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Messages - Shinobiwan

#1
WWMT Feature Requests / Re: Phong
March 25, 2011, 12:54:47 PM
This all sounds awesome, but i have to be honest in that ive never used phong before. I just kinda thought it might add even more functionality and atractiveness to your pluggin, using a shader thats all but neglected in the source engine.
#2
WWMT Feature Requests / Phong
March 11, 2011, 03:18:39 PM
Hey shawn, just wondering if there was a way you could incoporate phong into your tools somehow. Like making it easy for people to use on their models without  having to go through some very complicated steps. Prety much what youve done with everything else so far :)

Thanks again for this amazing tool!

Shin

#3
Wall Worm News / Re: Roadblock
March 01, 2011, 10:41:23 AM
NICE! Good to hear your making progress. I cant believe that this tool is going to get easier to use. The process before these tools were crafted was mind numbingly tedious. I cant thank you enough for stream lining everything.
#4
Materials and Textures / Re: Bump map export bug.
February 28, 2011, 10:17:44 AM
Hey sorry for the late reply, ive been working on a viewport model the last fiew days, should tested it quicker. Yeah that was it!

Strange that there is that much difference in calling it a normal and a bitmap, in the normal channel. I don't know why they really even give you that option if its the same thing.
#5
Materials and Textures / Re: Bump map export bug.
February 27, 2011, 08:54:01 AM
Also just checked something for you. There is a slot in the bump channel called "additional bump" so i added my normal map in there. I tried exporting with just that option selected, and than i tried it with both selected. Same thing, the exporter just cant seem to find it.

#6
Materials and Textures / Re: Bump map export bug.
February 27, 2011, 12:57:23 AM
Yeah they're all tga's. Took a pic for yah. This was from a different model i was working on of a cinder block. Just a diffuse and bump on this one.

You can see the two check boxes are just the diffuse targa's for the model and its lod. Not finding the bump for some reason.,



#7
Static Props / Re: Beer can.
February 26, 2011, 06:16:06 PM
Fixed the scale, added in the puny little valve popcan for reference.

I plan on having it be a usable item in my mod.

Next step is to animate an arm cracking it open and drinking it.

Watch in HD. Sorry for the video/audio lag. Fraps and my processor dont get along too well.

#8
Materials and Textures / Re: Bump map export bug.
February 26, 2011, 03:10:58 PM
Tested, still just finding diffuse and specular. Lemme know if you want me to guinea pig out any thing else. This tool is making modding entertaining for change  ;D
#9
Materials and Textures / Bump map export bug.
February 26, 2011, 01:16:00 PM
Just noticed when exporting the vtf's that the tool only finds my Diffuse and specular channel, and not the bump map channel.

Using the latest version .996

Windows XP Sp3. 

3DS Max 2011

#10
Static Props / Re: Beer can.
February 25, 2011, 09:17:12 PM
Fixed it by making it a prop_physics_overide. Of course the scale is completely off. Thats a massive can of beer.

#11
Static Props / Re: Beer can.
February 25, 2011, 09:09:52 PM
Looks great in the model viewer. But when i add it into a test map, which is basically just a square empty room with dev textures and an info_player_start. And compile it, it wont show.

I added it as a prop_physics.

Im running a hl2 multiplayer mod created through the mod creation wizzard on the 2007 version of the engine. Not sure what im doing wrong. Any clues? I cant get particle effects to show up either, they work in tools mode but never in game.

#12
Static Props / Re: Beer can.
February 25, 2011, 08:35:00 PM
Woops, figured it out. I wasnt using targas. Ill post a pic soon so you can see!
#13
Static Props / Beer can.
February 25, 2011, 08:22:57 PM
Hey Shawn, thanks again for this amazing pluggin.

Im moddeling a beer can and ive got it all the way into the model viewer but for some reason the textures are gone. Just getting pink and black checkerboard.

I noticed there is a export vtf function and a "Export selected" option.

Does the material im using for my uvw map in the material editor have to be a vtf? or does your plugin convert it to vtf somehow?

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