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Messages - onur89tr

#46
WWMT Questions / Re: Happy New Year And New Question...
December 26, 2015, 04:27:19 PM
Quote from: CarbonCopyCat on December 26, 2015, 04:13:46 PM
Setting the ambient color of your material to black should fix the problem.
I will try now. Thanks for reply.
_________________________
Nothing changed...
#47
WWMT Questions / Happy New Year And New Question...
December 26, 2015, 03:54:14 PM
Hello all. I watched Shawn Olson's video. And thanks to him. I'm making all settings. But transparent image isn't soft. But my alpha channel appears soft. Where is my fault? I reseted my 3ds Max settings but it's not fixed. What can I do? Thanks...

#48
Wall Worm News / Re: WW 2.74 Released
December 26, 2015, 12:03:05 PM
Thanks mate. I will watch your video soon.
#49
Wall Worm News / Re: WW 2.74 Released
December 24, 2015, 06:12:07 PM
Hello again, mate. I'm very sorry but, I do not understand this: I'm using Turn To Poly modifier to convert my objects to "convex". But it's not become splitted. Should I do split that edges manually, or is there a way for split "unsplitted but sliced edges"?
#50
General Discussion / Re: I Can't Export VMF (Convex)
December 23, 2015, 12:24:59 PM
Hello mate. I have a question. I'm making my geometry, and I'm using QuickSlice from Edit Poly. Then I'm making Turn To Poly and pressing keep polygons convex. But it's not correctly exporting when I'm pressing export to VTF. How can I seperate my geometry to convex? Thanks in advance. (I'm waiting for your transparency video too.  :))
#51
WWMT Questions / Re: Transparency Textures Not Working?
December 14, 2015, 02:18:15 PM
Thanks mate. I solved my other problems. But transparency... So difficult. I'm waiting. If you quote here when record a video, I will be happy.
#52
WWMT Questions / Re: Transparency Textures Not Working?
December 13, 2015, 05:32:57 AM
Hello. I'm learning WW Pro. But transparent textures doesn't work for me. When I'm making a glass, I'm changing alpha % with 50%. But when I'm making a TGA file with alpha channel, it has transparent areas, and the result isn't properly. I downloaded "95_reflection_transparency_example.zip" from WW site. But that transparent doesn't work there too. May it because my Graphic Card? I'm using 3DS Max 2016's first version, and I have Intel 4000 HD Graphics Card. Everybody, help me please...  ???
#53
Quote from: wallworm on November 22, 2015, 11:50:58 AM
The download link for your image goes to a site all in Russian. Since I don't speak Russian, I can't tell what the page is saying, etc... and I'm leery to just click links on web pages. So if you want me to actually look at it, email me the scene.

There are things you must fundamentally understand about materials and textures:

1) There is no 1:1 relationship between a material in Max and Source. WW simply has some rules about what settings in a Standard Material export as specific settings in Source.
2) There is no 1:1 relationship between textures in Max to Source (unless you have WW Pro). With only a couple exceptions, only BITMAP textures export from Max to Source (unless using WW Pro).

For Opacity to work, you need to pipe the same bitmap file from Diffuse slot into the Opacity slot. To make it easier to see in Max, you should copy the diffuse bitmap node in Slate and for the copy change the node's Mono Channel Output to Alpha and pipe it into the opacity slot.

For reflection, just check the Reflection checkbox in the Material's map list.

To get the reflection to be different based on different parts, you need to create a Specular Level bitmap.

Some of these settings may need the latest version of WW (I believe reflection checkbox was broken until recently).

You also need to realize that it's up to you to actually learn how Source handles different maps in a model's shader. For example, when using the diffuse bitmap alpha for transparency, the black:white is reversed from standard alphas. Also, you need to know that you cannot combine a specular mask with a bumpmap at the same time--you instead need to put the specular mask into the alpha of another map (like in the bumpmap). Etc etc. WW can help you get there, but you have to learn all this yourself to know why you get the results you get.

There is a recent video here on how to get your specular mask into your bumpmap. There is a follow-up video on opacity coming soon too.

https://www.youtube.com/watch?v=FLmGURtJ5G8
Hello mate. Thanks for reply. I changed the link to filedropper.com . (I don't know your e-mail address) If you prepare about "Render to Texture" with "Complete Map, Diffuse Map, Blend Map" and "Reflection, Opacity" materials in a video, we can learn them. I will watch this video now. I want to be modeller like you. :) Thanks again mate.

Scene Download Link: http://www.filedropper.com/1_46
#54
Quote from: kinggambit on October 22, 2015, 03:46:05 AM
First, it's important to install WallWorm correctly: https://www.youtube.com/watch?v=Yn7xiiyPSdU

Here is one of the older tutorials for compiling your first model: https://www.youtube.com/watch?v=TEnYtBr-isg

The UI is going to be a bit different but the process is the same.
Thanks but I watched this videos. It's about complex materials (mirror, reflection, opacity etc...) I can make diffuse map, but some maps doesn't work properly.
#55
WWMT Questions / If You Can Make Models, Please Look Here
November 22, 2015, 09:14:32 AM
Hello all. I can make models in 3ds max, but I have material problem. If you show how to make it a model with all materials properly (with recorded video), then everybody can learn this... Or is this just a Wall Worm problem, I don't know... I uploaded it, you can test it.

Uploaded File: https://yadi.sk/d/Ub2-i88BkeN78

It should look like this (in 3ds Max):



But it appears like this (in model viewer):

#56
Hello all. I'm using Wall Worm normal version. I did a model (shower), but I can't export it as a model, properly. I uploaded it to Yandex with all textures. Can you show me, how to make it a model properly, with a video? If you show it, then I will continue to my models. Thanks in advance.

Uploaded model: https://yadi.sk/d/2CiTbVyijaY5E

#57
WWMT Questions / Re: props has no volume in game
September 07, 2015, 02:41:50 PM
Quote from: wallworm on May 27, 2015, 09:59:06 AM
Materials control the reflections. You need to set up the material correctly for what you want. The best way is to select your model and click Wall Worm  > Wall Worm Materials > Give Obj Mats WW Material. Then the material properties include a ton of Source parameters.

The reflection is controlled with the Specular Level normally, but there is also phong reflections.
I don't understand. My materials outputs without reflection and opacity. I want to make static texture with diffuse & opacity & reflection. I clicked "Wall Worm  > Wall Worm Materials > Give Obj Mats WW Material". Now, what should we do? Can you show me with images? Thanks.
#58
Quote from: wallworm on June 04, 2015, 12:00:19 PM
There are several reasons:

1) Make sure $opaque is not on in WWMT
2) Make sure the Material has a bitmap in the Opacity Slot
3) In global settings, turn off the Opacity only if Diffuse if you don't want to force the diffuse/opacity rule.
Image: http://postimg.org/image/ecnjm1stn/
As you see in image, nothing as your said. Help please... :( I must do this!
#59
Quote from: wallworm on June 03, 2015, 02:29:51 PM
I received your file and viewed it.

The issue is simply that several objects have one or both of these problems:

1) Have Concave Elements
2) Have Coplanar Polygons

Any object that has either issue must be exported as a Model instead of a brush. To export as a brush, you must edit the geometry.

I suggest that you download and read Hammered to the Max. I would read it straight through. However, these specific issues are covered in Chapter 7.
Thanks for your help. I export it as model. But I can't make opacity. I'm making "render to texture" from menu, adding alpha and opacity, but it's opaque in hammer. What should I do? Thanks mate.
#60
Quote from: wallworm on June 03, 2015, 12:57:03 PM
Well actually Conexity is no longer being developed. You don't need it with Wall Worm.

The notices you see are not dependent on Convexity. And sometimes they are false positives.

Provide more details. Have you made sure that none of the geometry has Coplanar polygons? For example, a cylinder with more than 1 height segments is invalid. Same with a Box primitive--it needs to have the height segments, width segments and length segments all set to 1.
I sent you my model with PM. I don't understand what is convex and convex modelling. Can you tell me it? Sorry for my bad English. Thanks.
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