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Messages - wallworm

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1
Commercial Tools / Re: Delete Faces Modifier
« 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.

2
General Discussion / Re: Decal uv channel
« 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.

3
Wall Worm News / Re: Wall Worm 5.1.36 Released
« 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).

4
Wall Worm News / Wall Worm 5.1.36 Released
« on: June 05, 2022, 01:49:21 pm »
Version 5.1.36 released on 6-5-2022

   * Entities: Fixed a MAXScript error that could happen when copying entities.
   
   * Displacements: Added new function to send displacements to an XRef Scene.
   
   * Assets: Updateed RES File Generator and BSP PAK functions to collect .NUT script files from entities.
   
   * WWMT: Fixed defect in LODs that was copying the root LOD material to all subsequent LODs when exporting a WWMT. Previously affected scenes will need the LOD materials re-assigned because of this defect.
   
   * WallWormMDL: Fixed a MAXScript error when exporting clicking the Orientation Fixup button in the MDL command panel but there the MDL data is missing or not yet assigned.
   
   * Overview Exporter: Fixed overview exporter not working with several game configurations.
   
   * Overview Exporter: Fixed MAXScript error in Overview Exporter.
   
###################################

Version 5.1.33 released on 5-24-2022

   * Tools: Fixed Slice Tools custom attribute to not cause a MAXScript error when the file with the slice modifier is loaded into a version of Max where Wall Worm is not installed.
   
###################################

Version 5.1.32 released on 5-22-2022

   * DMX Exporter: Fixed some MAXScript errors in the DMX exporter caused by exporting meshes with a Physical Material.

###################################

Version 5.1.31 released on 5-22-2022

   * PropLine: Added new options to progressively affect scaling of props.
   
   * VMF Exporter: Fixed error in the VMF Exporter batch file that was failing to copy the map BSP to the maps folder on completion.

###################################

Version 5.1.29 released on 5-22-2022

   * Entities: Added support for the Get Sound button in entities to browse the game's current sounds.
   
   * VMF Exporter: Updated exporter to delete the temporary log file generated during compile.

5
General Discussion / Re: Decal uv channel
« on: May 31, 2022, 01:30:28 am »
It's on my list. I'll try to find time to do this.

6
General Discussion / Re: Decal uv channel
« on: May 26, 2022, 05:56:52 pm »
You can export that channel, but it's not currently imported.

7
Wall Worm News / Wall Worm 5.1.28 Released
« on: May 21, 2022, 07:21:07 pm »
Version 5.1.28 released on 5-21-2022

   * CorVex: Fixed MAXScript error loading some older scenes with specific spline setups.
   
   * QC Importer: Fixed MAXScript error that happened from too many time tags being generated in rare situations.
   
   * Parse BSP Log: Added check for Bad Surface Extents that will create a spline along bad surface to highlight the problem. The splines are placed into a layer named "Bad Surfaces Layer".
   
   * VMF Exporter: Updated the batch file writer to output a cleaner compile batch.
   
   * VMF Exporter: Fixed the last_compile_.log file to work even when outputting to the console.
   
   * Compile Tools: Fixed MAXScript error in the Load Leak File function if the leak file exists but is empty.

8
Please do not use this site to spam about a project or kickstarter. It's fine to share content that is directly related to the threads on the site. Does your game use 3ds Max and Wall Worm for its development? If not, it's not relevant for this site. If so, please talk about how you are using WW/Max or the design challenges, etc.

9
Bug Reports / Re: Issues with the SnapVertsToGrid plugin
« on: May 10, 2022, 04:57:36 pm »
For brushify, turn off cap and any option except for the Snap. That should make it run better. But note it wasn't made for high-poly objects.

10
Bug Reports / Re: Issues with the SnapVertsToGrid plugin
« on: May 10, 2022, 09:25:28 am »
If Brushify is failing, then I suspect that the node needs its XForm Reset. Try deleting the modifier, then using The Reset Xform Utility, then re-applying the Brushify modifier.

11
Bug Reports / Re: Issues with the SnapVertsToGrid plugin
« on: May 06, 2022, 05:45:35 pm »
I think that the SnapVertsToGrid modifier is dependent on node xform being reset.

A better modifier is Brushify that also has a snap function. It has less transform restrictions. It's available in Wall Worm installer or as separate download.

12
Wall Worm News / Wall Worm 5.1.27 Released
« on: April 18, 2022, 06:55:40 pm »
Version 5.1.27 released on 4-18-2022

   * VMT Exporter: Updated VMT Exporter to skip the $envmapmask entry when applying $normalmapalphaenvmapmask, $basealphaenvmapmask or $selfillum_envmapmask_alpha.
   
   * Entities: Fixed MAXScript error in the Display Entity Output connections when an entity has inputs but no outputs.
   
   * CorVex: Fixed a MAXScript error in some cases of applying a material to a side with Worm Face.
   
   * CorVex: Fixed MAXScript error in sloped wall mode when adding a new spline and the new spline has no segments yet.
   
   * Displacements: Updated the Terrain tool in the Displacement Floater to not create ShellVex nodes from objects that are currently brushes--but to copy them instead.
   
   * Displacements: Updated the Terrain tool in the Displacement Floater to not use a right-click function for choosing to generate extra nodraw brushes.
   
   * Displacements: Added checkbox in the Terrain section in the Displacement Floater to generate extra nodraw brushes.
   
   * Displacements: Added checkbox in the Terrain section in the Displacement Floater to Collapse the source brushes to Editable Poly.
   
   * ShellVex: Fixed MAXScript error when the source-geometry has zero-area surfaces.
   
   * VMF Exporter: Added new option to exclude brush elements by the material ID with custom user prop key of #vmf_skip_ids. Expects an integer or comma-separated list of IDs.
   
   * Parse BSP Log: Added check for Patch Sample Radius Clamped.
   
   * Parse BSP Log: Added check for VRAD bounce errors that print NaN in the color values.
   
   * Create Floor Plan: Updated the Create Floor Plan function to add materials to the created brushes from the source object.

###################################

Version 5.1.22 released on 4-3-2022

   * Parse BSP Log: Fixed Error in the parser function that could cause a MAXScript error if there are WWMT models in the scene.
   
   * Parse BSP Log: Added support to find brush error "FloatPlane: bad normal".
   
   * Get Brush By ID: Fixed problem with the Get Brush By ID that would not collect Concave Brushes tied to entities (like a CorVex set to func_detail).
   
   * CorVex: Added new parameter Block Mode Hidden that will allow you to set the material ID of hidden faces on a multi-floor CorVex object in block mode and no floor offset.
   
   * CorVex: Fixed the starting side of a sloped wall CorVex from sometimes adding an extra zero-area face.
   
###################################

Version 5.1.21 released on 3-24-2022

   * System: Fixed several problems in Wall Worm that had broken compatibility with 3ds Max 2012 and 2013. These defects had been around for years, but testing for those versions stopped many years ago. Fix alleviates installation and startup errors in 3ds Max 2012-2013.
   
   * CorVex Spline: Fixed error in CorVex Spline when using a CorVex with a base spline that has all verts at one location (like a zero-radius circle).

###################################

Version 5.1.20 released on 3-19-2022

   * Sky Writer: Fixed Sky Writer not creating VTF files when using a Game Info Path other than the actual game folder.
   
   * Sky Writer: Added new setting called Max Render Time that will limit the amount of time spent rendering each side of the sky when using VRay.
   
   * Settings: Fixed problem using the new configuration settings in some versions of Max. Defect affected global settings and VMF Exporter dialog.
   
###################################

Version 5.1.19 released on 3-6-2022

   * Point Entities: Fixed the selected world model not being applied to prop entities automatically.
   
   * PropLine: Fixed the Average Vector option not working on the first instance in a closed spline.
   
   * Batch Tools: Added new MaxBatch tool to convert VMTs into TGAs and zip the results up. No UI or docs for this yet.
   
###################################

Version 5.1.17 released on 2-21-2022

   * PropLine: Added Exclude VMF parameter to match other WW plugins.
   
   * PropLine: Added new option Skip Nth that will remove instances in a repeating pattern.
   
   * Arch: Added a setting to offset the point on the Arch where the block is a quad rather than a tri from the side. Alleviates problems where Arch was sometimes using a segment that created a concave block, which is invalid for BSP.
   
   * VMF Exporter: Fixed a MAXScript exception when exporting a scene with a PropLine node that was not active.

13
Wall Worm News / Re: Wall Worm Book: Hammered to the Max
« on: April 04, 2022, 10:08:04 am »
The revision I was planning in 2019 never happened because I got entrenched with my work at Autodesk. It's now been five years since the last revision to Hammered to the Max and the document is getting very dated. I would really like to make a revision this year. As such, I want to make a call-to-arms for Max users to share screenshots of their projects that utilized WW. I would love both Max screenshots as well as final productions in-game. If you would like to see your work in the next edition of Hammered to the Max, please send me your screenshots of Max/WW and in-game work, along with a note that you give me permission to use the content in the publication.

14
Bug Reports / Re: Wall Worm and Windows 11
« on: March 07, 2022, 11:18:50 pm »
I have updated the WW installer to include support for Windows 11. I've been using it without issues since the first post above. No problems since then.

15
Wall Worm News / Wall Worm 5.1.16 Released
« on: February 19, 2022, 12:24:13 pm »
Version 5.1.16 released on 2-19-2022

   * Installer: Added support for Windows 11 to the installer.

   * PropLine: Fixed PropLine skipping a point when using the Midpoint distribution and the spline is closed.
   
   * PropLine: Fixed duplicate point added in some cases with a closed spline.
   
   * Arch: Updated Arch to not create zero-volume rim blocks when the Rim Height is set to 0.
   
   * Batch Tools: Added a new batchtool for converting MDLs from a text file to FBX using MAXBatch. No UI or docs for this yet.
   
###################################

Version 5.1.14 released on 2-4-2022

   * Render Maps: Fixed a MAXScript error with the Render Maps custom attribute in some versions of Max.
   
###################################

Version 5.1.13 released on 1-30-2022

   * WWMT: Updated WWMT to create a ragdoll pose sequence automatically when exporting $collisionjoints.
   
   * WWMT: Updated WWMT to write a minimum number of breakable items into the $collisiontext block based on the breakable_count setting. If the breakable count is higher than number of items in the gibs list, WW will repeat items.
   
   * CorVex: Fixed zero-size face on a CorVex that has multiple splines, a starting height of 0 and is using the slope setting.
   
   * CorVex Spline: Added support for the Arch Primitive in CorVex Spline.
   
   * Material Library Generator: Fixed a MAXScript error for older versions of Max.
   
   * WallWormMDL: Added new option to fix rotation problem where some meshes don't accurately orient in the viewport.
   
   * Arch Primitive: Added ability to swap the orientation of the tunnel in an Arch primitive by holding down the ALT key during creation in the viewport.
   
   * Arch Primitive: Fixed a MAXScript error when right-clicking the viewport when using the UV offset function.
   
   * Propline: Fixed the button to generate a random seed only working on first click.
   
###################################

Version 5.1.10 released on 1-16-2022

   * VMF Exporter: Fixed a case where the angles property in point entities was getting written twice. This is related to another recent and similar issue fixed in a another update.
   
###################################

Version 5.1.9 released on 1-16-2022

   * Displacements: Fixed modify tab sometimes having bad layout.
   
   * WWMT: Fixed UI for custom gibs not updating the enable state when changing the gibs type in modify tab.

###################################

Version 5.1.8 released on 1-16-2022

   * Materials: Added two new functions: Reload Materials from VMTS and Reload Missing Textures. Both functions will update materials of current scene selection (or entire scene if nothing selected) by rebuilding the materials from the VMTs they represent. When using the Reload Missing Textures version, only materials that are missing the texture files will get reloaded. Functions are added to the Wall Worm > Materials menu.
   
   * VMF Exporter: Updated VMF Exporter to no longer set Max' Ambient Color render setting from the VMF Exporter's default Ambient color setting. This setting is defaults to white, and when the white gets assigned to the ambient color in Max, the viewport usually gets blown out. Now the user must explicitly assign this color to Max's render settings if they want the two to match.

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