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Messages - SairesArt

#16
Quote from: wallworm on December 26, 2015, 08:34:50 PM
Once fixed, it should address all the issues mentioned above except for the decal orientation.
Great, many thanks I really appreciate, that there is active deving for WW.
Although Decal orientation is not a problem, the fact that it isnt imported/material created for it.
Like demonstrated in this video: www.saires.de/wallworm
I can work around this doe.

Have a nice evening.

I presume its evening, since it's almost 3am over here

edit: had to google it, I'm a big fan of blue caracao. (or cointreu which is the same without blue food coloring). Fun to see Beer being mixed with orange flavor. Here in german we are set on strict beer making ways. No orange experiemnts  :[
#17
Quote from: SairesArt on December 26, 2015, 07:44:13 PM
no, no. I was using prop library from vmf file
It's completly broken.
Just rerolled to old version, works, then went back to dev version and it's broken, 100% reproducible.
Also I cannot select the "VMT Imports Library". The tick mark is greyed out.
Tried multiple stuff.

It's just, in the materialsrc path, open .vmt with notepad and remove the wrongly placed .vmt correct?
#18
Quote from: wallworm on December 26, 2015, 07:34:53 PM
I'll have to look at the logic.
no, no. I was using prop library from vmf file
It's completly broken.
Just rerolled to old version, works, then went back to dev version and it's broken, 100% reproducible.
#19
Quote from: wallworm on December 26, 2015, 03:48:49 PM
let me know if it works for you.
Yes, per prop it's double as fast. But there is no more WallWormProxyLibrary being built anymore! It's gone.

Also, I changed and removed the .vmt ending in the .vmt of the effected props, the problem persists, exect same outcome. Although removed .vmt its still imports with a .vmt ending and wrong paths overall.
#20
Quote from: wallworm on December 26, 2015, 12:18:19 AM
In WW, these are controlled by the actual Material. So open up Slate and use the material picker tool to get the material of the decal. This is also how you change the material... just change what material is on the decal/overlay.
Obviously that's the first thing I tried, but the infodecal proxy does not have a material. You cannot get one from the decal proxys. Nothing there.

Quote from: wallworm on December 26, 2015, 12:18:19 AM
Got file. Probably won't look into it tonight but will soon.
Many thanks.

edit: quickly captured a 60sec video of the bug, incase you wanna see some details
www.saires.de/wallworm
#21
Quote from: wallworm on December 25, 2015, 11:23:39 AMSend me a stripped down VMF/VMT/VTF/QC/SMD collection with just the objects that are importing with the wrong path.
Merry Christmas :D

luckily everything is mostly overlays, but thanks for the insight, I will work around it.
I saved a small testmap and copied models / materials. All props in the scene are broken as mentioned, there are couple more.
Here is the 4 mb zip:
www.saires.de/server/misc/broken_paths.zip

edit: is there a way to get the material from the proxy infodecal entitiy?
If you have it selected, there are no propeties that point to the material or texture. Do I have to open up the map in hammer and analyze the decal, just to find out which texture it uses?

edit2: minor new bug since last update: all imported displacements show up as black in the viewport, but export, render and have textures and materials applied just fine. Minor annoyance, but no actual problem.
#22
Quote from: wallworm on December 19, 2015, 02:22:01 PM
I've got it on my TODO though.
Any insights on broken decal import and wrong file paths?
Is it wallworm side or mod setup side?
#23
Quote from: wallworm on December 13, 2015, 11:56:39 PM
Thanks for reporting. I'll look into these as soon as possible. Probably later in the week.
Well lets do some bug reporting, while we are at it.

Delete prop library, import map -> Map imports without props, click import props from map entities and the following happens:
It builds the library, but after it built it, it stays in a loop of 100% one core util (like always during import) and never stops, even after 3 hours.
Then I open a new 3dsmax window, import map again and now it draws from the prop library and imports all props after 7 mins.
#24
WWMT Questions / Re: Disable WallWorm Layer Re-build
December 14, 2015, 12:22:30 PM
Quote from: wallworm on December 14, 2015, 11:28:54 AM
Are you working on a level?
Ahh, the Xrefs are the reason, I thought that would not matter, once you imported from prop library.
Not working on a level, but external renders.

Well, not having those layers doesnt speed up rendering itself, but like 2 prep seconds go away. Not a big deal though.
#25
WWMT Questions / Disable WallWorm Layer Re-build
December 14, 2015, 07:05:17 AM
I would like to delete some WW Layers to slim down pre-render times and save space.
Imported Bones
Imported Attachments
Imported Models
VMF_Exlude


I do not need those and delete them, but they are rebuild each time I open the 3dsMax save file.
Is it possible to disable this beheviour?
#26
Hey,
reviving this thread.
Just retested with newest WallWorm version and Map importer Version (1.71)

Recapping:

  • Image 1: Tiled overlays get streched wrong. (Height ignored)
  • Image 2: Wrong sized overlays
  • Image 3: No decal import. (Windows on the left side)

Thanks for awesome underground fixing work. Issues 1 and 2 are fixed leaving 3: Decals (infodecal) still don't import. 100% reproducable. The just remain proxies.

Next Problem is, that 1 in 20 Props import with a wrong Material path and have to be reassigned correctly.
So 95% of props works, but the 5% percent looks like [Image 4] with these wrong paths: (nt being the 2006 source mod name)

~modelsrc\nt\prop_office\models\prop_office\bench1.vmt.tga

And has to be corrected to this:
~materialsrc\models\props_office\bench.tga

All these failed mat imports have one thing in common:

  • They link to the model folder, instead of the material folder.
  • They navigate to their model path
  • and then just add their proper texture path to the end whatever reason
  • and lastly adress the extensions wrong (.vmt.tga)

Everything setup nicely and correctly, but in some cases its Model-path + texture path slapped onto + extension slapped onto wrongly.

Is this a WW vs Source2006 Compatibility issue? Is it a map problem? (Mapped almost 8 years ago, not by me, but worked perfect)
Can I do something to fix it on my end? Do you need additional info?
It's kinda worrying since, I started on the project again and am looking at 8 maps to be imported - fixing hundreds of decals and reapplying hundreds of missing models.
#27
Quote from: wallworm on July 19, 2015, 11:26:25 AM
I agree... but I'm trying to eliminate the variables.
Any new magic insight?
Just wanted to know if you plan on fixing this. If not I'll continue doing what I do, not a big problem, if you have a plan I'll wait a touch.
#28
Quote from: wallworm on July 19, 2015, 09:39:12 AM
I'll give the map a look. But I think you may need to send me the exact FGD you are using, because it's possible that there is a different parameter name or missing one that might explain why the decals work here.
Here's the fgd, also included the parsed .ms file from C:\Users\Saires\AppData\Local\Autodesk\3dsMax\2015 - 64bit\ENU\scripts\WallWorm.com\entities

It just seems odd, for this to be a fgd issues, since I'm using the standart base.fgd from Episode one
(F:\Games\steamapps\common\SourceSDK\bin\ep1\bin)
(meaning the 2006 Base source SDK)

Forgot the zip  ;D
#29
Also created a test case for oddities with short import times.
Image 1: Tiled overlays get streched wrong. (Height ignored)
Image 2: Double Sized overlays, which should be half their size.
Image 3: No decal import. (Windows on the left side)

This is nitpicky at this point, since the general overlay import is kinda correct, which is all that matters. although decal import is still a hmpf :|
#30
Quote from: wallworm on July 18, 2015, 09:58:01 AMGo to this link: https://wallworm.com/store/index.php?route=product/product&path=59&product_id=55 (with the SSL) and the download should work.
nope :|

First image firefox (not a number error)
second image chrome (never ending Arrow Animation)
third image mobile [Chrome] (never ending Arrow Animation)

PS: First and foremost make sure WWpro downloads work for paying customers
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