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Messages - Joris Ceoen

#16
Quote from: olocoDANI on July 27, 2019, 11:21:08 PM
Is it possible to convert a 3d .obj model that I opened in 3ds max to a .vmf map in Hammer using the Anvil tool? When this happens in some simple blocks. It is not the complete object.
You can only do this if your .obj model has been exported as a Source model (.smd). You can do this by using the Wall Worm Model Tools (WWMT). Make sure to tick on the $staticprop option if you want to export the model as a prop_static.

If your goal is to export the model as brush geometry, you'll need to tag the model as Brush Geometry, which you can do from the Wall Worm Level Design menu (you'll see a bunch of options to tag the selection as brush geometry or func_detail etc...). See the image below for reference.
Also, to qualify for valid brush geometry, all sub-elements in your model (aka every individual piece not attached to other pieces) need to be CONVEX. As a result, if you do have multiple convex elements in one model, you need to tag the whole model as a concave brush instead, since otherwise the exporter will think the whole model itself is convex. Most likely, if you're new to Max these definitions will sound very complex to you. It isn't, especially after reading this article.
#17
Quote from: Pocket on July 26, 2019, 09:51:26 PM
I can only spot the faces that I said render as invisible; I don't have a clue where the others are.
That's indeed because the UV's have been lost in the process. I don't know all the technical details of the VMF importer, mainly because all my scenes are always made from scratch in 3DS Max itself, but judging from the model itself, it doesn't look like a very hard one to just manually change the UV's. I know you said you don't have much experience with it, but this is probably an excellent occasion to learn it :) I suggest you do this:

  • Select the model
  • Go to the modifier tab, and apply a 'Unwrap UVW' modifier to it
  • Open the UV editor (it's under the Edit UV's map in the modifier)
  • Now, select the polygon subselection (the square image) and press CTRL+A. This will now select all the polygons of your model, they should turn red-ish as reference.
  • In the menu's above this UV Editor, there's one called 'Mapping'. Open it and now press 'Flatten Mapping'. A dialogue opens, but all defaults should be fine. Just press OK and now all your polygons should be seperated in the UV editor.
  • You can now start to move these polygons inside the UV Editor, scale them or move vertices or edges, depending on what needs to go where. If you don't know what polygon is where, it'll be highlighted if you press on it. That way you should start to get familiar with UV-mapping in general. Since this model started out of brushes, the whole texturing itself is basically planar, meaning you won't be needing to do anything but move the squares or scale them up/down.

Hopefully that gives you a start on how to do basic UV-mapping. It's nowhere near as complicated as doing it for something like a character model, but you have to start somewhere. If it really is too complicated, we can wait for Shawn to look why the importer is incorrectly importing your VMF.
#18
Hello! Are you trying to export the geometry as a static_prop? First make sure that the $staticprop option is ticked on in the WWMT helper settings (it's near the top), otherwise it might export as a prop_dynamic, which could possibly cause some problems, but generally never linked to textures. In case it wasn't, however, please tick it on first.

Now, I can't exactly tell whether the issue it that the texture is just not being exported correctly (since I believe that would make the model pitchblack), but you could try to apply a Reset Xform to the model, then convert it back to an Editable Poly. Then export it once again.

EDIT: I think I just realised what happened. The model on the right is in 3DS Max, right? In that case, it simply looks like the material link is missing. There are 2 scenarios possible, but it's probably the first one:


  • You have the "Show shaded material in viewport" disabled. It's a small button at the top, just under the menu's of the Slate Material editor. Look at the image below for reference.

  • Open the slate material editor ('M' by default)
  • Pick the material from your object (with the Pipet)
  • With the material now in Slate, double-click the material (not the bitmap!) and then press that button that I've highlighted in the image.

It should now show your texture on the model.

If that didn't fix it, you can do the same exact steps, except that you go into the bitmap instead, and verify if it is in fact redirecting to the correct image/path. If that didn't fix it... perhaps the UV's are being incorrectly imported. In that case we'll have to wait for Shawn for a more detailed answer.

Let us know if you were able to fix it!
#19
I remember that I had some sort of viewport glitching issue with 2017 on my older computer, which had an AMD HD 5870. If at any point I continued working on a scene, or even just moving the viewport, it would leak more and more RAM-usage until it crashed. Unfortunatly the issue was tied to 2017, so it's probably not the issue at hand. However, do make sure you have:

Those are at least what fixed my problems in 2017. For 2019, however, no idea  :( if you have NVIDIA, you shouldn't even have this problem at all. Perhaps in the end you're lacking the necessary amount of RAM to make the calculations as required by the amount of displacements.
#20
Quote from: wallworm on December 29, 2018, 09:24:47 AM
I must prove to them that the WW website isn't using some banned app. How to prove this, I just don't know.
I don't know, but I had a big laugh when I read this  ;D
#21
Hey! That simply looks like a displacement mesh without any texture on it, is that possible? Perhaps the material itself is disabled in the material editor, which also turns off the material in the viewports.
#22
Wall Worm News / Re: Wall Worm 3.863 Released
November 18, 2018, 05:19:34 AM
Quote from: wallworm on November 14, 2018, 11:34:27 AM
Version 3.867 released on 11-14-2018

   * Displacements: Fixed bug where deleting a displacement was leaving its displacement brush orphaned in the scene. Now deletes the displacement brush as well.
Great!
#23
Quote from: VanderAGSN on November 06, 2018, 05:40:29 PM
Also in 3ds max, while editing the brushes and other things, the process itself hangs on me with wallworm. Without it all ok. In 3ds max 2018, your plugin does not work correctly at all. Brushes not exported, or through time. In 2016, everything is fine . I was told that in wallworm pro there's is no such problems, but unfortunately I don't have money for it.
I understand where it comes from, but I think, like Shawn stated, that most of the problems you might be experiencing are due to the fact that indeed, there is not a full understanding of 3DS Max as a program, or perhaps by extension about the Source Engine. Every displacement in Source still needs to have a base brush from which faces have been converted. This methodology remains identically the same in 3DS Max/Wall Worm, so if you're trying to do something that simply is not possible in Source, will also not work in 3DS Max. To fullfill your wish, you would need to have a script or program that could detected the measures of your displacement mesh, calculate all those vertices and map coordinates, and then kinda guess that's going to be the big brush it needs etc etc etc, that's just too much of a hassle I'm afraid  :( Would such a thing exist, that would be amazing, but then again if I'm allowed to be honest, that 'reverted' process is really just not the correct way to go about it.

Aside from that, I can proudly say that there's no other program in the world that possibly gives you so much power for editing and/or creating displacements outside of Hammer than Wall Worm. Once everything's perfectly set-up, this is a dream come true.
Quote from: wallworm on November 06, 2018, 10:56:14 AM
I think that you are going to have far more luck and less frustration by actually building the displacements inside 3ds Max. I understand this is challenging if you are not familiar with the sculpting tools in Max--but I think that the amount of time it takes to get successful arbitrary meshes into Source Engine displacements will not be worth it in the end.
I agree completely! I think the videos will be extremely helpful  :)
#24
Commercial Tools / Re: Normal Tools
October 28, 2018, 07:22:29 AM
Quote from: tuxmask75 on October 27, 2018, 07:58:12 PM
Im using 3ds Max 2015. Also wondering if there is a way to use edge selection to select normal?
If you're using a student version of 3DS Max, it's really just a great idea to upgrade to the latest version!
#25
General Discussion / Re: Active Again
October 18, 2018, 08:16:27 AM
That sounds very interesting! I will gladly follow your progressions  ;) if you ever need any help, you can always join us in the WW Discord channel!
#26
Done!
#27
One of the possible reasons could be that the collision model itself isn't having the same pivot point axis as your actual model (so the XYZ-directions should match the original model). This, however, would only be the case if it's a $collisionmodel (aka a static collision model that doesn't move with the model).

If you're talking about $collisionjoints, I'm not entirely sure what the reason could be. Seeing that you're using an animated model, I'm assuming this must be the case as I guess the collision should move with the animation as the elevator goes up and down. There's probably a setting you haven't ticked ON (or OFF), within the collisionmodel settings inside the WWMT menu. Try changing some to see if it produces other results. As I'm not on my new computer at this moment, I can't check out in detail what all the options are until tomorrow when I'm back.

Please update this post as you find new results!

EDIT: Another current workaround if you are in a hurry, but maybe not the ideal one, would be to recreate the collision model ROTATED the wrong way (90° opposite as the how it looks inside 3DS Max), so that it actually rotates properly inside Source.
#28
General Discussion / Re: 3ds Max 2019
August 21, 2018, 10:11:23 AM
Quote from: KendrickB on August 17, 2018, 08:03:07 AM
So true, Joris. The prices are insane at the moment. What's worse, the prices will probably remain the same for the foreseeable future.
Yea, it's ridicilous. I suggest you watch this video, it's pretty interesting:

https://www.youtube.com/watch?v=NeCPvQcKr5Q
#29
Hello, welcome to the Wall Worm forums! About your issue, I don't think this is related to 3DS Max, but it might be related to the free version of Wall Worm. I'm not sure if the free version automatically reads the material files from the .vpk, which could be the issue in your case. If it should, then there's another problem. It's been too long for me to know exactly the differences between both versions, but I assume Shawn will shed some light into this, when he has the time to answer your question  :)
#30
General Discussion / Re: 3ds Max 2019
April 30, 2018, 10:31:39 AM
Quote from: wallworm on April 30, 2018, 08:07:43 AM
Quote from: Joris Ceoen on April 28, 2018, 05:40:22 PM
I'm still using the AMD HD5870, it's going to near it's 10th year soon enough :) that is too long for any card to handle, but what I got out of it is beyond what I could ever imagine. It is the best GPU I have ever seen.
1080 Ti

Unfortunatly, the current GPU price inflation is beyond acceptable, otherwise I would have long had that one :( That's why I'm waiting for the next GPU's so that NVIDIA hopefully releases the Mining-Only cards at the same time. If it is going to decrease prices, idk, but perhaps I get a shot at a launch price that at least isn't €1200+, and if it was then at least it's for a brand new card and not one that's already one years old.
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