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Messages - kinggambit

#31
Sorry I'm hijacking this thread but I have a similarly "concave" model. I don't mind inaccurate collision hulls for the upper half of the model but anything near the player's height needs to be accurate:


Before I invest a bunch of time into meticulously detaching elements manually, is there perchance an easier method? I was thinking maybe detaching everything (but I'd end up with a lot of planes).
#32
Quote from: jorisceoen on July 07, 2014, 05:24:27 AM
Anyways glad it worked :)! Get going, as I suppose this is for the contest on GameBanana ;)? And there, every day and time you can get into your project is very valuable.

Yup, I started a month late so I'm pretty behind. Fortunately, they added a month! :D

Quote from: wallworm on July 07, 2014, 08:08:42 AM
The more people who answer their own questions, the better! I wish more people in the community were both inquisitive and patient enough to do this kind of thing.

haha I'm definitely one of those newbies who just asks for help the instant I get stuck. Trying to break that habit though :)
#33
This started as a question but I found the answer.

For working with Insurgency, even though you configure the WWMT settings properly, the VTEX.exe is missing in the bin directory. Just copy the VTEX.exe from another game's bin (I used CSGO just to be safe since Insurgency was modded from that game).

I'm not sure if the game matters but just copy-paste and you should be set!
#34
Yeah thanks, after testing things out, I'm pretty sure it's just an issue of managing texture size. It's obvious in retrospect but having big models at the player's eye-level requires a lot of detail in the texture..  :-\

As painful as it is, I think I'm going to remodel some of my train cars from scratch to account for texture space.

Experience +1!
#35
Thanks jorisceoen. I wasn't able to find anything in the 3dsmax.ini file regarding "[Nitrous]" however.

Do you think it's some bug/UI issue though? I'm new to modeling so I don't know if 1024x1024 is more than enough to texture out something as big as my train cars (here's a screenshot ingame for scale reference. note that I have to texture the interior of the traincars as well):


Maybe i'm misallocating the texture space but I've checked valve's stock textures for big props (i.e. trucks, airplane, atv). Most seem to fit them on a 1024x1024 or 1024x512 with enough detail.

I'll look into the resolution issue though. I use 3ds max 2014 (SP5) so maybe it is the software.
#36
eesh, not sure why that happened. Thanks again Shawn for taking your time to help a newbie out!
Still learning both 3ds Max and WW features.  :-X
#37
This is less to do with Wallworm and more about the workflow to create similar assets that share modular pieces.

I have a set of freight train cars (engine, flatbed, and 3 different boxcars). Some share the same modular pieces (i.e. wheels).

I tried texturing out a 1024x1024 diffuse map for one of my boxcars and it looks awfully low res.


Would I be "right" to make smaller diffuse maps per modular piece/material (i.e. wheel, roof, and floors would have their respective diffuse maps)?

I always heard to stay away from 1024x1024 unless I had to use it but even with that, my resolution is so low. Worst of all, I'd have to make 5 1024x1024's for each train car.



Anyone with experience know how to approach the creation process for something like this in an economical manner?
#38
I never had this issue. Though it is black if you don't export out the texture, once I do export the vmt/vtf and go back to my hammer window, it should refresh the scene and update the textures.
#39
sent it  ;)
#40
Sorry, I dont know which version it was but I just updated 2014 to sp5 and wall worm to the latest version after reading your reply.  I used the wallworm exporter and the scale was at 1.0.

What I forgot to mention is that this scaling issue only occurred when I would export two of these objects as 1 prop model. I just exported each of them separately and they fit flush! (Right and Left tracks shown lining up. prop model with both shown floating above, a bit wider than it should be).


I think another workaround might just be to convert them to polys then attach them together.
#41
I have a frequent issue in which spline shapes that are lofted onto curved spline paths (i.e. a curved railway track) will compile to be off-scale (larger). I never touched the scale gizmo and I reset the scale/transform, but neither seem to help. the scaling issue only seems to happen for the lofted objects that have a curved path.

Does anyone have or know of the same issue and know how to fix this? I'm going to test out various things (pivot points, changing curved vertices to bezier/corner etc.) to see what causes the problems; will post if I find out.
#42
 sorry for the really late bump. I've had some success with multiple textures in individual models (didn't even have to use multi/sub).

However, when it comes to multi/sub textured objects, I'm a bit confused on how the surface properties work (i.e. a metal doorframe with glass window). I'd apply the multi sub to my entire door, follow the steps, build my collision model, then export. I'd edit the VMT's accordingly for the surface properties but the entire CM reacts as if it is all metal.

I've noticed that vehicle props made by Valve dev's will have their glass windows as separate props. Is this the correct workaround?
#43
Ah awesome, thanks Shawn!  ;D

So glad that I switched from Maya to 3DS Max. WWMT so much help for source modeling!
#44
I have 2 similar but different train models. The first one I modeled, mapped, and exported successfully.

However, I duplicated my second train by shift-dragging, then manipulated the parts I wanted to change. When I go to select an object in WWMT, it will recognize the original model of the first train (so if i clicked on hide, the first train would disappear but nothing from the second train).

Am I going about this the wrong way? I'm assuming there's some attribute that's applied to the original object so that it's transferred over when duplicated. I just don't know how to remove those attributes.
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