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Messages - wallworm

#3541
Wall Worm News / Not dead
November 06, 2011, 12:23:44 PM
Sorry for the lack of info here lately. After the server crash, things have gotten quiet here. Part of my own attention has been on various client projects at the moment.

I do have a cool update lined up for WWMT, though. I'm going to add animated texture exporting support. That should be good for the kiddos. I won't get that out for a little while since I'm in the middle of trying ot get a couple levels out for CS:S, Hidden:Source and Goldeneye:Source.
#3542
Animated Models / Rubix Cube
October 27, 2011, 09:17:46 PM
I've had a couple requests on how to do this in the past week... so here is a sample scene that has a working rubix cube that can export into Source. I also saw someone request it on Steam.

I've loaded it in Max 2011 format.
#3543
Static Props / Re: TF2 - Medic Hat
October 25, 2011, 01:12:14 PM
Excellent!

Almost anything is better with a little jiggle!
#3544
WWMT Questions / Re: unable to get models into game
October 22, 2011, 01:07:53 PM
PS. I missed something... if it did not create a BATCH file... then it is usually because you probably do not have the Bin directory set. Make sure the Bin dir is set to the proper bin folder.
#3545
WWMT Questions / Re: unable to get models into game
October 22, 2011, 01:04:39 PM
Hi Stefan,

A couple things. First, when using Max 2012, make sure you have SP2 installed. Vanilla Max 2012 (with no service packs) has a MAXScript bug that stops WWMT from launching the compilers (and actually locks the compiler batch file until Max is shut off). SP1+ fixed that bug. Mentioning it in case you haven't installed that.

Secondly, you still have to have gameinfo set. You can do it by opening SDK and setting the current game. Note that the recent bat of SDK updates will keep resetting SDK... Any time there is a Steam update for your game/SDK, you must restart the game once and then open SDK... and set the game being used.

Also, if you always use the same game, you can set the path to gameinfo.txt by going into the WWMT settings and clicking the Game Info Dir button.

Hopefully that solves all the problems. Let me know.
#3546
WWMT Questions / Re: Problem exporting VTFs
October 22, 2011, 10:20:59 AM
Did you get everything working?
#3547
When I loaded this file it was supposed to fix an error in Max 2009 and older... but in reality I loaded it with the wrong version number to check against. I've updated the files in the latests download... but didn't bother to make any version number changes.
#3548
Version 2.1 is out. Fixes some missing features in Max 2010 & 2011 (Display Walkable wasn't working in them) and suppresses errors for features not supported in Max 2009 and older. Also ads a placement helper.

#3549
Wall Worm News / WWMT 1.72 is out
October 20, 2011, 04:06:00 PM
This update has a few updates for WWMT. The majority of the updates in this package relate to the Displacement tool.
#3550
WWMT Questions / Re: Problem exporting VTFs
October 19, 2011, 10:26:22 PM
Sorry you are having problems. When you see the error, press F11 and copy the entire error (usually in red) as it well probably give more details. Paste it here and that might help.
#3551
Quote from: StefanC on October 19, 2011, 05:46:16 AM
Hey,

I got 3ds max 2012 as well and it is a big improvement I do say, I do not agree about what you said about the new viewport renderer nitrious, if you look at this video for example : http://www.youtube.com/watch?v=Gz6bOU4JX1w I'm experiencing the same thing as that guy, the viewport is wonderful. I also like the new features in the Unwrap UVW modifier but they definitely F#$@ed the Scale fucntion as u can now only scale horizontal or vertical at a time but not at the same time which is very annoying when you have to scale something down, however I do feel that the uvw window is very slow because it tends to freeze up and crash. all in all I do think its a big improvement compared to 2011 and 2010.

Stefan,

Unfortunately, my server crashed a week or two back and the only backup I did of the forum database was from many months ago. So there are additions to this thread that were lost. My post was when Max 2012 first came out. There were several following that discussed more.

I love 2012. I think it's the best release yet. The Service Packs that came out have addressed almost every single issue that I've had. If you install SP2 you should no longer have the Unwrap UVW scaling problem... and the Unwrap UVW is faster after the SPs.
#3552
General Discussion / Forum back online
October 15, 2011, 10:37:33 AM
Well after the server crash, we lost several months of posts and new users. Unfortunately, I did not properly set up the DB backup for the forums... (I kept saying to myself I'll do it this weekend... but this weekend kept coming and going.)

I put it into maintenance mode the other day to update some of the software and forgot to take it out of maintenance mode... which is why it's been unavailable for a few day. Sorry about all that.

Also, I reposted a few informative posts that I retrieved from the Google cache... but the effort proved too annoying to get very far. So I guess it's up to users to repost anything they think might be of value.
#3553
Wall Worm Level Design in 3ds Max / WWDT Version 2
October 14, 2011, 10:14:10 PM
I'm working on an altogether different system for the new displacement tool version. The improvements are speed. IN version 1, it can sometimes take a long time to go into "Edit Mode".

I already have most of the re-write done.

Some of the new key features are that you can copy displacements in the viewport, lock/unlock their transforms. I've also added some other workflow optimizations (the edit mode mesh is now automatically on the Modifier panel so you can immediately sculpt; the paint mode goes straight to the vertex paint brush, etc). I've also added a couple new presets (Tunnel and Tube).

Even with the rewrite, I'm wanting a little more speed in getting into the Edit Mode. I have now begun my introduction into C++ and the Max SDK. That ought to be fun. When I finish the C++ version of the edit mode, I will keep the current version available in WWMT. I will likely make the faster C++ version a paid app... don't worry... it'll be no more than $10-$15. So if you will want the speed of it, you can pay for it and help support all this craziness! If that's too much for your budget... well you'll still have the scripted version.
#3554
Convexity / Shawn's Convexity Wishlist
October 12, 2011, 07:27:19 PM
Here is my wishlist for Convexity. Feel free to add to the list. Please only make suggestions if you already own and use Convexity (so if you don't... go buy it now... it will change your mapping life forever!)

###########  Textures  ###########

* Use Material Name only... ignore material type (Except Multi/Sub-object which should apply the material name of each slot per face) --it is already available

########### Lighting  ###########

* Add Dreamscape Sun support-- export as light_environment

###########  WSVE  #############

* Add Texture View that has a texture overlay... give an opacity slider for overlay
* Display current grid spacing
* Add multi-wall WSVE mode
* Apply WSVE to floors (Floor Top View Editor)

###########  Export #############

Since WW now has a VMF Exporter... there are no longer priorities of mine.

* Add prop_static/prop_dynamic/prop_physics for WWMT models
* Add WW Sky Writer to map skyname
* Export WW Displacements - or better yet, make a better displacement tool than WW Displacements inside CVX!



############  Files  #############

* Open Convexity .max File from Vault


BUGS

* Libray Shape List Editor broken in Max 2012
#3555
There are now videos on using Convexity on my Youtube Channel:

















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