prerogative

Recent Posts

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General Discussion / Re: Active Again
« Last post by warmeup on Today at 04:10:56 AM »
Thank you so much! I will keep you posted.
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General Discussion / Re: Active Again
« Last post by Joris Ceoen on 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!
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General Discussion / Re: Active Again
« Last post by wallworm on October 14, 2018, 10:19:08 AM »
Sounds great. I look forward to what you make. Shall we see you doing the levels inside Max instead of Hammer? A lot of new tools have been added since you went AWOL :)
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General Discussion / Active Again
« Last post by warmeup on October 14, 2018, 06:40:51 AM »
Hey guys!

It has been a while. How's everyone?
During the last few years, I got really busy in finishing university, and finding a job.
I gained a lot of experience when it comes to game development and game design using unity during the last 2 years.
Now that I settled a bit, I would like to dedicate my free-time going back to the good ol source engine.
I would like to create few new unique game modes, and design assets for them using wallworm.
I will be more active here, so see you around guys!
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Wall Worm News / Wall Worm 3.844 Released
« Last post by wallworm on October 11, 2018, 06:05:16 PM »
Version 3.844 released on 10-11-2018

   * Security: Added digital signatures to all Wall Worm files. Files are signed by Wall Worm LLC.

   * Visgroups: Added new Visgroup manager to allow more Hammer-like visgroups.
   
   * VMF Importer: Added new visgroup nodes to VMF Importer to bring in Visgroups.
   
   * Settings: Added new level design setting for Auto Visgroup User. When on and the Miscellaneous Name setting is not empty, automatically adds newly created nodes to a visgoup matching the User's name. Helpful for multi-user teams working on same files.
   
   * Display Floater: Fixed the Triggers option not working.
   
   * Display Floater: Fixed classification of multi-node brush entities.
   
   * QC Importer: Updated QC importer to place Morpher modifiers below any skin modifiers.
   
   * VMT Importer: Fixed a bug importing a VMT where the Shader was LightmappedGeneric but the VMT included $basetexture3 or $basetexture4.
   
   * Displacements: Fixed bug selecting a sculpt mesh when one of the displacements is missing it's brushnode.
   
   * VMF Exporter: Fixed bug exporting a scene when a displacement is missing it's brushnode.
   
   * Convert Scene to Model: Added new auto-culling options from latest Carver plugin. Requires Carver 1.38+.
   
   * Hull Helper: Updated the V-HACD library to version 2.
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General Discussion / Re: continuation with a discussion with shawn olson.
« Last post by wallworm on October 05, 2018, 10:27:31 PM »
I think you misunderstand. I do contract work for various projects. For those that involve 3D, I work with 3ds Max. My hobby of Source Engine level design started WW years ago. When it comes to Source-specific tools I develop, they are based on my own needs as someone who builds things for Source. However, my profession is not limited to Source. There is not a huge commercial future for anything that is Source-specific. I do make money from Source-specific work (WW Pro and as a developer for Black Mesa) but that is not what will sustain future income.

The bottom line is that if you want to take advantage of the expansive tools in Wall Worm Model Tools or Wall Worm Pro, you need to use 3ds Max. If you are doing Gmod as a hobby, you can always apply for the EDU license of Max. If working commercially, the cost of Max being worth your money, that is up to your own needs.
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General Discussion / Re: continuation with a discussion with shawn olson.
« Last post by DARK3063 on October 05, 2018, 01:50:39 PM »
my personal interest on this is base on finding a good tool for something like gmod, or if you wanted to make your own game later in source. But then later found set tool that would help people massively. that i don't have any doubt that their are a few maps made for gmod in set program. Was locked behind a additional paywall of over $1000. you mention before you did because you like 3ds max? but now you say your doing it to be professional? isn't this paywall kinda hurting your business?
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Wall Worm News / Wall Worm 3.83 Released
« Last post by wallworm on October 04, 2018, 11:33:50 AM »
Version 3.83 released on 10-4-2018

   * Displacements: Updated the Sew function to be exceptionally faster. Best performance update comes when using 3ds Max 2018.4+. Sewing hundreds of displacements can now take a few minutes instead of many hours.
   
   * Displacements: Added a function for sewing displacements already in a sculpt mesh.
   
   * Displacements: Added function to convert vertex, edge and border selection to polygons selection of related displacements.
   
   * Displacements: Updated displacements to lock all displacement transformations when the sculpt mesh representing it is deleted. This fixes problems of people accidentally moving displacements.
   
   * Displacements: Fixed bug where selecting a single displacement could sometimes immediately de-select it.
   
   * Scene Management: Tracks more nodes than previously.
   
   * Display Floater: Added a more visgroup-like show/hide function. Display Floater is at Wall Worm > Wall Worm Utilities > Display Floater.
   
   * Settings: Added new Level Design setting to auto-tag objects as brushes when applying materials with the word "tools" in their name or if applying non model materials that have the WW Source Shader applied.
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Wall Worm News / Re: New Website for Hammered to the Max
« Last post by wallworm on September 28, 2018, 04:29:15 PM »
Loaded a new video for Hammered to the Max:

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Wall Worm News / Re: Skin/Morph Fixes
« Last post by wallworm on September 26, 2018, 02:41:17 PM »
Version 3.801 released on 9-26-2018

   * Problem Checker: Fixed bug checking for problems in Max 2017/2018.
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