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General Discussion / Re: Decal uv channel
« Last post by lauris47 on May 10, 2021, 08:07:12 am »
Thanks. That actually answers the part that I wanted to hear - currently not possible, dependent on Valve.

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Wall Worm News / Wall Worm 5.0.77 Released
« Last post by wallworm on May 09, 2021, 11:41:41 pm »
Version 5.0.77 released on 5-9-2021

   * QC/SMD Importer: Fixed a bug importing a QC/SMD/VTA before some other functions had run.
   
   * Global Settings: Updated the setting mechanism to store settings in a JSON file rather than a MAXScript file. This improves security in WW. For 3ds Max 2017+.
   
   * Global Settings: Added menu to choose some settings based on user type (Animator Vs Level Designer, etc).
   
   * Global Settings: Added a preview image of current sky default. Note, sometimes a sky is blank, and for those there is no current workaround.
   
   * Global Settings: Fixed error changing between presets in some situations.
   
   * VMF Exporter: Updated the settings mechanism to store settings as a JSON file rather than a MAXScript file. This improves security in WW. For 3ds Max 2017+.
   
   * VMF Exporter: Added support using the scale in prop_detail_sprite entities exported in a Forest node using Detailer objects.
   
   * VBSP Importer: Fixed MAXScript error when importing a VBSP file that contains inline comments at the end of lines.
   
   * VMF Exporter: Improved performance exporting PropLine objects into VMF.
   
   * VMF Exporter: Fixed transform of prop entities from a PropLine when the entities were part of a Group node. However, a crasher was found related to using Groups in Propline, for group support was removed until a fix can be found.
   
   * VMF Exporter: Fixed WWMT Proxies causing MAXScript error if not a WallWormMDL node.
   
   * VMF Exporter: Fixed a few cases where WWMT Proxies that were not WallWormMDL nodes and did not have an explicit entity tied to them would export with incorrect default entity data.
   
   * VMF Exporter: Fixed error when exporting a level with some extra path lookups.
   
   * Materials: Added new material menu called Render Map that has a new convenient set of functions to replace the Render Map function in Max. Only works for Slate. Preset functions only work in 3ds Max 2017+.
   
   * Render Map: Updated Render Map function to save the current settings into the current texture as a custom attribute.
   
   * Materials: Added option to export a material as a Grass Shader to work with latest CSGO.
   
   * WWMT: Updated WWMT prop_data to be compatible with recent changes in CSGO.
   
   * WWMT: Fixed the Gibs Model Class menu missing the CeilingTile option in the Custom Attribute rollouts.
   
   * WWMT: Added a button to Prop Data rollout of WWMT Floater to send current Prop Data settings to all the gibs. Previously this button was only in the modify tab when a WWMT Helper was selected.
   
   * WWMT Proxies: Fixed rollout layout problem in Max 2017+ when command panel was resized.
   
   * ProPalBoard: Fixed MAXScript error in 3ds Max 2022.
   
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Version 5.0.73 released on 3-22-2021

   * ProPalBoard: Added an option to set whether to use Render to Texture or Bake to Texture in 3ds Max 2021+.
   
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Version 5.0.72 released on 3-16-2021

   * WallWormMDL: Updated Reload Model button to work when the source of the MDL node is a WWMT Helper in the scene.
   
   * WallWormMDL: Fixed incorrect rotation of collision hull when the source of the MDL is a WWMT Helper.

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Version 5.0.71 released on 3-14-2021

   * BorderSpline: Fixed MaterialID support not working correctly after the first subspline.
   
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Version 5.0.69 released on 3-13-2021

   * BorderSpline: Added support to set Segment MaterialID to match ID from the polygons material IDs along the border.
   
   * CorVex: Added support to for getting the Spline Material ID from BorderSplines.

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Version 5.0.68 released on 3-12-2021

   * ProPalBoard: Updated ProPalBoard to apply the correct opacity map to the rendered material when using Max 2021+.

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Version 5.0.67 released on 3-12-2021

   * WallWormMDL: Fixed a bug in the MDL loader that would only load the first submesh when a MDL was compiled with staticprop. Now staticprop models load all meshes in the prop.
   
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Version 5.0.66 released on 3-9-2021

   * BorderSpline: Fixed a recently introduced bug.
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General Discussion / Re: Decal uv channel
« Last post by Joris Ceoen on May 07, 2021, 04:39:25 pm »
Hey!

I'm not sure what your specific issue is, but CS:GO itself has a material parameter that allows any kind of texture (known as $decaltexture) to be displayed on top of the $basetexture through, as you mentioned, a second UV-channel. This will really only be displayed correctly in-game (and not even in hammer in some cases, making models look black in the editor but correct when you're in the map). As far as I can tell, in 3DS Max when you import the model from either an .smd or .mdl the information for that second UV-channel is lost. Currently there exists no fix for that and I believe it is Valve only who can add support for this. I even think it was already requested several times, but I don't know if they are willing to provide this support  :-\

If you need to recompile an existing Valve model (from any game, really, since the second UV-channel info gets lost regardless upon import), you will be required to reconstruct a second UV-channel and see for yourself how it displays in the viewport inside 3DS Max. What you see is then what you'll get if you export your materials correctly. To do this, however, you will need to tag the 'Export FBX' flag in the WWMT settings for your object, else the second UV-channel will simply not export.

More detailed answer to your question can be given by Shawn, but hopefully this somewhat answered a few of your concerns! 
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General Discussion / Decal uv channel
« Last post by lauris47 on May 05, 2021, 07:07:32 am »
Hi, I am learning about decals and how they work in Source.
Is it correct that via Wall Worm decals are extracted to meshes and then this decal is applied to it? While in Source, decal is embeded on the model, using the second UV channel?

When importing the map of CSGO, I can see that some models have this second UV channel, but all UVs are squeezed to the bottom left corner. Was this intended, under-implementation or something else that I do not understand?

What about round objects, like Silo's in De_Nuke, they have decals on top. When decal is converted from UV space to mesh, there is no way to wrap around that decal around the silo.

I might got some info wrong, but I guess it is clear what I want to do - use second uv channel for decals.

Any input appreciated.
Thanks.
5
Wall Worm News / Wall Worm 5.0.64 Released
« Last post by wallworm on March 05, 2021, 12:27:58 am »
Version 5.0.64 released on 3-5-2021

   * ProPalBoard: Added an Offset parameter to move the meshes up or down in the Z axis to help create padding between rendered elements.
   
   * ProPalBoard: Updated default Render Elements to removed the Alpha element.
   
   * ProPalBoard: Added a button to Set Cage (pushes Cage to 2 times current radius).
   
   * ProPalBoard: Updated the Render function to automatically put the diffuse texture into the opacity slot of the material, as well as set the bitmaptexture to use the Alpha as Mono Out.
   
   * ProPalBoard: Updated the bump map texture to not use PreMultiplied Alpha.
   
   * Detailer: Added new parameter to tesselate the detail props.
   
   * QC Importer: Fixed importer not working with some QC files formatted in certain ways.
   
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Version 5.0.63 released on 3-3-2021

   * QC Importer: Fixed bug importing QC files.
   
   * QC Importer: Fixed bug importing QCs from entities listed in a VMF file.

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Version 5.0.62 released on 2-27-2021

   * Entities: Fixed some entities causing a MAXScript error on being loaded (like the chicken entity in CS:GO).
   
   * VMF Exporter: Added new option to delete the NAV file before compiling a level so that it can get regenerated.
   
   * CorVex: Fixed error when using CorVexSpline objects that have closed splines.
   
   * WallWormMDL: Fixed MAXScript error loading model data from a WWMT Node using older WW formats (created in old scenes).
   
   * RES/PAK: Updated the RES/PAK function to collect from more locations when assets do not exist in the Game Info Directory. Will now add entries for files located in the (Game EXE)/game path if it does not match the Game Info Directory. Will also look for assets in the Extra Paths.
   
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Version 5.0.61 released on 1-21-2021

   * ShellVex: Fixed a bug running the macros to create ShellVex from selection.
   
   * Point Entities: Updated the point entity floater to automatically place env_cubemap entities 64 units above picked point which is generally the expected location for the cubemap entity.
   
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Version 5.0.59 released on 1-15-2021

   * Plugins: Added support for 3ds Max 2022.
   
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Version 5.0.58 released on 1-12-2021

   * CorVex: Fixed bug in CorVex when using splines with modifiers.
   
   * PropLine: Fixed bug in PropLine when using splines with modifiers.

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Version 5.0.57 released on 1-11-2021

   * Displacements: Added a couple new functions in the Displacement Floater to generate a terrain (Brushes, Displacements and Sculpt Mesh) all from selected template geometry.
   
   * CorVex Spline: Fixed bad data in CorVex spline that was causing duplicate knots in some sub-splines.
   
   * CorVex: Updated CorVex to read latest CorVex Spline data.
   
   * VMF Importer: Fixed bug importing some scenes.
   
   * CorVex: Fixed MAXScript error with some splines.
   
   * PropLine: Fixed MAXScript error with some splines.
   
   * CorVex: Added new settings for setting segment ranges of splines to skip start/end segments of splines.
   
   * VMT Importer: Fixed MAXScript error importing some VMTs.

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Version 5.0.48 released on 1-5-2021

   * Propline: Fixed a bug in PropLine in 3ds Max 2020 and older.
   
   * ShellVex: Updated the Create Terrain from Selection macro to add nodraw materials onto back sides of brushes if the source geometry only has one material.

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Version 5.0.47 released on 1-5-2021

   * Displacements: Added new options in Displacement Floater to create displacements from only faces using Blend materials or to exclude faces using Tool materials, etc.

   * MDL: Updated the WallWormMDL UI to include some cleanup such as updated tooltips, minor UI tweaks and updated documentation URLs.
   
   * Entities: Updated UI with minor fixes to updated documentation URLs.
   
   * CorVex: Fixed MAXScript errors related to using shapes other than Editable Spline shapes in a CorVex object caused by a regression in 3ds Max 2021.
   
   * CorVex: Fixed bad interpolation settings for some kinds of shape objects being used in a CorVex node.
   
   * CorVex: Updated CorVex to not use invalid shapes that would cause bad geometry when in Block Mode. Now these shapes are excluded from calculation in Block Mode: Star, Text, Channel, Angle and WideFlange. Arcs with the Pie parameter turned on will also be skipped in Block Mode.
   
   * PropLine: Fixed MAXScript errors related to using shapes other than Editable Spline shapes in a PropLine object caused by a regression in 3ds Max 2021.
   
   * PropLine: Fixed duplicate instances being added to closed shapes.
   
   * PropLine: Fixed some spacing problems when using the Division value.

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Version 5.0.45 released on 12-19-2020

   * WWMT: Added a new function to report the results of a cluster to show how many objects were condensed in a cluster as well as how many triangles were reduced. Only available in the Cluster Info rollout for WWMT Helpers that were created with the Convert Scene to Model tool.

   * CorVex: Fixed a bug in CorVex when using a Spline set to Adaptive Interpolation that caused a MAXScript error. Now when Adaptive is turned on, CorVex will fall back to using Non-Interpolation unless an explicit value is set in the CorVex spline base settings with the Force Steps turned on.

   * Toolbars: Removed the Hull Helper button in the Wall Worm Model Tool toolbar because the same button is in the Wall Worm Hull Tools toolbar.

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Version 5.0.43 released on 11-30-2020

   * CorVex: Fixed a MAXScript error in 3ds Max 2020 and earlier when a CorVex object was converted into a Boolean object.
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General Discussion / Re: Texture with transparency does not work in Hammer.
« Last post by wallworm on January 11, 2021, 08:46:59 am »
One more thing: The same bitmap in the material editor needs to be piped into the Opacity slot of the standard material in order for the VMT exporter to set the $translucent flag.
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General Discussion / Re: Texture with transparency does not work in Hammer.
« Last post by Joris Ceoen on January 04, 2021, 03:26:06 am »
It is in the 512x512 dimension
If you're trying to export the textures from 3DS Max to Hammer, make sure that the .vtf's are having at least DXT3 or DXT5 as compression method for the alpha (aka Eight-bit-alpha). You can change this in the bitmap parameters in the Wall Worm Texture Properties rollout (see image). If you don't see this rollout, generate these settings by going to Wall Worm (menu) -> Wall Worm Material -> Give Obj Mats+Tex WW Materials.

You should now see those options and be able to change the compression (DXT3 for 'sharper' alpha's, DXT5 for all other purposes), and then re-export the bitmap and .vmt to overwrite the old settings. For the vmt this means it will now include either $translucent or $alphatest to enable transparancy in Hammer and in-game.
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General Discussion / Re: Texture with transparency does not work in Hammer.
« Last post by rtokuda on December 30, 2020, 04:40:27 pm »
It is in the 512x512 dimension
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General Discussion / Re: Texture with transparency does not work in Hammer.
« Last post by wallworm on December 30, 2020, 03:28:19 pm »
What are the dimensions of your TGA file? The texture compiler requires bitmaps to be standard dimensions (multiples of 2) like 1024x1024, 1024x512, 512x512, etc.
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General Discussion / Texture with transparency does not work in Hammer.
« Last post by rtokuda on December 30, 2020, 01:48:14 pm »

I watch the video several times and I'm having problems exporting the texture with transparency and the valve hamer doesn't recognize it. The texture is in TGA and I have no idea why it doesn't work.

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