Recent Posts

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General Discussion / Re: how to uninstall WallWorm?
« Last post by wallworm on August 20, 2017, 11:29:18 AM »
when I start 3d max the folder for the Export files always reapear

You have to give more information. I do not know what you mean by an export folder. Where is a "folder" appearing at?
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General Discussion / Re: how to uninstall WallWorm?
« Last post by joerger on August 20, 2017, 11:21:23 AM »
Hi I also would like to uninstall wall worm but it does not fully delete everything. So I did everything as described but when I start 3d max the folder for the Export files always reapear...so how can I disable/ remove that from reapearing? By the way Im using 3D max 2015.

cheers
joerg
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Wall Worm News / Wall Worm 3.23 Released
« Last post by wallworm on August 18, 2017, 02:59:29 PM »
Version 3.23 released on 8-18-2017

   * Materials: Fixed gamma problems in WorldVertexTransition and LightMapped_4WayBlend DirectX shaders.
   
   * Materials: Removed the Gamma spinners in the WorldVertexTransition and LightMapped_4WayBlend shaders. Gamma is now handled internally.
   
   * Materials: Added a Auto Gamma checkbox in the WorldVertexTransition and LightMapped_4WayBlend shaders. Turn off (default) when bitmaps are loaded with gamma 1.0. Turn on when bitmaps are loaded with a gamma other than 1.
   
   * Materials: Fixed WorldVertexTransition not setting Moss settings in VMT importer on DX shaders. (This parameter does not work in most Source games.)
   
   * Materials: Removed the $cdmaterials parameter to the Source Shader material list. Now the output path is entirely controlled by the full name of the material (or the WWMT Helper Material Path settings). Removes confusion output results with some material setups.
   
   * VMT Importer: Updated the VMT Importer in WW Pro to use a try/catch block to avoid an unhandled exception when the VMT syntax is invalid.
   
   * VMT Importer: Fixed problem importing parameters when the parameter name was quoted and ended with a space inside the quote.
   
   * Materials: Fixed the functions in the Blend Shader to update the Material Editor not working properly with the Black Mesa DX shader.
   
   * Settings: Added new global setting for Materials called Export Blends as LightMappedGeneric. When on, WorldVertexTransition shaders will export as LightMappedGeneric shaders. This accomodates some engines that have converged WorldVertexTransition into LightMappedGeneric. This setting is off by default unless you load a Black Mesa GameConfig setting.
   
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Wall Worm News / Wall Worm 3.229 Released
« Last post by wallworm on August 11, 2017, 04:23:31 PM »
Version 3.229 released on 8-11-2017

   * Materials: Updated the Material custom attribute for Source Materials to not always set the cdmaterials parameter of a material on a model's material path based on the material name if the cdmaterials path was empty. This fixes unexpected VMT outputput paths.
   
   * Materials: Fixed the VMT/VTF exporter for models to set correct paths in some cases where the output path was unexpected.
   
   * Materials: Updated the UI for the model VMT/VTF exporter to be more readable.
   
   * MDL: Updated the MDL to WWMT function to always set the WWMT material name method to Full Material Name.
   
   * WWMT: Added control for the Material Name Method to the main WWMT Floater (was previously only in modify tab).
   
   * Assets: Fixed error launching the Res File Generator before some other WW functions had been run.
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Wall Worm News / Wall Worm 2.228 Released
« Last post by wallworm on August 09, 2017, 11:49:59 AM »
Version 3.228 released on 8-9-2017

   * MDL Importer: Updated the MDL to WWMT function to truncate the model path to not include the prefix "models/" when configuring the WWMT.
   
   * MDL Importer: Fixed problem with hulls when using the MDL importer and converting hull to a WWMT. Stopped welding the collision hull when converting a MDL to a WWMT node.
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WWMT Questions / Re: Collision model weirdness?
« Last post by Anonyma on August 09, 2017, 01:01:12 AM »
Thanks, I was wondering if it was my workflow that was flawed.

I've basically had to self-teach myself working in the source engine
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General Discussion / Re: 3ds Max Smart Content
« Last post by Joris Ceoen on August 08, 2017, 02:07:25 PM »
Wow, this is really interesting!
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General Discussion / 3ds Max Smart Content
« Last post by wallworm on August 08, 2017, 10:54:24 AM »
A video well worth watching from Siggraph on Smart Content. A lot of new WW users express confusion when I stress the point of using procedural design and parametric principles in your workflow. The video linked below should be helpful in explaining some principles of what this is. The video expresses not only things that you can do inside Max but also some future directions the developers are trying to take design workflows into even more efficient directions.

https://vimeo.com/228217009
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Wall Worm News / Re: Wall Worm 3.223 Released
« Last post by wallworm on August 08, 2017, 10:30:50 AM »
Version 3.227 released on 8-8-2017

   * MDL Importer: Fixed bug importing some MDL files to WWMT.
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WWMT Questions / Re: Collision model weirdness?
« Last post by wallworm on August 08, 2017, 10:29:57 AM »
The exporter doesn't wildly throw things about :) This is likely simply a lack of understanding of different settings in the exporter.

Your method for import/export is a little but awkward and doesn't really fit with the general WW pipeline. I'm busy ATM but will give you a better response later today.
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