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Messages - dill37

#1
Sorry for the long wait, I just tried to make a minimal working example - just create 3 boxes, set them as brush geometry then make 2 copies and mirror them using the mirror tool, one on the x and the other on the y axis. If exported as a level, hammer doesn't load the copies, just the original unmirrored geometry. I tried using 'reset XForm' but didn't work. Is there a fix for this, apart from re-doing the geometry in the correct orientation (which will be a lot of work)?
#2
Thanks for the quick reply. Yes, the boxes all have 1 segment per face. I have 3ds max 2015, not sure if it's too old for this kind of thing. I tried the 'reset xform' on some boxes but it didn't work, still get the missing geometry.
#3
WWMT Questions / Exporting problem - 'errors in the file'
November 03, 2018, 02:14:47 PM
I'm trying to export a scene I've made. The scene consists entirely of box primitives (around 600), and 2 player start entities. The boxes are all convex and have only one face per... face, they all have UVW maps and materials assigned to them, and have all been 'set selection as brush geometry'. Once exported, when I try to load the map in hammer I see the error "For your information, 179 solids were not loaded due to errors in the file", and half my map is missing.

When I try to compile the map from WWMT exporter dialogue (the Quick preset), the console window also throws a lot of "Brush xx: no visible sides on brush", and produces the same result.

The parts of the map that are missing were created by cloning existing geometry (copies, not references/instances) and mirroring it with the mirror tool. What's strange is that other parts of the map that were also mirrored but on a different axis are exported correctly.

Any ideas what's going on?
#4
Using WWMT / Re: material files
October 28, 2018, 01:36:12 PM
Oh I see, I should have looked inside hammer to find out how the textures are named, then generate libraries with those names. I've generated one, and the textures now work properly!

Right now I'm struggling with adding my own textures. What is the workflow in this case? I find that objects are missing after exporting, even though the textures are in hammer's material browser. Does copying an object affect the map generation in some way? Sometimes some objects are white, and if I export again they become textured. Is there a specific order to exporting materials? I tried exporting multiple times, sometimes I get the message "$basetexture in VPK!" in the export dialog and can't export that material anymore, even though I deleted the vmt and texture files from the materials folder, and have to restart Max.
#5
Using WWMT / Re: material files
October 28, 2018, 04:33:41 AM
Thanks for the quick answer! I have 3DS Max 2015, but it seems that the material generation directly from .vpk doesn't work for me. I only have .vpk files, in the directory 'csgo' that are named like 'pak01_000.vpk', 'pak02_000.vpk' etc. I tried to just generate a library for the first one, with the settings like the attached picture - his results in the error message as above. I set the material root the 'csgo' directory where all the vpk files are.

What would be the alternative, to generate .vmt files from .vpk?
#6
Using WWMT / material files
October 27, 2018, 01:51:36 PM
I'm following the Hammered to the Max youtube tutorials (really great by the way, can't wait for the next one), and trying to make a very simple map, basically just some textured brushes. The problem is that I cannot find any .vmt files on my system. I have CS:GO installed, plus its SDK. If I try to texture something in Hammer, I can see a lot of textures, so I guess they are in maps somewhere? Do I need to extract them or install something else?

Also, I tried to create my own material using a procedural 3DS Max one, exported it, but if I load the map in Hammer or try it in the game, everything just shows up as white. Do I need to attach/copy the material files to the map somehow?
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