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Messages - Jimmarn

#1
Alright! Thank you! Once again an awesome plugin you've made here. Well multiple awesome plugins

If you're ever to edit the slot, maybe you can use the glossiness slot?
#2
Aha! Alright, thanks! That will make my life easier in the future  :)
By the way, I just manually edited the shader for my chair as I am not sure how to specify materials using Phong. Is there an easy way to make the material in max with glossiness and specularity to transfer as a phong material within Valve?

Example
"VertexLitGeneric"
{

$basetexture "substance/Greenfabric1_diffuse"
$bumpmap "substance/Greenfabric1_normal"


"$surfaceproperty" "carpet"
$phong 1
$phongexponenttexture "substance/Greenfabric1_spec"
// $phongboost 6
$phongfresnelranges "[0.05 0.5 1]"



}
#3
The normalmap is exported as a 32bit TGA with gamma set to 1.0
And the DXT is set to 5 

edit: Also Resize sharpening is set to None, I just mistakenly scrolled down and it scrolled the dropdown in the screenshot.
Just doublechecked the TGA, and the Alpha was present there. But I went into the folder for the VTF's and the new Normal does not seem to have been exported out. The only file existing there is the old Normal map before I changed its name to specnormal, and that file has a completely white alpha channel

Edit2: I managed to fix the issue with using the VTF editor, and importing the TGA and saving a VTF Manually with the correct filename and the correct place. So it's working and looking normal now. Thanks again for your help Shawn!
#4
Hello, I'm having some troubles with the shader of custom models and brushes.




This is how they turn out, way too reflective. And I don't understand why. I recreated the maps and shaders in Marmoset Toolbag and it looks a lot better, the way it is intended.



Anyone else had this issue and found a solution to the problem?
I have checked the VMT file and I think it's correct.
"VertexLitGeneric"
{

$basetexture "micefinal16/blackplastic/BaseMaterial_albedo"
$bumpmap "micefinal16/blackplastic/BaseMaterial_specnormal"


"$surfaceproperty" "plastic"

$envmap "env_cubemap"
$normalmapalphaenvmapmask "1"
}
#5
Not found
#6
I've managed to fix all the issues, the lightproblem re-appeared later on, and that was simply because one of the lights in the scene had a name to be able to toggle off and on through a switch. Lost the ability to switch light but the glitching is gone.
For the textures the main issue was that the pak batch process had to be run as administrator. This solved the textures missing in the bsp.
#7
I've managed to fix the light bugs, but I am still having trouble to get the custom textures and models into the BSP. It still reads black on other computers.
Think there's some stuff that gets missing exporting the map through WallWorm. I use a func_toggle, which always looses its name value upon exporting from Max. And looking in max under the properties there's no string to give it a name. Also the light issues was also something that re-occurred after importing the fixed VMF from Hammer,  exporting from WallWorm again then will show in Hammer an error that reads: "Entity has unused keyvalue "angles"" This I simply got fixed (in hammer) by pressing the fix button. And I did not get any warnings upon build after that. The I/O Connections error is the func_wall_toggle missing its "name" value. Also the Texture error is also something that probably happened by re-importing the map file from Hammer.



I did a small test of fixing all the issues in hammer, and re-importing it into Max, all the problems re-occurred.

Reading a comment here: states that all custom textures needs to be packed into the compiled file after it's been built. Using BSPZip
https://thegaminghitman.wordpress.com/2014/05/16/csgo-sdk-adding-custom-textures/
I might give this a try and report if this fixes my issue

Starting to wonder if this is because I have set the MatGenFolder to the same as Materialsrc?
#8
Hi, compiling the map I get some errors on light baking.
warning - face vectors parallel to face normal. bad lighting will be produced
And this makes the map have some ugly "cross-hatching" in some areas. I'm not sure what I need to do to get this fixed. The other problem I am having is that I've used a lot of custom textures and models, and these will not be packed inside the BSP file. Causing an online host using the map not possible, everyone that joins the map sees all customtextures as completely black, and error box over custom models.

Solution posted in further posts
#9
Wow, that's quick service! Thank you!
#10
I have tried to activate Pro without any luck, I let max through the firewall and all, and even tried to turn off the firewall and defender to see if that helped. It still just takes me to the wallworm pro website. I have triple checked that WallWorm.Stubs.dll and WallWorm.Helpers.dll are in the assemblies folder, and they are. What am I doing wrong?

I'm running 3DS Max 2015

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