    i see, the only way to do them is individually for each item that have multiple materials , which indeed can literally take forever, especially with the new content releases and the vmdl files :P the only thing i can think of is checking items_game if the model contain "skin" "1" (if yes) then extract and open the vmdl_c file and check the amount of ".vmat" in the first lines

    models/items/obsidian_destroyer/immortal_weapon_1/asset_sequences_7a40018b.vagrp materials/models/items/obsidian_destroyer/immortal_weapon_1/immortal_weapon_1_color.vmat materials/models/items/obsidian_destroyer/immortal_weapon_1/immortal_weapon_1_golden_color.vmat

    if skin= 1 find the second .vmat in the file and copy path, extract and replace with first .vmat name found. But it's way easy said than done :P
     
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  15. A.J.O. Manalansan
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    QUOTE (Crystal Rylai @ 10/6/2018, 15:51) 
    i see, the only way to do them is individually for each item that have multiple materials , which indeed can literally take forever, especially with the new content releases and the vmdl files :P the only thing i can think of is checking items_game if the model contain "skin" "1" (if yes) then extract and open the vmdl_c file and check the amount of ".vmat" in the first lines

    models/items/obsidian_destroyer/immortal_weapon_1/asset_sequences_7a40018b.vagrp materials/models/items/obsidian_destroyer/immortal_weapon_1/immortal_weapon_1_color.vmat materials/models/items/obsidian_destroyer/immortal_weapon_1/immortal_weapon_1_golden_color.vmat

    if skin= 1 find the second .vmat in the file and copy path, extract and replace with first .vmat name found. But it's way easy said than done :P

    I have questions:
    1) Is there an application that can extract the informations of a .vmdl_c file?
    -eg. ~~~~.vmdl_c file has ~~~~~.vmat_c, ~~~~1.vmat_c, ~~~~2.vmat_c,~~~~.vgarp_c.... ect

    2)is there an “command line”(cmd like hlextract) application that I can use against .vmesh files and .vmdl files?

    3) tried opening Golden shards of exile.vmdl_c using a text editor. And yeah, I see those .vmat and .vgarp that is used by that model file, just obfuscated because of compression. Thats a Good Idea to start some methods. Just one prob, does model compression have dynamic algorithm where the informations seen using a textpad will be scrambled?
     
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23 replies since 8/6/2018, 18:58   3415 views
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