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Topics - wallworm

#721
Wall Worm News / WWMT 1.779 Released
May 15, 2012, 12:58:24 AM
Version 1.779 released on 5-15-2012

◦ Updated VMF Exporter version to 1.33.
◦ Updated VMF Exporter to default non-used faces of the underlying brush in displacements to use the texture tools/toolsnodraw.
◦ Updated VMF Exporter to have cleaner displacement data (trimming decimal places from whole numbers).
◦ Fixed error in the VMF Exporter that was adding lightmapscale of "undefined" when only some faces on a brush where given a lightmap scale.
◦ Fixed a MAXScript error that occured when loading the RES Maker script before having loaded another Wall Worm function that uses materials.
◦ Updated the Res Maker script to include all of the files that accompany models (like the .phy, .dx80.vtx, etc) files.
◦ Updated the Res Maker script to detect a Wall Worm Sky Writer helper in the scene and automatically include the sky textures and VMTs.
◦ Updated the Res Maker script to only use lower-case named of models and vvd files... since those are always lower case when compiled by vtex.exe.
◦ Updated the Res Maker script to only include VMTs for diffuse textures. VMTs for other textures are ignored. All textures (VTFs) are still included.
#722
Wall Worm News / WWMT 1.778 Released
May 13, 2012, 02:41:33 PM
Version 1.778 released on 5-13-2012

◦ Updated VMF Exporter version to 1.32.
◦ Updated Anvil version to 3.2.
◦ Updated VMF Exporter to give accurate orientation of lights. light_environment and light_spot should now point to the correct locations (Yay/Pitch/Roll).
◦ Updated the light angles to export correctly. Previously, the angles were twice as wide as they should have been.
◦ Updated the way Attenuation exports for lights. Now, the Near Attenuation controls the 50% fallof and 0% fallow. The Far attenuation controls the Maximum Distance.
◦ Added new Move Mode in Anvil. This will hide the displacements and only show the underlying brush face. Note that there is not yet a way for Anvil to stop you from editing the vertex positions in that Move Mode face--but doing so will invalidate that displacement! Only sculpt displacements--not the Move Mode meshes!
◦Changed the Materials tab in Anvil to Miscellaneous.
◦ Added new utility in Anvil's Miscellaneous tab to convert the vertex/knot points in a spline into certain entities, like move_rope/keyframe_rope and path_track.
◦ Updated the lightmap_scale tool in Anvil to allow you to assign lightmap scale to specific faces. Any objects that have faces selected will only apply that scale to those selected faces. If the object is not in face sub-element mode, then the scale is applied to the object.
◦ Added new VMF Export setting for the level's default lightmap scale for those faces/objects that do not have any lightmap scale entries assigned specifically.
◦ Updated displacements to disallow any changes in the Scale of the displacements.
◦ Updated the main Wall Worm menu to include a new Wall Worm Online submenu with links to a few key Wall Worm web pages.
#723
Wall Worm News / Working on some updates
May 12, 2012, 01:33:58 AM
I've got some updates I'm working on. They include new tools for displacements, including a new "Move Mode" for moving displacements easily for alignment/sewing purposes. I've also got an update to allow assigning per-face lightmap scale and a map-wide default lightmap scale. Another cool tool is a Path tool that converts splines to move_rope/keyframe_rope and path_track nodes.

Other updates include enhancements to the Entity Outputs functions (fixing some bugs) and updating the code for how lights get output. At some point I've broken some lights from being oriented correctly. While trying to address this I've updated some of the logic on translating Max light settings into Source light settings.

I'm having problems with light orientation, though. As soon as I get this figured out, I'll release this update. I'd hoped to have it done on Friday... hopefully now it'll be ready this weekend.
#724
Wall Worm News / WWMT 1.7771 Released
May 05, 2012, 12:03:55 PM
Added manual SMD/VTA export menu into Wall Worm Exporters menu.
#725
Wall Worm News / WWMT 1.777 Released
May 04, 2012, 07:05:14 PM
Version 1.777 released on 5-4-2012

◦ Updated Anvil to 3.16.
◦ Updated the VMF exporter to version 1.3.
◦ Added Lightmap support. The lightmap control is in the Tags tab of Anvil. Applied to objects and displacements. At the moment, there is no per-face control... just per object.
◦ Updated the Displacement flags UI to properly uncheck settings when using the Get button.
#726
Wall Worm News / WWMT 1.776 Released
May 03, 2012, 01:56:25 PM
Version 1.776 released on 5-3-2012

◦ Updated Anvil to 3.15.
◦ Updated VMF Exporter to 1.28.
◦ Fixed Anvil to stop various Max crashes that could happen after creating displacements then hitting Undo in Max.
◦ Fixed Anvil to stop a Max crashes that could happen after clicking Edit Mode then hitting Undo in Max.
◦ Updated Anvil to include Scale as a Quick WWMT option. You can now set the scale on mulitple WWMT models at once.
◦ Added Displacement flags to Anvil. You can now set No Phys, No Hull Collision and No Ray Collision in displacements.
◦ Added new rule to VMF Exporter. Any objects placed into a layer named "VMF_Exclude" will be ignored during the VMF export process.
◦ Updated WWMT to no longer create any named selection sets when WWMT models are created.
◦ Added new item to Export submenu of Wall Worm in main menu. You can now export all textures of all selected WWMT helpers via that menu item.
◦ Fixed a maxscript error that could happen if you tried to create hulls with the Hull Helper before loading another Wall Worm utility.
#727
Wall Worm News / WWMT 1.774 Released
May 01, 2012, 05:07:36 PM
Added some updates to Anvil to remember Edit Mode when switching tabs and to remember the sculpt mesh/edit mode when closing/opening Anvil in Max.

Also loaded a new Video on using proxies. This video is using the latest update where Anvil is version 3.11 (though in the video it starts out as 3.1 ... it is actually 3.11).

#728
Wall Worm News / WWMT 1.7753 Released
April 30, 2012, 09:23:44 PM
Updates relating to Anvil and Displacements. See changelog.
#729
Wall Worm News / 1.7752 Quick Fix
April 28, 2012, 12:08:19 PM
The 1.7551 release from earlier today had a bug that would cause a MAXScript error when exiting Edit Mode in Anvil. That's been fixed in a newer 1.7552 update. Make sure that the Anvil UI has 3.01 in the header.
#730
I've released a new version of Wall Worm.

The main focus is on Anvil... which has a new UI. I've only been able to test these in Max 2012/2013... so please provide feedback.

The VMF exporter is also updated to better accomodate proxies (especially those painted on the scene with Max's Object Paint tool and were exporting with incorrect rotations/orientations).
#731
General Discussion / MOVED: Need Help
April 26, 2012, 11:17:43 PM
#732
Bug Reports / Wall Worm Bugging Out in 3ds Max 9
April 25, 2012, 01:14:15 PM
If you try to run Wall Worm with 3ds Max 9, you may get errors where a script error occurs and the error shows a bunch of mangled code.

This error was introduced when I added the native MAXScript SMD Exporter into WW and effects only people running Wall Worm in Max 9.

The solution is that you need to install 3ds Max 9 Service Pack 2.

As an added piece of info, 3ds Max 9 users also need to have the Avguard MAXScript Extension Package.

I have updated the docs to reflect this information.
#733
Wall Worm News / WWMT 1.775 Released
April 22, 2012, 09:08:33 AM
This release is small and mainly patches a bug I introduced to the texture exporter when I added IFL support a month or so back. Since that update the exporter would fail if there was no bitmap in the material's diffuse slot. Now it works again with only a solid color in the diffuse.

I also made a change to the code so that the quick hull function is ready for the upcoming fix to the PhysX/MassFX functions that are broken in some versions of PhysX and MassFX. Despite this minor update, you won't be able to use Quick Hull in PhysX 2.71 (all versions of Max) or MassFX in Max 2013 until nVidia/Autodesk release the patch.

[EDIT]
After making a change to the code and testing again, WW will make hulls in Max 2013 now. It is only PhysX 2.71 that is not working.
#734
Wall Worm News / WWMT 1.774 Released
April 14, 2012, 10:05:45 PM
Version 1.774 released on 4-14-2012

Fixed a bug in the VMF Exporter that created duplicate geometry for all grouped brushes.
Updated Texture Exporters to use $selfillummask. Previously, only $selfillumtexture was used--but that setting only works in some flavors of Source. Now $selfillummask and $selfillumtexture are used simultaneously, and the appropriate one should be used in your engine (and the incorrect one will be ignored).
Added some more information to the hull functions that fail when using some installations of MassFX/PhysX.
Added Quick Hulls button to Hull Helper floater. This function will create hulls for all selected WWMT helpers (useful to make a bunch of hulls for a bunch of models all at once). The hulls are created and assigned to their WWMT helper--and each WWMT that has more than one hull piece will get the $concave setting.
#735
The latest version of the PhysX functions (PhysX 2.71+) in all versions of Max and the MassFX in Max 2013 have changed... and at the moment the Quick Hull functions won't work if you are using those versions. I'm looking into addressing it but I think it will take an update on nVidia's/Autodesk's part.
#736
I am always giddy when a new version of Max comes out (and a little apprehensive). Last year the initial release of Max 2012 had some major MAXScript bugs that actually made Wall Worm and Convexity not work. Luckily, they expedited a Service Pack that fixed that.

Wall Worm and Convexity seem to work right out of the box in this years release of Max 2013*. Sometime yesterday morning I think I probably compiled the first ever Source model using 3ds Max 2013. It was a teapot (I think I also have the world's greatest collection of Source teapot models...)

*One bug/problem I have uncovered is that the PhysX function I've used for making hulls is broken... so the Quick Hull and Hull Helper aren't working with PhysX--but it still works with the Convexity hull wrapper. Unfortunately for most of you... that still hasn't been released yet :( I'm looking for a workaround. (You can always help by submitting a bug report to Autodesk in Max: Help > Report a Problem ...

My first impression of Max 2013 is very good. The things that have stuck out so far is that the UI seems to be snappier (moving toolbars is smoother, etc). Also, the realtime lighting/shadows in Nitrous is AWESOME! I'm not a fan of the new Viewport Layout Tab... seems kind of useless and takes up space--but it is easily disabled.

It's too soon for a verdict but I expect this to be a great version. I'll share more thoughts as I've used it more.
#737
It's a bittersweet morning. I woke up anticipating the release of 3ds Max 2013 (which I'm currently downloading); but before I got around to that I received an email from Neil "Jed" Jedrzejewski, the developer of the Wunderboy tools for 3ds Max.

Neil has decided to take a break from modding and plugin development. I happen to know that he's been heavily burdened with a new job. He didn't say this is permanent... let's hope not.

I have been honored that Neil has put up with me over the last few years as I've been wiggling my way into the know-hows of Source modeling. He has repeatedly helped me out with input and patience, even when my ideas have sometimes been far-fetched and/or naive.

My gut tells me that Neil will be back (that maybe he just needs a break). We'll find out. In any event, everyone who likes Source (as a player or designer), and especially anyone who likes to design for Source in 3ds Max, owes Neil a cheer.

Besides, there are some tools I'd like to build for 3ds Max that really need some C++ ... and my goal has always been to enlist Neil into that. Hopefully that will still happen at some point!

Good luck to you Neil/Jed/Wunderboy!
#738
I've found a bug in the VMF Exporter that caused it to duplicate grouped geometry in the VMF. I've got a fix for that coming up this week.

It doesn't really break anything, but it increases file size on export... and means you have to delete such objects twice if you want to delete it inside Hammer.
#739
Convexity / Convexity and Wall Worm
April 10, 2012, 12:24:47 PM
With the advent of the Wall Worm VMF Exporter, I have had half a dozen emails asking me about Wall Worm and Convexity. As everyone knows here, I've been a long time fan of Convexity. The emails have asked if I am planning for Wall Worm to preclude or circumvent Convexity. I answered that in the first WW blog... but here is a little more.

I want to make it very clear: I am not replacing Convexity! There are really three features I've built into the Wall Worm collection that overlap on the Convexity tools and I do use them exclusively above Convexity--the Material Library Generator, Entities and the VMF Exporter. But these tools were really to accomodate Source Engine-specific needs of my own projects.

If you haven't used Convexity, you wouldn't understand that Convexity has a wide range of tools; the VMF Exporter is only a small aspect of what Convexity is and does. I do not have any intention to try and replicate the array of tools Michael Little has built into Convexity.

Yes, I do have a list of features and bug fixes I'd like to see in Convexity. But I am a huge fan of Michael Little and Convexity (you'll find a link to his work at the bottom of every page of the forum and on the right side of the doc site). And I encourage everyone to go buy a copy of Convexity today!

If you want to take full advantage of what 3ds Max and Wall Worm can do for you, you really need to add Convexity to your bag of tools.

Shawn
#740
Wall Worm News / WWMT 1.773 Released
April 09, 2012, 01:54:37 PM
Version 1.773 released on 4-9-2012

Added New Proxy Tools Floater that allows you to cllect skins from proxies and to create proxies from all selected WWMT helpers. Also includes new Exclude/Include buttons which are explained below. This floater has been added to the Wall Worm Utilities submenu in Max... and via a button in Anvil.
◦ VMF Exporter now excludes root WWMT models that have been excluded with the Proxy Tool Exclude function. (This is when you only want the Proxies to export into the VMF because the model is such that it must be at [0,0,0] for the SMD Export--but it should not actually be at that location in the level.)
Added new button in Anvil to Group Add func_detail. When used, the selected objects are grouped together and will export as a single func_detail.
Updated the WWMT Update Bone List button in the Attachment rollout to include objects in the list instead of just the bones. This is because you can use them as well.
Updated WWMT to display an error if you are trying to export a model using the Wunderboy SMD exporter and there is missing UVW data for any of the meshes or hulls in the model. At the moment, Wunderboy's exporter will crash if you export a model with missing UVW data. Note that I only added a check on the uvw channel support, not the per-vertex check... so it is possible that it might not catch every problem. But it should alert you to most.
Updated WWMT to warn you if all of your model's meshes are non-renderable and you have the Export Non-Renderable Mesh as Bone option turned on in the WW Settings. Previously, you could export models but the SMDs could be empty.
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