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Messages - Joris Ceoen

#61
Cool! Will this update triangulate displacements in existing scenes automatically?
#62
WWMT Questions / Re: Wrong UVW Size in Hammer
April 09, 2016, 09:10:20 AM
Quote from: onur89tr on April 09, 2016, 08:53:10 AM
This is World Geometry. My models haven't problem. Thanks for reply. I will wait Shawn Olson.
If it is world geometry... Try creating a random block, make it a world brush, then select the buggy textured object and attach the new block to it. Then, export and see if the scaling still happens. If it's correct, then you can detach it again (delete the created block as you don't need it obviously). This is just a temporary fix, obviously, and does not help to determine exactly why this happens from time to time, but at least will currently fix your issue.
#63
WWMT Questions / Re: Wrong UVW Size in Hammer
April 09, 2016, 06:29:21 AM
Is this a model? I have difficulties understanding exactly what's wrong, but if I see it correctly, the texture as it appears in HAMMER is upscaled as opposed to the version in 3DS Max, right?

If it is truly a model, I don't know what could be the problem, but I have had multiple times problems with brushes taking gicantic UVW sizes from 3DS Max to Hammer and the only way I could fix it was by attaching the buggy textures brush to any other working one in the scene and then it worked -.-'

I think Shawn will be able to help you further on this matter.
#64
Lighting in CS:GO is very easy and can be dumbed down to this one single rule:

1) Just use the 'light' entity and change nothing else but colour and brightness

That is very roughly said what prevents tons of problems, but you cannot name your lights and you cannot set a light flickering state in any possible way. Doing either one of those results in either your map being completely black or having very weird shadow dots. Search for any named light entity and remove the name, it simply doesn't work in CS:GO.

You can, however, use dynamic light entities, but they are more expensive and don't light the same way as normal lights. This is all not even related to the wildfire update, this has been from the beginning.
#65
I actually got the third place xD? Cool, I'll be interested in seeing what RichDirt has in store! I think that's actually the best one of all that I could use for now, I've not been the best in adding dirt and decals to maps so it could help me out tremendously!

As for the license of pro and corvex, would it be possible for me to gift those instead? Perhaps to warmeup who could use a booster for the next contest?
#66
Quote from: wallworm on March 30, 2016, 10:23:03 AM
Results will be in today. Stay tuned :)
Cool!

My predictions are the following:

3) hl2dm_slopedcurve
2) gg_futurelobby
1) fy_delaunay_world

I personally had trouble to see exactly which of the last 2 maps would be first... But I believe that the way delaunay world works is more unique, though the visuals of futurelobby are better. I just feel these 2 have their strong points equal but in different regions of mapmaking.

#67
Indeed. I wanted to add to this that you cannot compile on -fast anymore unless you add the -staticproplighting. Fast compile mode does not include it by default, so for a working fast mode add that parameter to it and save it.
#68
WWMT Feature Requests / Re: SMD Import Discussion
March 28, 2016, 05:01:34 PM
Quote from: LocknLock on March 27, 2016, 10:26:02 PM
@wallworm/Shawn...You should check out blender and it's importer..

https://www.blender.org/download/

http://steamreview.org/BlenderSourceTools/

You'll find that like literally none of these .smd import issues with WallWorm exist with it..review the plugins features on that page.

"One click Import/Export"
This is so incredible, I honestly didn't know how incredible it was until I moved to 3ds Max because...it's not one click import/export with Wall Worm..I got this complicated menu in my face and I have to make sacrifices like no bones, non-animated character, mesh issues otherwise I'm waiting forever. It took like 15 minutes to import a single character magne..scratch that, the character was cut into pieces, it took that long to import it's torso.

That's another thing when you import from Blender's, it takes like 5-10 seconds or less to import it. No sacrifices, no options. If it's included in the .smd, it's imported. Simple as that.

C'mon dude, you say you're a Jack of Trades, possibly a professional if you're making a plugin for a 1.5k dollar per year program but you're being beat by a group of amateurs on a model format that's ancient...I think like 1999 ancient or older. Please try your best. ;)
I'm not entirely sure why you went out your way to register an account, simply to kind of bash on Shawn. It's true that there are better importers out there, people have known this for yeaaars. You haven't taken the time to scourge the thousands of threads on this forum that already talk about the same problem and each and every time Shawn goes out there to explain the 'issues' with the importers.

It's been crystal clear that there aren't any good SMD importers for 3DS Max anymore, simply because the original creator of the 3DS Max 2012 SMD importer never bothered to create a new compatible one with the more recent version of Max. As Shawn says, those are written in C++ and require a new build each and every time.

However, it baffles me as well that you come in here and expect a magical solution to this problem with a tone and behaviour that requires no merits. For latest versions, Max is the only way to go, and can't be perfect in every situation. But, as you said, that's what Blender is for. Why would anyone take the hassle to use 3DS Max when you have Blender, which is free, and has these so-called amazing one-click importers.

If you really want a pitch-perfect solution for SMD import from Wall Worm for 3DS Max (because obviously, if you felt the need to complain here, it kind of confirms that you were looking for such a thing), then like all normal people who demand things, pay. Pay him a reasonable fee so you can demand him to design it. Creating these plugins is difficult, requires a considerable knowledge of programming and Source itself, and time. Things you clearly don't value (maybe you are used to getting things right away, ey?).
#69
Finished Levels / Re: fy_delaunay_world
March 27, 2016, 03:06:31 PM
Very interesting and helpful :) Keep up the great work! It's really nice to see more people dive into the tools. The Wall Worm Model Tools are endless for both modeling and level design! I'll scan this finished levels/wip threads more now :D
#70
Quote from: the6thmonkey on March 23, 2016, 07:45:01 AM
Yikes, not sure I'll have the time to learn all the additional pieces of sponsor software that will be required for entry.  I'm probably going to pass.  I wasted way to much time on my unfinished entry last time.
I really have to support Shawn in this aspect. I'll show you a few projects that have never been finished, yet what I learned from them is still visible in my very latest projects:

ze_SSBB

I have never finished this map, however I worked on this map for over 2 years, almost every day. It was too ambitious, and for a first map ever it was just plain impossible to drag it to a finished state. It is playable in solo, but on a server it will completely unleash hell at everyone and will most likely cause players to die or get teleported completely elsewhere. I learned almost all of the possible entities and what they were capable of. It nowadays gives me the knowledge to use any entity or achieve almost any required event in Source, as well as letting me know what the limits are and immediatly drop any idea that simply won't work. Just knowledge alone can save you a lot of time, even if it comes from projects you never finish.

ze_Cathedral

Honestly said I was tasked somewhere down the line by PlagueFest to create a ZE map for the upcoming CS:GO at the time, even receiving beta keys from the game and the SDK, and I already worked a few months on ze_SSBB back then but I had to drop it to get this done in no less than 5 days... Unfortunatly, I never got to finish this map completely, and although it DOES have a working state on the condition that players are unaware of some teleport glitches, it is still very rough around the edges and the scaling is plain simply ridicilous. However, if there is something this map taught me, it was how to model, and it also immediatly learned me the concept of polygons and optimisation, something which I was completely unaware of at the time. I learned a lot on this map and it was the direct result and inspiration for de_ardennes.

ze_cathedral_ressurected

Probably the most iconic of my unreleased maps is the actual new ze_cathedral. Not only did I never publish or finish this map, I completely abandoned it because support for CS:S didn't work out well, especially at the time when CS:GO became extremely popular. It's purpose just faded, and then sparked my inspiration for de_cathedral (I can't believe actually, now that I sit here, that I tried over 4 different cathedrals...). But I learned so much with this map, probably the most out of this one than any other previously abandoned project.

Furthermore, I have started over 10 different source projects that never got completed or even mentioned. I'm very often drawn into moments of inspiration where I can get stuff done very efficiently and in large quantities in a short timespan, but many, many many many more times did it end up with projects that didn't work out, got cancelled, lost inspiration etc... but what you learn from them is always baggaged into the next project, time on time again. It will never leave. Many failed projects can simply serve as the gateaway for the next fully realised project without you even knowing it yet :)
#71
WWMT Questions / Re: Transparent Textures-Plants
March 23, 2016, 07:46:01 AM
About your transparancy, it's really easy but you gotta know how it works.

If you have a translucent material on any of your models, make sure that the bitmap that is now in the diffuse slot is also tied to the opacity slot. This way when exporting Wall Worm will detect that your model needs to be transparant, and it will automatically add the $translucent "1" parameter to the VMT file of the VTF. Then, when exporting the VTF file (your actual texture file), make sure to select it to export with DXT5, DXT1 does not support transluceny, DXT3 and DXT5 do.

I will elaborate on this further when I'm done with dinner!
#72
Well, for me it's OK to have a fixed theme, many contests in the past that I participated at had a different theme each time around, however I simply had the impression that the chain in which these contests happened was for one project to evolve by limiting the restrictions over time. But I'm all for making a new ZE map anways. I understand if there are others that would like to carry their first project, however, as they have spent quite some time in it. It should be kind of a reward for having participated on the first contest, but then again newcomers should have some guidance on where to look at, then a theme comes in handy.
#73
Ah, so there's a theme for the next contest? So that means we cannot use our previous maps?
#74
WIP Levels / Re: dm_lobby
March 19, 2016, 12:24:01 PM
If anything, you could just temorarily pack it with Pakrat. If this happens again in the future, I would advise you to keep all of your materials in one folder and all models in another, that way packing becomes extremely easy even through Pakrat, especially useful for last-resort moments.
#75
WIP Levels / Re: ze_aqualabs (WIP)
March 19, 2016, 05:00:03 AM
Thank you very much :) Yea, I couldn't really focus on the mechanics very well at this point, sadly enough, but I tried to bring in the general idea, so I'm happy that you liked that. I will use this map in the next contest(s?) to improve and finalise it. I've always wanted to finish a ZE map after playing the mod for over 4 years, so this is the perfect opportunity.
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