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Messages - the6thmonkey

#16
I've found the issue and the solution, for some reason the broken qci had two commands inserted into it:

//File for injecting custom rules. Safe to edit. Do not delete.

$include "stonedblewindow_wwmt_custom.qci"
$include "stonedblewindow_wwmt_custom.qci"


I simply removed the commands and it began working again.  Still not sure how the commands got in there though
#17
Sorry for the delay, had to finish some other stuff:

One that fails to compile:
// QC File generated by the Wall Worm Model Tools Version 2.839
// Exported From: C:\3dsMAX_Project_Folder\nmrih\scenes\beaut_contest.max
// Get the latest version and notes at:
// http://dev.wallworm.com

$scale 1.0
$modelname "the6thmonkey/stonedblewindow.mdl"
$staticprop
$body stonedblewindow "stonedblewindow.smd"
$contents "solid"
$cdmaterials "the6thmonkey"
$sequence idle "stonedblewindow" activity ACT_IDLE -1 fps 1

$include "stonedblewindow_wwmt_custom.qci"


One that compiles:
// QC File generated by the Wall Worm Model Tools Version 2.839
// Exported From: C:\3dsMAX_Project_Folder\nmrih\scenes\beaut_contest.max
// Get the latest version and notes at:
// http://dev.wallworm.com

$scale 1
$modelname "the6thmonkey/stonedblewindow1.mdl"
$staticprop
$body stonedblewindow1 "stonedblewindow1.smd"
$cdmaterials "the6thmonkey"
$sequence idle "stonedblewindow1" activity ACT_IDLE -1 fps 1

$include "stonedblewindow1_wwmt_custom.qci"

It appears that the problem may have something to do with $contents "solid" which appears to be automatically added if the models name is "stonedblewindow" but not "stonedblewindow1"
#18
Don't worry, I fixed the problem by changing the global vtf settings to 7.4. I'm using ww pro to export.  Perhaps its because I'm exporting to an older source game.
#19
Unfortunatley I am experiencing another issue.  I have found a workaround but I was wondering if I could fix the problem that I have encountered properly.  The problem that I encountered, is that a model of mine will no longer compile under its original name.  The compile issue is shown below:



I found that this issue could be remedied by changing my models name, and by then compiling under a new name, which isn't ideal.  I believe that this issue was caused by using proxies incorrectly.  I have tried deleting all the related proxies in the scene but this does not allow me to fix the issue.  Any ideas would be welcome, cheers  :)
#20
Actually it was both the diffuse and normal. I remade the diffuse and normal sections but this only seemed to fix the diffuse.  The normal was fixed by changing the vtf version to 7.4.  Incidentally I was having earlier problems when compiling some of my model textures with 7.5 about a week ago as well.

Here is the picture you requested, I hope thats what you were hoping for:



#21
Every measurement I find from the normal map, diffuse map and original substance material are set to 512 but the texture the normal and diff seem to be exporting at 1024.  I may just recreate the material and hope that fixes it :)

Edit: Okay I think I've found the bug.  No matter what I set the normal map texture size to, it exports at 1024x1024

Edit2: Changing the textures to vtf version 7.4 seemed to allow the textures to export at 512x512 and fixed all the other issues.  Perhaps version 7.5 has issues
#22
I've been working on my competition entry, and I've produced a custom substance brush texture.  Unfortunately it seems to export twice as big as it appears in max.  Is there any obvious mistakes that I may have made?  I have made additional brushes to check the geometry wasn't messed up, but that doesn't appear to be the case as the texture seems to be stretched in game, whatever the surface that it is applied to.
#23
I've made a few models, and made a start on the geometry :)
#24
Awesome, thanks for the additon :)
#25
Hello, I'm curious if the source mod: "no more room in hell" could be allowed as game to make an entry for?  If not I suppose I could keep it as a hl2 deathmatch map and convert it at a later date, after the contest.
#26
Wall Worm News / Re: Big News Coming
June 26, 2016, 05:38:32 AM
Ah exciting, can't wait
#27
Looks like I'm in as well
I just hope that I can finish my entry this time
#28
Finished Levels / Re: fy_delaunay_world
March 28, 2016, 01:18:29 AM
Quote from: func_Mathias on March 27, 2016, 10:15:59 AM
Thers two instances of "for obj in selection do" in the code, replace both with "for obj in selection where isGroupHead obj do", and there you go :)

Awesome, thanks for the information!
#29
Finished Levels / Re: fy_delaunay_world
March 27, 2016, 12:00:04 AM
Enjoyed the write up.  Loved all your time saving methods, especially the way you randomized the trees, nice job :)

If you don't mind me asking, what plugins did you use to randomize the noise and rotation?
#30
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.
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