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Design Tools => Wall Worm Model Tools => WWMT Questions => Topic started by: daniele87 on May 03, 2014, 08:53:48 AM

Title: Error "func_breakable_surf"
Post by: daniele87 on May 03, 2014, 08:53:48 AM
Hi, every time I try to assign the function "breakable_surf" wallworm gives me this error (see the screenshot) .. but next I find the properties correctly assigned to the object .. why? Same problem in 3ds max 2012-2013 and 2014 and wallworm model tools Version 2.043

(https://www.wallworm.net/proxy.php?request=http%3A%2F%2Fs8.postimg.org%2F6xe9khkdt%2Fproblem.jpg&hash=22d1813f1ee7f355dadc3df8b6b53d71fbe69c1e) (http://postimg.org/image/6xe9khkdt/)
Title: Re: Error "func_breakable_surf"
Post by: wallworm on May 03, 2014, 11:02:00 AM
This error is probably due to an out-dated Entity Cache and/or an out-dated version of WW.

Entity definitions in WW are stored as custom attribute definitions on your computer that allow WW to load/us the entities quickly without having to recalculate them from the FGD file every time needed. But if there is a new feature or a bug in the entities, you have to manually update the FGD cache.

Try doing this:

1) First update to the latest version of WW.

2) Open Wall Worm > Wall Worm Settings and click the Reparse button in the FGD section. It will update all the definitions for your entity cache.

After this has been done, you can update the existing entities in a scene by clicking Wall Worm > Wall Worm Utilities > Check for Problems, and check for the Out-Of-Date Entities. If any are found, there will be a message in the MAXScript listener prompting you to run this function:

wallworm_update_all_entities()

Note that that function only works if you have loaded a tool that might load the entity functions (like the entity floaters, problem checker, etc). And it only updates entities in a scene if the FGD cache is updated after installing the latest version of WW.

Hopefully this helps.

If not, you'll need to send me the full error message in the MAXScript listener by pressing F11 when it happens and post the full contents of the message. I have a feeling this error is already fixed in the latest WW and entity parser.
Title: Re: Error "func_breakable_surf"
Post by: daniele87 on May 04, 2014, 07:15:31 AM
Hi, thank you.. now it work correctly.. but after updating wallworm to last version.. i have another problem that before I had.. see the screenshot, new version don't export collision in my model.

(https://www.wallworm.net/proxy.php?request=http%3A%2F%2Fs8.postimg.org%2F3umrwd9lt%2Fscreen.jpg&hash=43eca02fc754d0919c63e0c5b2c63db262f52025) (http://postimg.org/image/3umrwd9lt/)
Title: Re: Error "func_breakable_surf"
Post by: wallworm on May 04, 2014, 08:53:15 AM
I will fix that bug shortly.
Title: Re: Error "func_breakable_surf"
Post by: wallworm on May 04, 2014, 08:55:21 AM
In the meantime, you may be able to select your WWMT Helper and add a hull through the Modify Panel. This is some of the newer ways to interact with WWMT.
Title: Re: Error "func_breakable_surf"
Post by: wallworm on May 04, 2014, 09:18:38 AM
And this is now fixed in the latest WW download.
Title: Re: Error "func_breakable_surf"
Post by: daniele87 on May 07, 2014, 09:33:48 AM
Ok thank you Shawn..
I would have one last question for you .. do not know how, but every objects in my scene has been attributed this parameter "wallworm_exported_brush_ids =" ..
I was coming out crazy, this renders the objects completely black.
Is there a way (eg: find & replace) to remove this attribute from the properties of my objects? I hope it was clear, thank you very much!
Title: Re: Error "func_breakable_surf"
Post by: wallworm on May 07, 2014, 09:52:13 AM
That parameter gets added automatically at export so you can use the Find Brush By ID in WW.

So you are saying that this parameter is affecting the renders? What renderer are you using? Or are you saying that the objects are not exporting.

As a test, see if this helps:

setUserProp objects "wallworm_exported_brush_ids" undefined

If this helps, just use that after export and I will update the next version to use this method instead.

If this doesn't change anything, I'll need more info or perhaps a new method for storing brush IDs. But I've not heard any report of this kind of issue in the past.
Title: Re: Error "func_breakable_surf"
Post by: daniele87 on May 07, 2014, 10:30:36 AM
then, the game on which I do the test, is Insurgency ..
when I export an object from 3ds max containing this parameter "wallworm_exported_brush_ids =" no number after the symbol "=" , in-game, this will be completely black, the source engine, it will not render the textures... but eliminating this attribute, or set "undefined" work perfectly. Exist a command string to eliminate "wallworm_exported_brush_ids="?
Sorry for my english!

See the screenshot
(https://www.wallworm.net/proxy.php?request=http%3A%2F%2Fs16.postimg.org%2Fls0u7cke9%2Fscreen1.jpg&hash=8ae480dc4115a28d042adcc7ac5166a3640e41ff) (http://postimg.org/image/ls0u7cke9/)(https://www.wallworm.net/proxy.php?request=http%3A%2F%2Fs27.postimg.org%2F5ku4jcq0f%2Fscreen2.jpg&hash=d64be9badc5ee49635f39b004fc4e090832ec0cf) (http://postimg.org/image/5ku4jcq0f/)(https://www.wallworm.net/proxy.php?request=http%3A%2F%2Fs23.postimg.org%2Fjho6ln0lz%2Fscreen3.jpg&hash=e66bcab5194837c50af4cc30beca6e6d434dff93) (http://postimg.org/image/jho6ln0lz/)
Title: Re: Error "func_breakable_surf"
Post by: wallworm on May 07, 2014, 10:41:08 AM
This just doesn't seem like it can possibly effect the level in the game because the IDs in the User Data are only used inside 3ds Max. That attribute is only added during the export process and it is only used inside Max/WW.

Does your level have a light entity? You can place a Target Direct or Free Direct to export as a light environment.

Feel free to send me your scene via File > Save As > Archive and I can test the file in Insurgency.
Title: Re: Error "func_breakable_surf"
Post by: wallworm on May 07, 2014, 10:52:52 AM
This may also be a result of a bug I've discovered where the compiler isn't running automatically after export. You may have to click the Run Compile Batch to see changes in your level after you export. I will fix this bug today.
Title: Re: Error "func_breakable_surf"
Post by: wallworm on May 07, 2014, 11:26:30 AM
Please download the very latest version of WW. It fixes a bug where the compiler was not running automatically after exporting the level. I also updated the userdata to store the brush id as undefined for non-brushes all the time. New objects that are not brushes will no longer get the parameter at all.
Title: Re: Error "func_breakable_surf"
Post by: daniele87 on May 07, 2014, 01:56:49 PM
I have updated to last version, but there are many problems.. I returned to version 1.989 released on 4-6-2014, without problem!
This is result to use latest version..
(https://www.wallworm.net/proxy.php?request=http%3A%2F%2Fi60.tinypic.com%2F1zo7uad.jpg&hash=6f6b85f254392d557fa8b0b1e2b97490e79f8027)

I send you in PM the map .max
Title: Re: Error "func_breakable_surf"
Post by: wallworm on May 07, 2014, 02:12:36 PM
I have downloaded the file and am looking into the issue. I'll share feedback shortly.
Title: Re: Error "func_breakable_surf"
Post by: daniele87 on May 07, 2014, 02:14:04 PM
OK, thank you so much.
Title: Re: Error "func_breakable_surf"
Post by: wallworm on May 07, 2014, 02:40:42 PM
I've found the problem and will release a fix for this shortly.
Title: Re: Error "func_breakable_surf"
Post by: wallworm on May 07, 2014, 02:47:48 PM
I've loaded a new version of WW that fixes the problem. It was related to the Origin Rotation settings in WWMT. The orientation of props needs to be rotated 90 degrees in the VMF if the prop wasn't exported with the Rotated Origin setting... but this was removed in the latest version of WW accidentally. It should export as expected now.
Title: Re: Error "func_breakable_surf"
Post by: wallworm on May 08, 2014, 10:46:26 AM
Daniel,

I've fixed the bug altogether. Download the very latest Wall Worm and the offsets of your brushes will be fixed. The problem was that the VMF exporter was writing an origin command in brush entities that should not have had that parameter.

A couple things to note about the level to compile properly straight from Max:

1) The sky brushes should not be tagged as 3D Sky in this scene because it seals the 3D Sky and not the playable sky. (If you want to use the 3d Sky functions, then make two sky boundaries--the inner one being the boundary of the playable area and the outer sky boundary the boundary where 3d sky objects will go. If you happen to add a Sky Camera to this level, then there will be a leak unless you do this.)

2) The base of the level has a leak because there is no world geometry underneath the building.

3) So that the compiler skips the WWMT Helpers aligned outside the building (the original WWMT models and not the proxies) you should select all of those WWMT helpers and then click Wall Worm > Wall Worm Level Design > Exclude Export of Model. By doing this, the root models with the WWMT helpers will not export into the VMF and will not leak.




I look forward to seeing more of your progress.

And are you the same as the composer that appears under your name? If so, please add your link to your profile and signature so others can be exposed to your great music!
Title: Re: Error "func_breakable_surf"
Post by: daniele87 on May 08, 2014, 01:26:10 PM
Thank you so much Shawn, finally now it export correctly.. and thanks for your valuable advice!! Very helpful and very pleasant!! ;)
I am that composer that you have seen :) I have upgraded my signature as you suggested. Thanks for appreciating my music.

Grazie!
Title: Re: Error "func_breakable_surf"
Post by: wallworm on May 08, 2014, 04:13:05 PM
Excellent. I'm glad that was resolved. That's what you get when you try to develop new things too fast :) I added support for func_tracktrain entities last week but only tested in scenes with standard world geometry, tracktrains and point entities. I had not tested other scenes with other brush entities after that update.

And great music! It's the kind of music I love to listen to while working. I love sound-tracks. For many years I've been listening to the Last of the Mohicans sound track by Trevor Jones and Randy Edelman. Also I've listened a lot to the Bourne Identity sound tracks while at the computer, among others. Now I have a new collection to add to my list :)