Recent Posts

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1
Commercial Tools / Re: Delete Faces Modifier
« Last post by AeRo on August 06, 2022, 05:34:53 am »
Version for Max 2023 passible ?
2
General Discussion / Re: Decal uv channel
« Last post by lauris47 on July 26, 2022, 03:32:51 am »
Hey, did you have time looking into this?
I saw Wall Worm 5.1.41 was released, the update log is not yet updated.

Edit: Just found out you have Discord channel, the update log is there.

3
Commercial Tools / Re: Delete Faces Modifier
« Last post by wallworm on July 01, 2022, 01:32:14 pm »
The issue is that the modifier UI is mostly a custom attribute instead of native C++ because I am much better with MAXScript than C++. The default behavior of custom attributes is to propagate into collapsed geometry. I may be able to detect this in an event listener; I will put it onto my backlog to address. No ETA.
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Commercial Tools / Re: Delete Faces Modifier
« Last post by AeRo on June 25, 2022, 12:40:01 pm »
Thanks! Script works fine!

When to expect fixed Modifier?
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Commercial Tools / Re: Delete Faces Modifier
« Last post by wallworm on June 25, 2022, 12:27:25 pm »
You should be able to select the object(s) and paste this into MAXScript listener then hit enter:

Code: [Select]
for obj in selection do (while (custAttributes.count obj > 0) do (custAttributes.delete obj 1))
Note it will delete ALL custom attributes on the node... so if you have others that you want to keep, you'll need more selective code.
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Commercial Tools / Re: Delete Faces Modifier
« Last post by AeRo on June 25, 2022, 11:35:32 am »
Hi again!

Max 2022 Version (and maybe 2023) - Again problem from version 1.
After stack collapse "delete poly rollout" stays under edit poly rollouts.

Can you fix it fast? - work must go to the Cliient.

Thanks!
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General Discussion / Re: Decal uv channel
« Last post by lauris47 on June 22, 2022, 04:27:35 am »
I just started doing c++, it is so complex and broad in comparison to c# (which I was doing work with, the last 7 years).
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General Discussion / Re: Decal uv channel
« Last post by wallworm on June 10, 2022, 12:15:11 pm »
Yes, it's something I can add. It's just time. I am one of world's top MAXScript people, but not the best C++ people. The WW plugin for MDL Loading is all C++. It's now been a few years since I did any serious looking into that code. So it would take some time. I very much intend to add Morph, Animation and 2nd UV support ... but whether I will actually get to find the time for that is another issue. I've toyed with hiring someone to help update some of the C++ plugins, but finding someone knowledgeable about Source engine coding and also Max SDK is hard--and those I know are too busy right now to take up any side gigs.
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General Discussion / Re: Decal uv channel
« Last post by Joris Ceoen on June 10, 2022, 11:36:59 am »
Is it possible for you to do the update on WallWorm plugin?
I know you are probably busy with Autodesk and stuff.

There are probably other ways I can try to get this channel out, but it would be most comfortable via WallWorm.
I tried MilkShape, MESA for Maya, also Valve's Model Viewer . No luck. I will try HammUEr for Unreal now. There is also some Blender method, that I am not familiar with yet.
I know it's been a while since you replied, but do I understand it correctly that you are still trying to get the original second UV-channel from official Valve models? I'm really not sure if it's possible. You could actually do an update that allows this, Shawn?
10
Wall Worm News / Re: Wall Worm 5.1.36 Released
« Last post by wallworm on June 06, 2022, 11:19:34 am »
Version 5.1.37 released on 6-6-2022

   * WallWormMDL: Fixed several features for getting Game data not working in 3ds Max 2023 (like the MDL browser, texture loader and others).
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