WWMT 1.886 Released

Started by wallworm, January 18, 2013, 11:38:48 AM

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wallworm

Version 1.886 released on 1-18-2013

◦ NEW: Added new utility to check for some common problems. The utility lets you check for problems with the current version of Max and/or WW installed; non-convex geometry tagged to export into VMF; objects with non-planar polygons that can export incorrectly as world geometry; WWMT models that have not yet been exported into the game models directory. Also includes a function to break non-planar polgyons into separate polygons. Load this under Wall Worm > Wall Worm Utilities > Check For Problems.

◦ SMD: Updated SMD Importer UI to include some new options: Weld Vertices, Convert to Poly and Quadrify. The user sets these options before hitting the Import SMD button. The Weld Verts will weld vertices withing a 0.1 threshold. If using Convert to Poly, Quadrify uses the native qadrify method of poly objects. If not converting to poly, adds a Quadrify modifier to the object with a qaud size of 10... you can adjust in the modifier stack after import.

◦ VMF: Updated world geometry export code to check if a face has the same face normal of any faces already written for the object. If so, the face is skipped. This solves the problem with many objects that were not cleanly created, though it still fails to skip all existing faces that might be coplanar. This will reduce the number of notices in the export window and the number of "missing" faces in compiled levels. However, some brushes/faces may still go missing if the VMF is viewed in Hammer (that otherwise actually appear in game if you compile straight from Max).

◦ VMF: Added new checkbox in exporter to Break Non Planar Faces. This function can solve problems if you have geometry that exports in unexpected ways (for example, if polygons that should export as more than one side because they are not planar). This function slows down the export process... and I recommend you use the new scene checker utility to hunt down objects with non-planar polygons and fix them with the function in there (and now in Anvil Utilities tab) to break non-planar polygons.

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