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Messages - Joris Ceoen

Pages: [1] 2 3 ... 16
1
General Discussion / Re: Decal uv channel
« on: May 07, 2021, 04:39:25 pm »
Hey!

I'm not sure what your specific issue is, but CS:GO itself has a material parameter that allows any kind of texture (known as $decaltexture) to be displayed on top of the $basetexture through, as you mentioned, a second UV-channel. This will really only be displayed correctly in-game (and not even in hammer in some cases, making models look black in the editor but correct when you're in the map). As far as I can tell, in 3DS Max when you import the model from either an .smd or .mdl the information for that second UV-channel is lost. Currently there exists no fix for that and I believe it is Valve only who can add support for this. I even think it was already requested several times, but I don't know if they are willing to provide this support  :-\

If you need to recompile an existing Valve model (from any game, really, since the second UV-channel info gets lost regardless upon import), you will be required to reconstruct a second UV-channel and see for yourself how it displays in the viewport inside 3DS Max. What you see is then what you'll get if you export your materials correctly. To do this, however, you will need to tag the 'Export FBX' flag in the WWMT settings for your object, else the second UV-channel will simply not export.

More detailed answer to your question can be given by Shawn, but hopefully this somewhat answered a few of your concerns! 

2
It is in the 512x512 dimension
If you're trying to export the textures from 3DS Max to Hammer, make sure that the .vtf's are having at least DXT3 or DXT5 as compression method for the alpha (aka Eight-bit-alpha). You can change this in the bitmap parameters in the Wall Worm Texture Properties rollout (see image). If you don't see this rollout, generate these settings by going to Wall Worm (menu) -> Wall Worm Material -> Give Obj Mats+Tex WW Materials.

You should now see those options and be able to change the compression (DXT3 for 'sharper' alpha's, DXT5 for all other purposes), and then re-export the bitmap and .vmt to overwrite the old settings. For the vmt this means it will now include either $translucent or $alphatest to enable transparancy in Hammer and in-game.

3
  • ambient_generic
  • env_physexplosion
  • physics_cannister
  • trigger_proximity
No problem!

4
I want to try and get an idea about how many people this will affect as well as how many scenes. I need to know if it's worth my time to built this function.
For me, specifically for Daigo, won't be a problem because I hadn't any ambient_generic entities. Not sure about other entities (prop_static also have a radius option for visibility optimization), but I'm 100% positive I haven't dabbled with any of the radius values on any possible entity in my scene, aka they're all the default as it is in Hammer.

5
WWMT Questions / Re: Can?t get collision hull to work
« on: March 14, 2020, 07:57:01 pm »
Do you have the latest version of Wall Worm installed (of which the Pro version is now entirely free!)? If so, importing the .mdl itself through the mdl importer or generating a wwmt helper through a prop_static entity will normally yield the original collision model of the prop. However, this collision model is often hidden by default or even hidden in a seperate layer, so make sure to unhide any hidden objects or layers that possibly contain the collision model. If this model didn't have a collision model to begin with, you'll obviously lack one even when importing properly into 3DS Max. If you're getting one large hull from the Hull Helper, it means that the object of the model is made out of one element (which you can check by going into Element mode, or pressing 5 on the keyboard for the shortcut when you've got the model/editable poly selected). If you want to create a hull that matches your model more accuratly, try seperating the object into multiple elements instead.

There are probably even better ways to generate a hull from the Hull Helper, but I don't remember all of them off the top of my head. If you prefer, you can create a copy of the imported model, and seperate it into multiple elements before actually generating a collision hull. In that case you don't need to break up the imported model and you can experiment more in case you need more accurate results.

More information can always be found here: https://dev.wallworm.com/topic/19/hull_helper.html


6
Finished Levels / Re: CS GO Dust 2
« on: September 29, 2019, 04:40:13 pm »
That looks pretty cool!  8)

7
Wall Worm Level Design in 3ds Max / Re: Brush not in same place in-game
« on: August 19, 2019, 04:11:19 am »
I was able to solve this by untagging the suspect brushes as world geo, and re-tagging. Not sure what was going on there.
Rarely, this may happen if you have geometry that has other modifiers on it (= more than one Editable Poly, additional UVW Maps and/or other modifiers). I have this specific case where I have to actually tag it as being Concave and Brush Geometry again after I had done some changes or added modifiers. However, for me it was that the geometry was simply not being exported at all, not offset like in your case. Geometry that gets off-set during export, compared to what you see in 3DS Max is almost always a result of the origin being changed during editting the object (pivot moved for whatever reason). This is always fixed by applying a Reset Xform.

You're saying that all you did was untagging the object? (= 'Do not tag this object as World Geometry') and then tagging it again? Are the arches made with the Arch plugin by any chance?

8
Re-saving as BGR888 and rebooting 3ds Max did the trick. I think from now on I'm just going to use alpha-free versions of the textures for when I build the prop in Hammer, since I'm having to use a separate copy anyway that's outside of /materials/models/. I'm certain that way back when I started this project (using 3ds Max 2013 and whatever version of Wall Worm was available back then) it didn't matter, but it was also so long ago that I have no idea what the process was like.
Glad to hear you've been able to solve it! Just out of curiosity, since I assume this model will be used as a prop_static... but why are you using this format? It's file-heavy and is almost never used by Valve for level design (mainly on weapon textures, if I'm correct). In the very early days of mapping, I dabbled a little with different texture formats, but never saw any significant difference, if at all. I had heared on forums about people saying it saves the colors better etc, but never saw Valve using this format, ever.

9
In this case, I would simply suggest you convert your texture into the DXT1 format. I can't possibly believe that the RGBA8888 format would cause an error, but since I never ever use this format (you should never, for prop_statics, in my opinion) it could just be the reason. Then try importing it again, and see if it comes through. As Shawn already stated, if your textures are missing upon import, UV's may be invalid. Since yours aren't coming through, aka black as can be seen in your screenshot, it's most likely the reason for error.

10
Level Design Contests / Re: Export .obj to brush in Hammer
« on: July 28, 2019, 08:00:08 am »
Is it possible to convert a 3d .obj model that I opened in 3ds max to a .vmf map in Hammer using the Anvil tool? When this happens in some simple blocks. It is not the complete object.
You can only do this if your .obj model has been exported as a Source model (.smd). You can do this by using the Wall Worm Model Tools (WWMT). Make sure to tick on the $staticprop option if you want to export the model as a prop_static.

If your goal is to export the model as brush geometry, you'll need to tag the model as Brush Geometry, which you can do from the Wall Worm Level Design menu (you'll see a bunch of options to tag the selection as brush geometry or func_detail etc...). See the image below for reference.
Also, to qualify for valid brush geometry, all sub-elements in your model (aka every individual piece not attached to other pieces) need to be CONVEX. As a result, if you do have multiple convex elements in one model, you need to tag the whole model as a concave brush instead, since otherwise the exporter will think the whole model itself is convex. Most likely, if you're new to Max these definitions will sound very complex to you. It isn't, especially after reading this article.

11
I can only spot the faces that I said render as invisible; I don't have a clue where the others are.
That's indeed because the UV's have been lost in the process. I don't know all the technical details of the VMF importer, mainly because all my scenes are always made from scratch in 3DS Max itself, but judging from the model itself, it doesn't look like a very hard one to just manually change the UV's. I know you said you don't have much experience with it, but this is probably an excellent occasion to learn it :) I suggest you do this:
  • Select the model
  • Go to the modifier tab, and apply a 'Unwrap UVW' modifier to it
  • Open the UV editor (it's under the Edit UV's map in the modifier)
  • Now, select the polygon subselection (the square image) and press CTRL+A. This will now select all the polygons of your model, they should turn red-ish as reference.
  • In the menu's above this UV Editor, there's one called 'Mapping'. Open it and now press 'Flatten Mapping'. A dialogue opens, but all defaults should be fine. Just press OK and now all your polygons should be seperated in the UV editor.
  • You can now start to move these polygons inside the UV Editor, scale them or move vertices or edges, depending on what needs to go where. If you don't know what polygon is where, it'll be highlighted if you press on it. That way you should start to get familiar with UV-mapping in general. Since this model started out of brushes, the whole texturing itself is basically planar, meaning you won't be needing to do anything but move the squares or scale them up/down.

Hopefully that gives you a start on how to do basic UV-mapping. It's nowhere near as complicated as doing it for something like a character model, but you have to start somewhere. If it really is too complicated, we can wait for Shawn to look why the importer is incorrectly importing your VMF.

12
Hello! Are you trying to export the geometry as a static_prop? First make sure that the $staticprop option is ticked on in the WWMT helper settings (it's near the top), otherwise it might export as a prop_dynamic, which could possibly cause some problems, but generally never linked to textures. In case it wasn't, however, please tick it on first.

Now, I can't exactly tell whether the issue it that the texture is just not being exported correctly (since I believe that would make the model pitchblack), but you could try to apply a Reset Xform to the model, then convert it back to an Editable Poly. Then export it once again.

EDIT: I think I just realised what happened. The model on the right is in 3DS Max, right? In that case, it simply looks like the material link is missing. There are 2 scenarios possible, but it's probably the first one:

  • You have the "Show shaded material in viewport" disabled. It's a small button at the top, just under the menu's of the Slate Material editor. Look at the image below for reference.
  • Open the slate material editor ('M' by default)
  • Pick the material from your object (with the Pipet)
  • With the material now in Slate, double-click the material (not the bitmap!) and then press that button that I've highlighted in the image.

It should now show your texture on the model.

If that didn't fix it, you can do the same exact steps, except that you go into the bitmap instead, and verify if it is in fact redirecting to the correct image/path. If that didn't fix it... perhaps the UV's are being incorrectly imported. In that case we'll have to wait for Shawn for a more detailed answer.

Let us know if you were able to fix it!

13
I remember that I had some sort of viewport glitching issue with 2017 on my older computer, which had an AMD HD 5870. If at any point I continued working on a scene, or even just moving the viewport, it would leak more and more RAM-usage until it crashed. Unfortunatly the issue was tied to 2017, so it's probably not the issue at hand. However, do make sure you have:

Those are at least what fixed my problems in 2017. For 2019, however, no idea  :( if you have NVIDIA, you shouldn't even have this problem at all. Perhaps in the end you're lacking the necessary amount of RAM to make the calculations as required by the amount of displacements.

14
Wall Worm News / Re: Forum Registration and Other Site News
« on: December 30, 2018, 04:42:03 am »
I must prove to them that the WW website isn't using some banned app. How to prove this, I just don't know.
I don't know, but I had a big laugh when I read this  ;D

15
Hey! That simply looks like a displacement mesh without any texture on it, is that possible? Perhaps the material itself is disabled in the material editor, which also turns off the material in the viewports.

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