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Design Tools => Wall Worm Level Design in 3ds Max => Topic started by: SairesArt on December 13, 2015, 11:35:20 AM

Title: Decals import Bug and wrong paths.
Post by: SairesArt on December 13, 2015, 11:35:20 AM
Hey,
reviving this thread. (http://www.wallworm.net/index.php/topic,1352.0.html)
Just retested with newest WallWorm version and Map importer Version (1.71)

Recapping:

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:

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.
Title: Re: Decals import Bug and wrong paths.
Post by: 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.
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on December 19, 2015, 01:19:04 PM
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.
Title: Re: Decals import Bug and wrong paths.
Post by: wallworm on December 19, 2015, 02:22:01 PM
Thanks for reporting. It might be best to click Build Prop Library from VMF first then import the VMF. Too caught up in work ATM to really look into this. I've got it on my TODO though. Keep reporting your finds.
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on December 24, 2015, 09:02:18 PM
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?
Title: Re: Decals import Bug and wrong paths.
Post by: wallworm on December 25, 2015, 11:23:39 AM
The decal orientation is a problem in WW. Overlays generally import fine because the entity contains the faces that the overlay applies to. Decals, however, are just a point in space--and it's up to the tools to guess what face it should be applied to... which I haven't spent a lot of time doing yet. I know of this issue but currently don't consider it a high priority of my time considering that this is just a display issue in Max (the same entity will re-export properly as a decal back into Source). I know that those doing animations/renders want this, though. So it's something I intend to get to when I have time, but it's just not at the top of the list.

The bad path is something I've never seen. Send me a stripped down VMF/VMT/VTF/QC/SMD collection with just the objects that are importing with the wrong path.
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on December 25, 2015, 04:49:55 PM
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 (http://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.
Title: Re: Decals import Bug and wrong paths.
Post by: wallworm on December 26, 2015, 12:18:19 AM
Quote from: SairesArt on December 25, 2015, 04:49:55 PM
I saved a small testmap and copied models / materials. All props in the scene are broken as mentioned, there are couple more.

Got file. Probably won't look into it tonight but will soon.

Quote from: SairesArt on December 25, 2015, 04:49:55 PM
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?
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.

Quote from: SairesArt on December 25, 2015, 04:49:55 PM
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.

Odd, I did tests and did not notice this. But I'm also using a newer displacement shader that Black Mesa commissioned. That shader is being shared to the general WW userbase (courtesy of Black Mesa) as soon as I get time to update my build programs and test it a little more. It includes display of realtime bumpmapping as well as blendmodulation.

In the meantime, try changing the display channel for your displacements to vertex color or vertex alpha, that might have an effect. Those are object settings in Max.
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on December 26, 2015, 09:25:58 AM
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 (http://www.saires.de/wallworm)
Title: Re: Decals import Bug and wrong paths.
Post by: wallworm on December 26, 2015, 11:26:02 AM
Well I've opened the scene and imported and discovered the bug causing prop imports to take far too long. So that will be fixed later today.

I discovered why some textures fail to import (but still need to get correct VMT path set correctly as these material names). But in this scene, the textures all import black because the diffuse texture name (in the VMT files) are all incorrect. For example:

"$baseTexture" "models\props_street\Metal14c_sg.vmt"

which should be:

"$baseTexture" "models\props_street\Metal14c_sg"

WW has to presume that the path in the VMT is the path where the file exists at. In this case, WW is looking for:

models\props_street\Metal14c_sg.vmt.vtf (WW Pro)
and
models\props_street\Metal14c_sg.vmt.tga (WW Pro & WW)

Neither of which exist.

In any event, this is part of some of the issues with the scene. But I will dig a little more into fixing some of the other VMT issues I see.
Title: Re: Decals import Bug and wrong paths.
Post by: wallworm on December 26, 2015, 03:48:49 PM
And there is now a new DEV build of WW (https://wallworm.com/projects/utilities/dev_wallworm_model_tools.zip) that should make importing VMFs better (certainly far faster with props) and more likely to find materials. The materials listed above will still fail, but please give this update a test and let me know if it works for you.
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on December 26, 2015, 07:02:08 PM
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.
Title: Re: Decals import Bug and wrong paths.
Post by: wallworm on December 26, 2015, 07:34:53 PM
I'll have to look at the logic. It's probably best to use the function to import props from VMF first which should create the prop library, and then import the level. Otherwise, after importing a level click the import props from entities, which will create props in the scene (but not make a library).

If you already imported the files, you may need to try restarting Max and/or click Wall Worm > Wall Worm Utilities > Check For Problems > Purge Utility Files and delete the VMT Imports Library (which is a material library file that gets looked up in some occasions in some files to see if a material was already imported). Then restart Max and try again to see if the materials are fine.

After I edited the VMT files that you sent me, here is how the scene imported:

Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on December 26, 2015, 07:44:13 PM
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.
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on December 26, 2015, 07:51:23 PM
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?
Title: Re: Decals import Bug and wrong paths.
Post by: wallworm on December 26, 2015, 08:34:50 PM
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.
Thanks for seeing and reporting. I'll fix this tomorrow (the wife treated me to some Blue Moon tonight... so it's not a good idea for me to try to fix anything tonight :) )

Quote from: SairesArt on December 26, 2015, 07:51:23 PM

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?

That is OK. It means the file wasn't generated and used. It might not be generated in this instance anyway (or maybe related to bug above).

I'll hopefully figure out what I broke in the Import Prop Library from VMF function. Once fixed, it should address all the issues mentioned above except for the decal orientation.
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on December 26, 2015, 08:43:14 PM
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  :[
Title: Re: Decals import Bug and wrong paths.
Post by: wallworm on December 26, 2015, 09:46:49 PM
HAHAHA. I'm not super knowledgeable about German beers, but I do love many Belgian beers. We have an Oktoberfest here that has German beers that are great, but I never remember the names. You'll have to advise me. I'll try to do Herr Snapp honor (may he rest in peace): I kann die namen nicht erinnern.

But as is the case with all overly zealous dudes, I couldn't let the night go without looking.

So I briefly looked and fixed what I broke. If you feel adventurous, download DEV again and see if prop library import works now.
Title: Re: Decals import Bug and wrong paths.
Post by: wallworm on December 27, 2015, 02:02:31 PM
Just an update. Turns out the update last night to DEV was not as promising as I thought. Still looking into it.
Title: Re: Decals import Bug and wrong paths.
Post by: wallworm on December 27, 2015, 05:17:04 PM
OK, I've updated the DEV download (https://wallworm.com/projects/utilities/dev_wallworm_model_tools.zip) again today. Please test importing scenes now (for props). The function to import props from entities should no longer freeze up Max.
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on December 27, 2015, 06:11:31 PM
Quote from: wallworm on December 26, 2015, 09:46:49 PMYou'll have to advise me.
The Top beers are Radeberger, Oettinger and Hasseröder. But only just because they are established brands. Advising on taste is damn near imbossible, since people rarely agree on what good beer taste is.

It took me some time to realise, that the vmts are taken not from the materialsrc path, but from where the game info txt is, so the actual mod folder. This was nowhere cleary specified. So instead editing vmts and being kicked due to sv_pure 1, I copied the mod, and ran a notepad++ replace for ".vmt" Worked like a charm.

Quote from: wallworm on December 27, 2015, 05:17:04 PM
should no longer freeze up Max.
Now using Import props from scenen enttities works correctly and build a library like it should.
Everything works fine, exept Decals still not importing materials and displacements remaining black no matter what.
Title: Re: Decals import Bug and wrong paths.
Post by: wallworm on December 28, 2015, 03:18:15 PM
Quote from: SairesArt on December 27, 2015, 06:11:31 PM
It took me some time to realise, that the vmts are taken not from the materialsrc path, but from where the game info txt is, so the actual mod folder. This was nowhere cleary specified. So instead editing vmts and being kicked due to sv_pure 1, I copied the mod, and ran a notepad++ replace for ".vmt" Worked like a charm.

Well I guess I could be more explicit. The VMF Importer Docs do state that (http://dev.wallworm.com/document/124/vmf_importer.html):

QuoteBefore Importing a Level
...
2. You have used GCFScape to unpack your mod's VMTs and VTFs into a separate folder on your hard drive.
3. You have used VTFEdit to batch convert the VTFs (from the GCFScape step above) into TGA files. *Not necessary if you have WW Pro.
4. You have opened the Wall Worm Material Library Generator at least once and set the root materials folder to the root folder of the libraries you unpacked above.

and

QuoteNote that, like with the materials for the displacements and brush geometry, the VMTS, TGAs need to be accessible in the Material Library Generator path.

If you have Wall Worm Pro installed and your mod's assets are already inside [mod]/materials then you can simply set the Material Generator root to the mod's material folder. This is because WW Pro will just get the VTF files there and no need for TGA files.

The reason materialsrc isn't used for VMT lookups is because you generally never have VMT files there. The VMT files are always in the game's material folders. To keep it all sanitary, that is why I've added the material library generator path to it's own location.

Quote from: SairesArt on December 27, 2015, 06:11:31 PM
Everything works fine, exept Decals still not importing materials
Decals not importing a texture is something I'll need to look at. In my tests, the decal textures have imported fine.


Quote from: SairesArt on December 27, 2015, 06:11:31 PM
...and displacements remaining black no matter what.
This could be a viewport setting. When you select the displacement's material in Slate, what materials show up?

WW displacement shaders all require you to use the DX11 Nitrous shader for Max 2015+. They won't work if using any other viewport setting (like D3D). Check this under Customize > Preferences > Viewports > Display Driver. It should say Nitrous (Direct 3D 11 Feature Level 11) or similar.
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on December 28, 2015, 09:50:24 PM
Quote from: wallworm on December 28, 2015, 03:18:15 PM
Decals not importing a texture is something I'll need to look at. In my tests, the decal textures have imported fine.
In mine, they have yet to import a texture even once ;_;
I'll make a small test map with five decals. Not onve did a texture parameter land in max.

Quote from: wallworm on December 28, 2015, 03:18:15 PM
When you select the displacement's material in Slate, what materials show up?
It's on Nitrous DX11, never changed it.
It stopped working once you updated it.
It stays black, no matter if I apply new materials to it, no matter if I select or deselect it. The geometry is cursed!
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on December 28, 2015, 10:05:13 PM
Ahh, cant roll back anymore, so black displacements remain for me in this version.
Deleted older WW version to compare.
Small decal testmap included.
www.saires.de/small_decal_testmap.zip
Title: Re: Decals import Bug and wrong paths.
Post by: wallworm on December 28, 2015, 10:05:34 PM
Send me a sample VMF with one brush and one decal that isn't importing. I'll discover the issue.

In terms of displacements... try this: Open Slate and use the Material Picker. Then pick the material on the displacement.

Double-click the DirectX Material (should be at far right) and take a screen shot of what is in the material editor as well as the entire tree of the material (in the slate view).
Title: Re: Decals import Bug and wrong paths.
Post by: wallworm on December 28, 2015, 10:16:25 PM
Well Here is what I did:

I copied the decals folder into my Material Library Generator path.

Then I imported the level. Below is what popped up.

(https://www.wallworm.net/proxy.php?request=http%3A%2F%2Fwallworm.net%2Fexamples%2Fdecals_vmf_import.jpg&hash=8a14723f3a015e7c0a147cdb737d9ba132f9876e)
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on December 29, 2015, 01:53:06 AM
Quote from: wallworm on December 28, 2015, 10:16:25 PM
Then I imported the level. Below is what popped up.
I dont understand it, I do exactly as you O.o
When generating Material library, I can generate for decals aswell, they just dont import and dont create geometry, the actual step thats needed.

Displacements black, directX material works, will do some screenshots.
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on December 29, 2015, 12:10:24 PM
Screenyshotty.
Title: Re: Decals import Bug and wrong paths.
Post by: wallworm on December 29, 2015, 12:24:33 PM
What I need is the Displacement Shader that WW creates for your displacements. That decal material looks correct. But I don't see a Displacement material.
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on December 29, 2015, 08:49:32 PM
Quote from: wallworm on December 29, 2015, 12:24:33 PM
What I need is the Displacement Shader that WW creates for your displacements.
There is no such shader created apperently

Quote from: wallworm on December 29, 2015, 12:24:33 PM
That decal material looks correct. But I don't see a Displacement material.
But it never ever workes, so frustrating, especially since you got it to work on the small decal test map, it just never works for me, no matter the setup, even rebuilt the material src again, still.
The one in the screen shot isgenerated from material library generator, but it doesnt generate on import or appl or create decal geometry
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on December 30, 2015, 10:23:33 PM
Quote from: wallworm on December 29, 2015, 12:24:33 PM
But I don't see a Displacement material.
Well, I hope I dont bother you to death ^^
Removed and reinstalled 3dsmax 2015, with sp3
Tried all 3 Displacement shader settings - 100% black displacements

Decals still don't import. Never did. No Material being created.
Could you maybe show the setup of your ww settings? Maybe its some magic comination on fgd's and or binary folder settings, that prevents Decals from creating geometry and material.

Dev version, aswell as 29.12 Official version tested. Sad news only :|
Happy almost 2016, may the new year bring joy to you and your family.

I'm off sacrifcing baby kittens to the code bug gods. May their wrath be silenced.
Title: Re: Decals import Bug and wrong paths.
Post by: wallworm on January 01, 2016, 03:15:54 PM
Here are my settings for CSGO. Note that if you do not have WW Pro, then anything with an asterisk is a difference, because in WW Pro things labeled with "MXS" force WW Pro to use the free addition functions. This means that without WW Pro, then Use MXS VMT Importer, MXS Entity Definitions and Use MAXScript VMF Exporter are on implicitly. So those are potential differences.
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on January 06, 2016, 06:49:19 AM
Quote from: wallworm on January 01, 2016, 03:15:54 PM
Here are my settings for CSGO. Note that if you do not have WW Pro, then anything with an asterisk is a difference, because in WW Pro things labeled with "MXS" force WW Pro to use the free addition functions. This means that without WW Pro, then Use MXS VMT Importer, MXS Entity Definitions and Use MAXScript VMF Exporter are on implicitly. So those are potential differences.
I have seen and tried it all, time to put it to rest.

The summary, for WallWorm Model Tools Free v2.754:

That's about it. I shall reinstall and stetup WW one last time and just work around the (for me) broken decals and Displacements.
One last question:
Is there a way to free the displacement geometry from it's shader? No matter what I do (convert to editable poly, apply New material, apply non standart material from other renderer, do multiple show in viewport options) it always stays black, if I dont revert to the pre-blackmesa shader update. So basicly just get the goddamn verticies in a quick conversion process.
Title: Re: Decals import Bug and wrong paths.
Post by: wallworm on January 06, 2016, 10:04:52 AM
Thanks for the info. I made an update to WW just now to fix that legacy material name setting.

For the record, you should generally not use that setting with WW 2013+ unless you are compiling to GoldSource.

In any event, I will test WW with WW Free today and see if it still works for me. It's possible that something is broken in WW free as opposed to WW Pro. I just don't test outside WW Pro so much as it's a hassle on my end to switch to different versions etc. But I'll see if that is the culprit.
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on January 13, 2016, 07:14:36 PM
Quote from: wallworm on January 06, 2016, 10:04:52 AM
I hope you like fixing bugs, just as much I like to find them :D

Pressing "Parse and Import" on the detail vbsp window crashes WW

Also, did trying decals on free version return anything? I'm currently working with a map of 79 infodecal entities. Meaning having to goto hammer, lookup texture, read texture dimesions, create plane from texture dimesions, apply material, rezise to dimensions and allign to broken infodecal WW proxy, 79 times D:

minor question: is it possible to remove the all WW attributes from all geometry and entities in 3dsmax? to clear them from everything in the modifier tab, that belongs to WW?

edit:Gah, scartch that, apperently updating to v2.759 fixed this!
Title: Re: Decals import Bug and wrong paths.
Post by: wallworm on January 13, 2016, 10:32:58 PM
Quote from: SairesArt on January 13, 2016, 07:14:36 PM
Also, did trying decals on free version return anything? I'm currently working with a map of 79 infodecal entities. Meaning having to goto hammer, lookup texture, read texture dimesions, create plane from texture dimesions, apply material, rezise to dimensions and allign to broken infodecal WW proxy, 79 times D:
It worked here when I tested in Free version. At this point I think the only solution is a screen share session.
Quote from: SairesArt on January 13, 2016, 07:14:36 PM
minor question: is it possible to remove the all WW attributes from all geometry and entities in 3dsmax? to clear them from everything in the modifier tab, that belongs to WW?
Nothing built into WW for that. Why is that necessary?
Quote from: SairesArt on January 13, 2016, 07:14:36 PM
edit:Gah, scartch that, apperently updating to v2.759 fixed this!
I wouldn't be so sure. The Unknown System Exception is a very particular bug that I've been slowly dealing with. It is because MAXScript's native file reading functions randomly crash when reading file lines and the end of the file doesn't have the expected Windows file endings. What is odd is that you can run the functions a hundred times, and it will randomly crash every random number of times.

I'd edit the VBSP file and make sure that it has \r\n file endings throughout the document and one at the end of the file.

EDIT: That being said, I've updated some areas of WW that parse files to eliminate the problem. This is a place where I haven't touched in a while (vbsp) so it's possible I can make the error go away. Sometimes a logic change can fix it from happening.
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on January 14, 2016, 03:36:45 AM
Quote from: wallworm on January 13, 2016, 10:32:58 PM
Nothing built into WW for that. Why is that necessary?
Minor workflow stuff, doesn't matter if there is no one click solution.
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on January 18, 2016, 09:08:23 AM
Quote from: wallworm on January 13, 2016, 10:32:58 PM
Here we go again:
1. Bug report from skype
2. Bug report
3. Question


1.
Last time I showed that Tree MultiSubmap import problem. It's no problem to me, as it can quickly replace all errors

Certain models with multisubmap props, where skin is changing not all textures, but only a part of the prop, vmf-import only as a non-sub multimap material and ignore the rest of the mats.
Simpler:
Tree has a material for leaves and a material for tree trunk. A skin change does not replace all textures and leaves certain textures (tree trunk) the same, while changing other (leaves)
These models fail to import correctly with the VMF map importer (image 1)
However, imported with the QC/SMD importer everything imports perfectly and just fine (image 2)
These concerns other models aswell

As requested mdl/smd/qc + textures provided here: http://www.saires.de/server/misc/tree.zip

This is propably a fault of the model setup and is a low priority bug. No fixing is actually needed.

2.
This one I tought was eradicated, when you updated the importer to remove the missing vertex bug. It seems, it still exists:
Certain Displacements import in a streched? collapsed? and broken manner. I can quickly rebuild it on my own though and this concerns only some random displacements, which are big in size.
Apperently (too small sample size to say for sure) these concerns only random concave, not convex displacements.
(Image 3), (Image 4). (note: bad viewport material is due to using non-standart materials for a renderer)
Rebuild problematic geomtry doesn't help. Other buttons neither.

Low priority bug. No immideate fixing is actually needed, as it only concerns rare random ones.

3.
I would like to turbosmooth the imported models, as I'm running into the shadow terminator bug raytracers suffer from, with low poly models and strong bump/normals, and because the silluettes look bad close up. It also breakes Smoothing. Even if I apply smoothing post subdivide, it just brakes and shades the model 100% flat, no matter the smoothing group or auto smooth with 180°.
Subdiv does not work, no matter what solution I come up with. It only subdivides the poly in it self, ignoring it's connection and angle of the polys it's connected to.
Is there a way to fix/work around this, without breaking the skin, bone and animation hierarchy?

Already tried: (WW) Weld verticies,(WW) Quadrify, import as one model/animated improt, static import, convert into all sorts of things, smooth, convert to editable/poly/mesh and some other random stuff.
Images in next post:
(image 5), (image 6), (image 7), (image 8 )
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on January 18, 2016, 09:17:47 AM
Quote from: SairesArt on January 18, 2016, 09:08:23 AM
Images in next post:
(image 5), (image 6), (image 7), (image 8 )
5. original
6. original wireframe
7. subdiv wireframe
8. subdiv shows flat shading

render:
(https://www.wallworm.net/proxy.php?request=http%3A%2F%2Fwww.saires.de%2Fserver%2Fmisc%2Fghost.png&hash=a530e6afbddf2712e2e0b03ce1bef565760a190a)
Title: Re: Decals import Bug and wrong paths.
Post by: wallworm on January 18, 2016, 09:29:05 AM
Thanks for the report.

VMF Model Import Materials: This is likely because in the VMF importer, the system defaults to not use a "deep" material lookups and some other shortcuts. The main reason is for import speeds. It is probably better to import a prop manually to the prop library before importing a scene if it is having this issue. I'll consider a "no shortcut" option in the future.

Displacement Error: During the session you import a VMF, as long as you haven't changed scenes, etc, you can use some of the functions in the VMF Importer UI. One is to rebuild a brush/displacement. So you can select that displacement, change the VMF Importer to not use Default Brush Generation and then click the Rebuild Selected button and turn on Validate Geometry. Those options should generally be off as they are slower, but they can sometimes fix some errors like this.

Subdividing Mesh: Try manually adding a Vertex Weld Modifier on top of the modifier stack and then adding your Turbosmooth.
Title: Re: Decals import Bug and wrong paths.
Post by: SairesArt on January 18, 2016, 10:18:19 AM
Quote from: wallworm on January 18, 2016, 09:29:05 AMTry manually adding a Vertex Weld Modifier on top of the modifier stack and then adding your Turbosmooth.
Yes, that worked, thanks :D