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Messages - wallworm

#3496
Model WIPs / Re: Predator X
December 30, 2011, 08:16:30 PM
Thanks guys. I think it will be pretty cool when done.

Quote from: K@rt on December 30, 2011, 07:25:14 PM
You should consider turning the spine/ribcage into a separate model and make it large enough for players to run through... you could have a few of those littered around the level, half-buried in the dirt

That's been exactly what I've been thinking :)
#3497
I've sent you an email.
#3498
Hmmm... that shouldn't happen if you only picked one model.

Can you list a step-by-step set of instructions from beginning to end on how you got that notice?

PS. Just to clarify.. since you are using Max9... I'm assuming that you already have the AVGuard MAXScript Extension installed? There are functions that I used in building WWMT that were not in MAXScript until Max 2008  unless you install that.
#3499
Model WIPs / Re: Predator X
December 29, 2011, 11:17:18 AM


Added vertebral column and ribs... next to legs (fins).

I wonder if plesiosaur meat was any good?
#3500
WWMT Questions / Re: truck model
December 28, 2011, 11:52:03 PM
I really don't have time at the moment to make (another) video demonstrating it at the moment. You should read the docs and use the videos that are linked above. Some pages to see:


Of course there can be a lot more involved in the process but understanding how WWMT basics is important, and is covered in those links.
#3501
Model WIPs / Predator X
December 28, 2011, 05:19:39 PM
I'm working on a level that is at a fossil dig site. Here is Predator X under development:

EDIT... so now you don't have to login to see:

#3502
Glad that solved the dilemma... I need to make this easier to learn in the docs :)
#3503
OK... I have a suspcion that you are having problems because various elements in the model are Grouped. WWMT has known problems with any set of items that are grouped. It's been documented but easy to miss... but for anyone reading this thread... NEVER GROUP ITEMS... use layers and linking instead. (At some point I may address the grouping issue... but I'm not sure when).

I noticed in one screen shot above you have two (2) WWMT helpers in the scene... this may have happened because the WWMT helper is grouped with something else in the model... and maybe a second one was created in the scene...?

Unforunately, selecting the WWMT helper and hitting Ungroup caused something in the skin to mess up.

In any event, I was able to compile the model... but when I added some sequences... the model did not run like it should... so I'm not entirely sure what is going on. I don't know if there is simply something generally corrupted in the file or if it is a setup issue.

Can you think of anything you've done differently in this model from ones you've successfully exported before?
#3504
Send me the Max file that has the model and the WWMT helper already set up in your scene.
#3505
I've never had that happen. Maybe something got corrupted in the file. Feel free to send me the file and I will see if the model compiles here or not. I'll PM my email address.
#3506
WWMT Questions / Re: truck model
December 27, 2011, 12:59:31 AM
Well... I guess I'm still not entirely clear on what you mean. Have you been able to get other models into Source with WWMT? If so... I'm not sure exactly what the difference is with this model and previous models... But if you haven't it's fairly straightforward. You open WWMT, add the root model to WWMT with the Pick Model button. Then select all additional parts and click the button labeled Add Sel. Make any settings you need for the model that WWMT allows you to set... and then export the model with the Export Model button.

Hopefully that helps. There are several videos on Youtube that demonstrate the process if you need a visual demonstration.
#3507
WWMT Questions / Re: truck model
December 25, 2011, 02:23:26 PM
HI... nice loking model.

I'm not entirely certain I understand the question (maybe I've had too much spiked egg nog... :) )

Could you clarify what you are asking?
#3508
Wall Worm Sky Writer / Sky Writer future
December 25, 2011, 01:20:01 AM
I'm working on a sky for a map at the moment so preparing to flesh out Sky Writer... including adding functionality to a couple of the buttons that don't yet work in the UI. I'm also going to try and add LDR into the export process (right now it only does HDR).

Since I'm using Vue xStream at the moment, I'm trying to figure out the best methods for making skies in Max with Vue. When I first made Sky Writer, I was using mainly Dreamscape. I have more experience with Dreamscape and have made many successful skies... but now I'm focusing on Vue since the overall design tools in Vue are so much more robust.
#3509
WWMT Questions / Re: Using Maya then 3ds Max?
December 24, 2011, 10:17:10 AM
Basically... it should be pretty much straightforward. You might find that using FBX instead of OBJ is easier to transfer the materials... but I'm just speaking from expectation.

But here is what you may need to do. If your material has already been baked into bitmaps... you can easily apply them in Max. It may simply just work if you copy those bitmaps into the sceneassets/images folder of your 3ds Max project. If not, a new Standard Material in Max and assign a bitmap to the diffuse slot of the material. For that bitmap, choose the diffuse texture you've already created in Maya (and do the same for any other map like bump, specular, etc that belong to the material).

Since you already have unwrapped the model and made the textures, it should be pretty much straightforward. But, again, since I've never started the process from the Maya side, I don't have first-hand knowledge of anything leading up to the import stage from Max.
#3510
WWMT Questions / Re: unable to get models into game
December 21, 2011, 01:37:37 PM
Stefan... did you end up getting everything working?
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