alexmach1 Posted November 21, 2015 Share Posted November 21, 2015 Are collars like the Uru and Imperator syandanas off-limits? Link to comment Share on other sites More sharing options...
Zmigi Posted November 25, 2015 Share Posted November 25, 2015 I find this only Steam thing offensive towards other players...you know exacly what i want to say...Build for all or dont do it at all.Does Steam players worth more than other players ? I dont think so. So dont do that ! Link to comment Share on other sites More sharing options...
ArsonGear Posted November 25, 2015 Share Posted November 25, 2015 Just noticed the first wave integration of steam workshop items, nice! Minor feedback: At a first glace, it was hard to tell where to go and purchase the skins in the market. I actually had to search for comments on where the purchase page is. Maybe adding "steam workshop" title along with the steam logo would be more clear on where the tab is. Link to comment Share on other sites More sharing options...
Syncrasis Posted November 26, 2015 Share Posted November 26, 2015 Just noticed the first wave integration of steam workshop items, nice! Minor feedback: At a first glace, it was hard to tell where to go and purchase the skins in the market. I actually had to search for comments on where the purchase page is. Maybe adding "steam workshop" title along with the steam logo would be more clear on where the tab is. Oh wow, I just had the same experience. That little Steam icon is something I automatically ignore in context of all the text buttons. Just replacing it with text or adding "workshop" next to it would do it for me. Link to comment Share on other sites More sharing options...
[DE]Kary Posted November 30, 2015 Share Posted November 30, 2015 Hey, I seem to be having a little problem, I have my model in tennogen, it looks fine, I add a diffuse map, still looks fine, but add any other maps other than emissive.. and the entire blade of my weapon just fully blacks out. Normal map, spec, roughness, all make it black. It even randomly bleeds out and colors part of the emissives black too. In substance painter it looks fine, it's not super reflective or anything so its not just a metal issue, and changing the lighting does nothing to the black parts, just whites out the rest. Any ideas how to fix this? Ive tried each of those maps on their own and they make it black own their own too so its not just the one map That is a bit weird... stab in the dark: Do those pngs have an alpha channel? Usually everything other than the the tint (and sometimes the diffuse) don't have alpha. Will I be able to actually send a Kronen.obj skin to the workshop since they say it's currently restricted to those weapons? Will my kronen skin be reviewed as well? EDIT : I Managed to get hold of a good number of weapon.obj files through source coding am i allowed to use them in the steam workshop and will they be reviewed? That will let you get a headstart, and we'll have no way of knowing that. Don't intend to accept them until we put the content files out w/ AO, uncompressed normals, etc for an even playing field. Link to comment Share on other sites More sharing options...
Zahnny Posted November 30, 2015 Share Posted November 30, 2015 I had an idea for a new melee weapon type but I'm not entirely sure on where to post it. Plus since I can't draw or do anything useful than that it's mostly just a concept. Link to comment Share on other sites More sharing options...
led2012WF Posted December 2, 2015 Share Posted December 2, 2015 I would be happy to see a custom shader in Sketchfab that has the Tennogen input maps. I don't know how will the collaboration between the two would happen, but it would be awesome for creators who doesn't have access for paid software like Marmoset.And it would be really awesome for other people to actually see the model in Sketchfab and be able to change the Tint Map colors on the previewer(outside the sketchfab editor/in actual preview mode)ORThe tennogen tool be upgraded in the future. Things like setting the background from the solid gray to other colors/gradients/ or the blurred version of the skybox being reflected.Interchangeable skybox + skybox modifications (blur/brightness/rotation)Compositing Options like Brightness/Saturation/Color Correction/Bloom(especially bloom, it would be awesome to see the emissive maps actually glow in the tennogen)That's all :P Link to comment Share on other sites More sharing options...
Syncrasis Posted December 2, 2015 Share Posted December 2, 2015 What I've been doing for both Marmoset and Sketchfab is just make a separate PSD file with the tintmask layers cut out from each other and set to multiply, and change your tints there to save out a map to use in your renderer of choice. You're asking for a tintmask plugin for Sketchfab though, yeah? Link to comment Share on other sites More sharing options...
Toughset Posted December 3, 2015 Share Posted December 3, 2015 So how do I get one of the currently accepted cosmetics? I dunno how or where to buy them, and nothing shows up on either the steam page or the Warframe market Link to comment Share on other sites More sharing options...
inkwhiz Posted December 3, 2015 Share Posted December 3, 2015 So how do I get one of the currently accepted cosmetics? I dunno how or where to buy them, and nothing shows up on either the steam page or the Warframe market if you open up the Market menu their should be steam icon, one click on that and you should see them. Link to comment Share on other sites More sharing options...
alexmach1 Posted December 3, 2015 Share Posted December 3, 2015 If our item is already ingame but we want to update the textures, would we be able to? Link to comment Share on other sites More sharing options...
[DE]Kary Posted December 4, 2015 Share Posted December 4, 2015 If our item is already ingame but we want to update the textures, would we be able to? I would rather not for smaller tweaks, but if it's a large change that you think adds a lot of value we can. Note: If I've already had to rework files to make them function (IE: Screening the tintmasks, creating a roughness map so there is some surface variation) I will not be repeating the work if the files are broken again. I'm absolutely not saying that your particular piece suffered from that, but some of them did. Link to comment Share on other sites More sharing options...
CandyManCriminal Posted December 8, 2015 Share Posted December 8, 2015 for alt helmets... do we have to stay under the 3000 tri budget, or is there some flexibility?i ended up 48 over Link to comment Share on other sites More sharing options...
Volkovyi Posted December 10, 2015 Share Posted December 10, 2015 I am curious about the range of technical creativity we are allowed with creating Syndanas. For example, could we create custom placement for syndanas or even have syndanas created just for a specific Warframe (such as Nekros or Valkyr's)? Could we have a Syndana that is more like a coat tail that sprouts from the lower back? Or a more 'loin cloth' Syndana design? Or even have a design that has multiple anchors, such as a cape that attaches to the back, and to the elbows, with cloth connected between them? I would like to explore the creativity of such possibilities, but I am afraid of being disqualified due to technicality. Link to comment Share on other sites More sharing options...
Rekkou Posted December 11, 2015 Share Posted December 11, 2015 for alt helmets... do we have to stay under the 3000 tri budget, or is there some flexibility? i ended up 48 over Well the budgets are there for reason, if many objects ended up overbudget then it will impact the game as a whole. There can be few exception, but i doubt they will allow it on fanmade product which is already less supervised in the first place. Link to comment Share on other sites More sharing options...
CandyManCriminal Posted December 11, 2015 Share Posted December 11, 2015 Well the budgets are there for reason, if many objects ended up overbudget then it will impact the game as a whole. There can be few exception, but i doubt they will allow it on fanmade product which is already less supervised in the first place. turns out they changed the listed 3000 to 5000 no longer over budget, winning Link to comment Share on other sites More sharing options...
[DE]Kary Posted December 21, 2015 Share Posted December 21, 2015 for alt helmets... do we have to stay under the 3000 tri budget, or is there some flexibility? i ended up 48 over Yep specs were updated, sorry about the confusion. Original docs were written in May and the gap between that and the edits just before launch had a few things fall through the cracks :| I am curious about the range of technical creativity we are allowed with creating Syndanas. For example, could we create custom placement for syndanas or even have syndanas created just for a specific Warframe (such as Nekros or Valkyr's)? Could we have a Syndana that is more like a coat tail that sprouts from the lower back? Or a more 'loin cloth' Syndana design? Or even have a design that has multiple anchors, such as a cape that attaches to the back, and to the elbows, with cloth connected between them? I would like to explore the creativity of such possibilities, but I am afraid of being disqualified due to technicality. Yep we have a lot of similar ideas / desires, unfortunately the more unique / specific to a single Warframe the risk to reward ratio gets worse. The deluxe skins are starting to let us do a bit more of that in a focused way, but those are a fair bit of work (multiple departments, some of whom are already running right at capacity etc). For the moment we're looking for bold graphic work that can fit any frame without intense implementation. The options that we have within that are still quite broad, Syandanas are a pretty forgiving -- lots of cool graphic / shape / material / etc options aren't explored yet. We'll continue to work on that pipeline and try to open up more specific options as we go. Link to comment Share on other sites More sharing options...
Obsidiangoat Posted December 21, 2015 Share Posted December 21, 2015 The helmets are unproportionally big, like really big, Bike helmet big. The only good ones are on volt, two of them, the other one looks like he's going for a ride in TRON world. Link to comment Share on other sites More sharing options...
lukinu_u Posted January 8, 2016 Share Posted January 8, 2016 Can we make transparent texture ?I started to modelise my Syandana and I want to make hologram like energy. Link to comment Share on other sites More sharing options...
Colindapieman Posted January 10, 2016 Share Posted January 10, 2016 Quick question. I know I can view how many favorites my workshop content has received, but can I see how many votes it has gotten? Link to comment Share on other sites More sharing options...
DanDrac0 Posted January 10, 2016 Share Posted January 10, 2016 Is it possible for two people (or possibly more) to work on a single submission? Like one person does modeling of a alternate helmet and the other does texturing? Link to comment Share on other sites More sharing options...
lukinu_u Posted January 10, 2016 Share Posted January 10, 2016 @Colindapieman, go on your submission > article statistics (top right corner) and you can see total visitors, total votes, postives vote and negatives votes.@DanDrac0, yes, you can. When you submit your helmet, you just have to share the income with the second artist. If you do that, the helmet will be on your workshop and his workshop.I still waiting an answer to my question :c Link to comment Share on other sites More sharing options...
Wurdyburd Posted January 10, 2016 Share Posted January 10, 2016 I'm not sure if anyone's had this problem, but when I try to get SuperPNG to work [both the current version and the older version that other forums claim is better] in Photoshop CS5, Photoshop gives absolutely zero indication that it's working at all. Shift+dragging files into PS doesn't bring up the SuperPNG options menu, and saving out files as .png don't save the channel data either. Please, is there anyone who can help me through this? I've followed every lead I can find on installing and using SuperPNG, the documentation is terrible to nonexistent, and I'm considerably frustrated at trying for hours to find a solution to a problem that nobody else seems to be having. Link to comment Share on other sites More sharing options...
YatogamiX Posted January 11, 2016 Share Posted January 11, 2016 Its realy cool when some one can create the teno skin but i dont like only one thing whay others players cant get those things bicos thei dont have steam its realy sucks i love this game its my nuber one but you can give those skins and for those wich dont have steam Link to comment Share on other sites More sharing options...
OniDax Posted January 11, 2016 Share Posted January 11, 2016 I'm not sure if anyone's had this problem, but when I try to get SuperPNG to work [both the current version and the older version that other forums claim is better] in Photoshop CS5, Photoshop gives absolutely zero indication that it's working at all. Shift+dragging files into PS doesn't bring up the SuperPNG options menu, and saving out files as .png don't save the channel data either. Please, is there anyone who can help me through this? I've followed every lead I can find on installing and using SuperPNG, the documentation is terrible to nonexistent, and I'm considerably frustrated at trying for hours to find a solution to a problem that nobody else seems to be having. When you're saving your png, there should be an option to select a SuperPNG .png file. Link to comment Share on other sites More sharing options...
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