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Wall Worm Level Design in 3ds Max / Using Forest and Wall Worm
« Last post by wallworm on May 24, 2017, 02:05:29 PM »
New Video on Using Forest and Wall Worm



Also, new chapter on this included in Hammered to the Max with revision loaded today.
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WWMT Questions / Re: Bodygroups and Skin issues
« Last post by TheOGKenway on May 23, 2017, 12:21:55 AM »
Hmm... ok I'm running into another issue

The model I'm using has multiple meshes. I'm trying to select all of them, and then create a proxy so that I can create skins, but every time I create a proxy it only shows the very first mesh I selected. I hit Add Sel, and tried Append, but I can't seem to get all the meshes correctly selected. Is there a way around this, where I can export the model as one mesh, and then use that exported fbx through wall worm for exporting to Source then? Idk if anything I'm saying makes sense, I just can't get around the multiple mesh issue.

And finally, I think once I can solve that multiple mesh issue, I have a slight issue with sequences. Now, I use 3DS max, and I've been trying to import multiple FBX animation files that are essentially applied onto one model. However, for some reason only one FBX file loads at a time. Does that mean I can only import one sequence and not multiple for my model?

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Wall Worm News / Wall Worm 3.18 Released
« Last post by wallworm on May 22, 2017, 03:47:05 PM »
Version 3.18 released on 5-22-2017

   * MDL Loader: Fixed bug where the MDL Loader UI would not switch to new game after switching a game in global presets.
   
###################################

Version 3.17 released on 5-22-2017

   * Materials: Fixed a bug tyring to update material custom attributes from materials generated before WW 3.0.
   
   * Importers: Added new menu item in Importers menu to Create Prop Zoo From VMF.
   
   * VMF Exporter: Updated default vertex precision to 6 instead of 16. Makes VMF more compatible with expected values. User can still set higher precision.
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Bug Reports / Re: Rollout Handler Exception when trying to install wallworm
« Last post by NickLJackson on May 21, 2017, 08:06:28 AM »
aaand ...  it worked thanks for the help!
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Bug Reports / Re: Rollout Handler Exception when trying to install wallworm
« Last post by wallworm on May 20, 2017, 10:13:43 PM »
Let's try this:

First launch Max and click Scripting > Run Script... and browse for scripts/WallWorm.com/WallWormUtilities/uninstall_wallworm.ms . After WW is uninstalled, close Max. Then redownload the latest version (updated yesterday) and install this version from scratch. Hopefully it will alleviate the issue.

Let me know.
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WWMT Questions / Re: Bodygroups and Skin issues
« Last post by wallworm on May 19, 2017, 08:47:44 PM »
Sorry you are having issues.

Assuming you already have a WWMT Helper and you have several objects in the scene that you want to export as bodygroup meshes, you can do this:

  • Select new meshes
  • Click Wall Worm > Wall Worm Model Tools > Body Groups
  • Click the Create BG From Selection and Prompt
  • When prompted to create WWMT Helpers, click Yes
  • Now you are prompted to select the main WWMT: click the WWMT Helper you started with

Now you'll notice a few things:

1) The Bodygroup dummy: If you select it and open the modify tab, notice it lists the models belonging to that bodygroup. It also has an option to include Blank.

2) The main WWMT Helper now lists the bodygroup helper in Bodygroups list of the Models, Attachments & Bones Rollout. This rollout is found if you select the WWMT Helper in the scene and open the Modify tab.

When you export the main WWMT, it will automatically export the bodygroups.

Note that bodygroups need to have the same material path as the main model.

As for skins, the method for making new skins on models are detailed here: Export Multiple Texture Skins.
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Wall Worm News / Re: Wall Worm Book: Hammered to the Max
« Last post by wallworm on May 19, 2017, 07:03:22 PM »
Revised Hammered to the Max with a bunch of new content. Chapter 10 on displacements has been reworked a lot.
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Wall Worm News / Wall Worm 3.16 Released
« Last post by wallworm on May 19, 2017, 07:02:41 PM »
Version 3.16 released on 5-19-2017

   * WWMT: Added new macro to delete all the LODs of selected WWMT Helpers. Not in WW UI but can be assigned via Customize User Interface.
   
   * Modifiers: Added new ChannelMod modifier that can send channel info from one channel to another. Similar to using Channel Info Copy/Paste but is parametric and not topology dependent. Only in Max 2015+.
   
   * VMF Exporter: Fixed bug exporting VMF when the scene has Forest Nodes that have trees set to custom objects but no node is currently occupying that slot.
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The lighting difference is that dynamic props receive light from one point only whereas static props are lit per vertex.

For some hints about adjusting its lighting:

As for the different rotation in static vs dynamic: Models compiled with $staticprop are assigned a bone and rotated when compiled. This is why the same prop won't face the same way when a version is compiled with $staticprop and another isn't.

As for the collision hull being rotated in a dynamic prop, this is due to a bug in Source itself (confirmed to me personally by a Valve employee). The way to get around this is to create a bone and skin the model and the hull to that same bone.
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General Discussion / what is different between static and dynamic prop export.
« Last post by fafawudi on May 19, 2017, 04:49:34 AM »
i have four castle in scene.
i export castle prop with different setting by using WWMT.  (dynamic with hull, dynamic without hull, static with hull, static without hull)
i have check the 'Use Local Origin as World Origin' and 'Calculate Origin in SMD'  as the common setting.
i have some questions from the experiment.
1.why the static prop is dim than dynamic prop, them both use the same material.
2.compare with static prop, why dynamic prop model is rotated 90 degree.
3.in the dynamic with hull result, why the dynamic prop and it's hull have 90 degree rotation.

welcome any comments.help me

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