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Topics - kinggambit

#1
Started modeling again and I made the mistake of converting an old 2017 scene fully and saving without any back ups.

No idea if this is even a wall worm issue but 2 issues currently: 1. All the standard materials were converted physical materials, and more importantly 2. Any standard materials I make disappear when I reopen the scene.

This happened even before I touched WallWorm again so I'm assuming it's a 3ds max issue, but I was hoping anyone might have similar experiences or knows what might be happening.
#2
Bug Reports / WWMT menu stuck on second monitor area
November 23, 2017, 02:04:51 AM
Waiting on a cable to get my multiple monitors going again and I noticed if the WWMT menu is in a secondary monitor's screen space, the menu will stay there when I swap to "single screen" mode which makes it inaccessible.

Not really a bug nor is it urgent or that inconvenient. Just thought I'd share the info.

#3
I have a cursory understanding of animation so please forgive any misunderstandings. I've been struggling with vertex animation for a flag in the wind.

So far I've baked my wind-simulated cloth modifier (No bones/skins used) into a bunch of shapekeys(?) as an Editable Mesh: https://gfycat.com/AstonishingOfficialAmazontreeboa

Could someone guide me in the right direction? I got lost in all different pages I've read that all seem to use different methods and formats and types of animations. My best guess so far is to attach my flag to a bone, create a VTA, then let WW compile the VTA?

Some of the pages I've read up on:
http://dev.wallworm.com/document/161/advanced_bone_settings.html
http://dev.wallworm.com/topic/57/dmx_smd_and_vta_exporter.html
https://developer.valvesoftware.com/wiki/Vertex_animation
https://developer.valvesoftware.com/wiki/Flex_animation
https://developer.valvesoftware.com/wiki/Creating_Flex_VTA_files_with_3D_Studio_Max

#4
Valve info on feature:http://blog.counter-strike.net/workshop/maps.php#uv_set

From what I've heard, I guess FBX just combines a lot of the information opposed to OBJ which requires a different process than WW's to compile a MDL.

If the workflow below is correct, could anyone explain how to do the fbx to smd?
Is there any point in this workflow where I can just plug it into WW again?

Export a mesh as FBX -> convert FBX to SMD -> manually make QC and use WW SMD Export (or crowbar?) -> compile into MDL

#5
OS: Windows 7

Description: Simple animation for escalator steps that loop in upward direction using a path constraint. Created "upward" sequence and works fine. Created "downward" sequence and checked the "Reverse" option but when model is compiled, the "downward" sequence will still be moving upward.

Tested the "reverse" option on a test animation of a simple box moving and still got the same issue.

max file: https://drive.google.com/file/d/0B-vAs10wX5pRN0I1cWFQbWJ5dHM/view?usp=sharing
#6
I'm pretty sure what's happening is that instead of teleporting an escalator step from the end of the path to the start, the step will move really quickly across resulting in those quick flashes of the steps. Tried testing out the various "Sequence" options but havent gotten it to fix the issue.

Here's a video clip of the animation issue for an escalator:
https://www.youtube.com/watch?v=lIhkXKTFqSM

Not sure what's causing it but it seems perfectly fine when in 3ds max. Here's the max scene if interested:
https://drive.google.com/file/d/0B-vAs10wX5pRV1VTVkVmVGdQSnc/view?usp=sharing
#7
Could be coincidence but seeing how there's been a plethora of issues with the past csgo update (and that a few days ago, I've had no problems with $selfillum), seems something isn't working out for that parameter.

Even if I manually go into the vmt's and write in "$selfillum 1", it won't work. Any ideas why this might be happening?
#8
Yesterday I used WWMT to realize there was an exporting error. I repaired/reinstalled 3ds max and updated WW to the latest version, but any object I try to export out with WWMT will cause the same problem when exporting QC+Model:



I've been testing it out with different scenes and objects and it looks like everything is affected.
Dont know much about SMD's and QC's but looking through previously successfully exported props, it looks as if there isnt much difference between the successful exports and the failed exports.
#9
I've followed this tutorial that would change all custom content to be kept safely in Google Drive (Part 1 of tutorial):
http://www.tophattwaffle.com/custom-content-without-contamination/

The only thing now is that I need to pipe in WWMT to the new directories which I'm having some issues with.

Here's the directories for WW's settings currently:


Here's the 2 directories in my Google Drive, "Raw Content" (equivalent of "/Counter-Strike Global Offensive/sdk_content" folder) and "Content" (equivalent of "/Counter-Strike Global Offensive/csgo" folder):


I found that the Game Info path in WW's settings dictates where the final vmt's/vtfs and mdls will be, so I copy-pasted an edited gameinfo.txt to Gooogle Drive's "Content" directory then changed WW's "Game Info" path as shown in the first image.

Edited changes to searchpaths in gameinfo.txt:
     
SearchPaths
        {
            Game                "E:\Program Files\Steam\SteamApps\common\Counter-Strike Global Offensive\csgo"
            Game                "E:\Google Drive\projects\de_dynasty\Contentt"
        }


It works fine for compiling models but I get an error when compiling the vtf/vmt it seems (in yellow):
#10
WWMT Questions / multi-texture/material dilemma
February 12, 2015, 06:37:54 AM
I'll try my best to describe my situation:

I have a jumbotron screen (seperate model from the frame of the jumbotron which works fine) which is composed of 3 objects:

As you can see, this screen has a lot of things going on:

1.the advertisement has 3 different textures (using multi/sub method: http://dev.wallworm.com/document/71/export_multiple_texture_skins.html) so I can trigger random skins

2. A transparent banner that runs across the bottom of the sreen using texturescroll proxy.

3. A simple glass cover (transparent and specular with glass surface property).

I've done all these things individually before without any hiccups, but no luck for me when I cram all these into one model. Alpha channel artifacts of the bottom banner and glass turning invisible in certain areas (VDC says to use $alphatest instead of $transparent but the glass won't even show up if $alphatest used).

1. Is there anyway to get that scrolling banner texture as well as the glass without the artifacts?

2. How do I know which material the prop will refer to for the surface property in models that use multiple textures?
#11
I've gotten erratic results, but I think most of it is due to my shift+drag duplicating my prop (I did click on clear WWMT and delete WWMT prior to duplicating).

First compile: perfect.
Second compile: added extra sequence. Showed up in hammer. Didn't show in game. Also got this error flooding my console:
CModelRenderSystem::SetupFlashlightsAndDecals sorted model list count incorrect! A model was probably unable to load

Ever since then, I've tried to duplicate the model and test out various ways to get my model to work again.

Currently I can get models to work if I check $staticprop, but once I compile without it, I get the persisting error (even when I recompile with $staticprop afterward).

I've updated WallWorm. However, I can't seem to get it to compile at all (some error with sequences)

I suspect the big problem stems from duplicating my original model and I messed up clearing WWMT.

Anyone have experience with this issue?
#12
This started as a question but I found the answer.

For working with Insurgency, even though you configure the WWMT settings properly, the VTEX.exe is missing in the bin directory. Just copy the VTEX.exe from another game's bin (I used CSGO just to be safe since Insurgency was modded from that game).

I'm not sure if the game matters but just copy-paste and you should be set!
#13
This is less to do with Wallworm and more about the workflow to create similar assets that share modular pieces.

I have a set of freight train cars (engine, flatbed, and 3 different boxcars). Some share the same modular pieces (i.e. wheels).

I tried texturing out a 1024x1024 diffuse map for one of my boxcars and it looks awfully low res.


Would I be "right" to make smaller diffuse maps per modular piece/material (i.e. wheel, roof, and floors would have their respective diffuse maps)?

I always heard to stay away from 1024x1024 unless I had to use it but even with that, my resolution is so low. Worst of all, I'd have to make 5 1024x1024's for each train car.



Anyone with experience know how to approach the creation process for something like this in an economical manner?
#14
I have a frequent issue in which spline shapes that are lofted onto curved spline paths (i.e. a curved railway track) will compile to be off-scale (larger). I never touched the scale gizmo and I reset the scale/transform, but neither seem to help. the scaling issue only seems to happen for the lofted objects that have a curved path.

Does anyone have or know of the same issue and know how to fix this? I'm going to test out various things (pivot points, changing curved vertices to bezier/corner etc.) to see what causes the problems; will post if I find out.
#15
I have 2 similar but different train models. The first one I modeled, mapped, and exported successfully.

However, I duplicated my second train by shift-dragging, then manipulated the parts I wanted to change. When I go to select an object in WWMT, it will recognize the original model of the first train (so if i clicked on hide, the first train would disappear but nothing from the second train).

Am I going about this the wrong way? I'm assuming there's some attribute that's applied to the original object so that it's transferred over when duplicated. I just don't know how to remove those attributes.
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