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Topics - the6thmonkey

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I am unfortunately experiencing a problem with corrupted exported vtf's.
The materials that I am having issues were used fine in another map.
I used the material tools in 3dsmax to save the materials into a group so they could be used again in a new project.
Initially the materials were renamed to "the6thmonkeys_material #1" and I figured I'd simply have to rename the material back to "the6thmonkeys_material" when moved into my new project to fix the texture issue.  Unfortunately exporting the renamed texture still yielded corrupted files. 
I tried opening the vtf's in photoshop (I have the photoshop vtf plugin installed) to to see if the files were okay and this yielded an error. 

Materials and Textures / Displacements textures not rendering properly
« on: December 02, 2016, 08:41:35 AM »

I've been testing out the displacement texturing before I apply it to my entire map and have found that the blend textures are not displaying correctly on the displacements.  Only one texture displays and the second is completly black.  I am using 3dsmax 2014. 

I am curious if the issue is related to this issue you seemed to have had a few years back:

In the shader, there is nothing to select under technique.  I am using blend_dxsas.fx

I have attached an image showing the issue.

WIP Levels / Mirroring geometry Produced invalid brushes
« on: August 26, 2016, 12:17:47 PM »
When I mirror brushes to save work, it appears that it doesn't work properly and produces invalid brushes that don't load in vmf's or game

Model WIPs / Model compile issue: script file exceeded MAX_INCLUDES
« on: August 13, 2016, 02:27:22 AM »
Unfortunatley I am experiencing another issue.  I have found a workaround but I was wondering if I could fix the problem that I have encountered properly.  The problem that I encountered, is that a model of mine will no longer compile under its original name.  The compile issue is shown below:

I found that this issue could be remedied by changing my models name, and by then compiling under a new name, which isn't ideal.  I believe that this issue was caused by using proxies incorrectly.  I have tried deleting all the related proxies in the scene but this does not allow me to fix the issue.  Any ideas would be welcome, cheers  :)

I've been working on my competition entry, and I've produced a custom substance brush texture.  Unfortunately it seems to export twice as big as it appears in max.  Is there any obvious mistakes that I may have made?  I have made additional brushes to check the geometry wasn't messed up, but that doesn't appear to be the case as the texture seems to be stretched in game, whatever the surface that it is applied to.

WIP Levels / hl2dm_slopedcurve (unfinished contest entry)
« on: March 18, 2016, 09:47:32 PM »
Was intended to be a simple deathmatch map with geometry which would be difficult/impossible to produce in hammer, unfortunately I ran out of time.
There is what was finally intended to be an oval shaped, multi level building in the centre surrounded by a road that slopes upwards on 1 side and steps on the otherside.
Most of the action was intended to be based around the centre building with some enterable buildings along the slope up the road.
There are temporary lights and buildings by the sides of the road for prototyping

I managed to complete the hard parts, the sloped road and stairs using corvex and curves
Unfortunately invalid geometry problems and a lack of time hampered my progress.
Also ran out of time to add windows
I know this isn't a valid entry as its unfinished, just posting it out of respect.

Unfortunately I didn't get any detailing done in time so its all basic geometry

Commercial Tools / WW Pro Registration problems
« on: December 27, 2015, 06:57:38 AM »
I've finally got round to installing wallworm pro, which I bought a while back. 
Unfortunately I reach installation stage 15 (registration) and encounter the mentioned,
error where I am forwarded to the ww pro web page. 
I think the error may be because of the firewall permissions. 
Would it be possible to get an explanation on how to allow max to connect though my
Thanks for the help

WIP Levels / Contestentry_wip
« on: February 27, 2015, 08:54:11 AM »

Fingers crossed that I get the 3d skybox, custom model and custom skybox done in time :)


I can create displacements easily in a new scene but when I try and create displacements in the layout I imported from hammer the displacements don't get created.  It acts like they were created, the helper moves along and there are new object properties in the top right but nothing appears. 
Any idea what could be going wrong?


Edit: Found the problem, for some reason they were being generated in an inactive hidden layer

Anvil Bug Reports / Wallworm seems to go crazy after importing level
« on: January 26, 2015, 08:31:18 PM »
I tried importing a basic layout from hammer into wallworm, and as a result my computer started experiencing constant mouse clicks until I restarted.  This happened each time I tried to import the layout

Wall Worm Level Design in 3ds Max / Preview models for prop_statics?
« on: January 20, 2015, 08:22:48 PM »
I've been making a quick map for the contest and  I'm finding it difficult to find out how to get preview models to appear in the scene for the prop_statics etc.
Any help would be much appreciated

Edit: I've tried to search through the documentation but haven't had much luck finding what I need

WWMT Questions / AutoCAD to source with wallworm
« on: November 18, 2014, 07:42:49 AM »
Hey I've been teaching myself autocad recently to help with my general career and it seems like it might work well with max and your wallworm tools.  I'm curious have you ever heard of anyone (or personally tried) bringing drawings in from autocad to max and then using in wallworm to create ingame geometry.  If not I'll be trying it out in the following weeks after I've brought myself up to speed and I'll report back :)

Static Props / Airplane Economy Seat Models
« on: November 03, 2014, 02:42:36 AM »
Hello, I thought I'd share the two models I've been working on as part of a custom map for a mod called "no more room in hell".  Both models have normal maps:

1030 poly

2302 poly

These are my first finished models, I'm considering using wall worm for the rest of the level.  It seems to be a pretty nice tool :)

WWMT Questions / Model and Collision hull won't align
« on: November 02, 2014, 05:27:10 AM »
Hey, just looking for a bit of help
I've been getting a weird problem when compiling my model using the wall worm tools.  As the title says the model and collision hull won't align no matter what values I assign.  Also less of a problem but still probably related, after compiling I find my model has rotated when I get to hammer.
If you need any information about my model to be able to help me, please request and I'll happily post it

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