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Topics - Klizmotron

#1
I wonder if there is a way I cas setup wallworm to open text data in some other (not notepad or notepad++) text editor, Sublime Text in my case. I tried putting full path to it in WWMT settings "Text editor" field, but it doesn't work, no matter if I put quotes or not, I even tried creating a system variable %SUBLIME_TEXT_3% with a full path to the exe, but it does nothing, no editor appears when clicking things like "Open QC"

#2
Today after using WW for a while I experienced a strange thing I've never seen before. After getting the following warning when compiling a model:


I checked the QC file, here's what I saw:


That's strange, because:


Moreover:
#3
When working with multiple models in the same scene and selecting one after working with another, WWMT UI doesn't update properly and confuses pretty often. The attached GIF illustrates the issue in action.



EDIT: More explaination. After working with a tree I choosed a cube to be a new model, it remembered the last model and materials path and showed them in UI when I selected cube "1". After that I selected a new model, cube "2", changed it's paths to "myproject". But when I switched back to cube "1" - surprize, it's paths were "myproject" as well. So I couldn't even understand, what they really are, since the UI didn't seem to update properly and just showed what it was showing for the previous model.
#4
Bug Reports / Bodygroups' origin rotation issue
March 22, 2017, 07:59:30 PM
Hello, WallWorm. The reason why I created this thread is because every time I'm dealing with bodygroups in WallWorm, I experience this naughty bug. When I create some simple model without a need of having skeleton (a model which doesn't have any bones) but has bodygroups, even though model's and it's bodygroups' origins are all aligned to the same angles, they compile with difference of 90 degrees by Z axis. I tried tweaking origin settings in WWMT menu, but it doesn't seem to help in any way. If I check "Rotate origin" checkbox, it rotates the origin of both root model and the bodygroups, so in any case they have a difference of 90 degrees by Z axis. It's easy to notice that the bug is related to not applying correct origin settings to model's bodygroups, if you check what the bones of the root model and it's bodyparts look like in HLMV, where the axes are facing. Previously I always just created a root bone and applied skin modifier to the root model and all bodyparts, it helped to align everything with no problems, but it takes time and just isn't always handy, I don't want to have unnecessary skin modifier if I don't need it. I hope there is just something I'm doing wrong, otherwise it is really an annoying bug that needs to be fixed. Here are some illustrations of what I mean, I hope it helps to understand. Thanks.

The layout of origins of the root and bodygroups models in Max:


HLMV view, option 1: "Rotate origin" is unchecked. You can see how the bodygroup is rotated by seeing it in the wrong place and it's origin misaligning with root's origin:


HLMV view, option 2: "Rotate origin" is checked. The same situation, but the whole thing is rotated by 90 degrees.


Changing any other origin parameters didn't make any relevant difference. I hope you can fix this behaviour.
I am using 3ds Max 2016 and the lastest version of WallWorm Pro.
#5
Anvil Bug Reports / Vertex precision issue
November 17, 2016, 04:30:43 PM
In VMF export dialog there is an option called "Vertices precision", which, in theory, should change the number of decimal places (after dot), but what it does is changes the number of non-zero digits which is allowed to use for verticies positions when exporting a VMF. Therefore, if I have a vertex with position (12345.55646, 0.00031315646, 10.3352462) in Max and the vertex precision set to "4", I will get (1234, 0.0003131, 10.33) in my VMF. This is not convenient, because the further the vertex is from the origin, the less precision it becomes. What I should get is (12345.5565, 0, 10.3352), where it rounds the values to 4 decimal places.  Not sure if it's an issue or is it designed this way, but it doesn't seem to be convenient the way it works at the moment. It would also be cool if vertex precision could be set to 0, and if so, rounded coordinates of vertices to integers. Thanks.

EDIT:
Seems like this is float type presicion of some kind, but if so, I don't see any good use for it. I think it would be great to have additional option that does what I described above, or to change the behaviour of the existing one.

#6
I'll try to be clear on this one. Basically I have a model which has 8 body groups with 3 variants each and 9 animations (including idle). Whenever I want to export it, I have to wait untill all the SMDs for all bodygroups are compiled. That's where the fun story begins. First of all, I don't want to wait for all bodygroups SMDs to recompile when any changes are made, but I'm absolutely unable to export only root model SMD or export it without re-exporting bodygroups. Actually it wouldn't be so much of a problem, if the exporter did not export all sequence SMDs for all bodygroups as well, which are not used when the root model is compiled to MDL. So what I get in reality (instead of 8x3 = 24 bodygroups SMDs exports on each root model compilation, which in fact, would be not so bad) is 8x3x9 = 216 SMDs for all bodygroups variants and for all animations of root model for each of them, and only 24 of those (+1 for root model SMD +9 for it's animations = 34 in total) are actually used. But I get like 300+ files compilation of which takes pretty lolg time (my PC is not so powerful) even though models' geometry is really basic. In previous versions of WWMT I linked all BG helpers to root model WWMT helper, exported the QC for it, made necessary changes to it and locked QC of the root model. After that I unlinked them back from the root model to avoid exporting them every time, exported them in portions by hand using WWMT -> Exporters -> WWMT to Source Models to avoid memory overuse and long lag, after that I used .bat file to export the root model. Now I'm unable to do this, because BG mechanics was changed (to a better one, but this F#$@y way doesn't work with it). So the point is, I think it would make sense to allow either not only "Export SMDs" button to export 100000 SMDs of all related models, but some option to export only root model SMDs as well, or at least not compile sequences for bodygroups as long as they're not needed, which would reduce export time (actually almost divide it by the number of animations in your model). So I think some optimization must be done, there are some better ways to go for sure. There is the scene I'm struggling with, maybe it will make some things more clear. Thanks.


#7
WWMT Questions / MDL Loader feature set
November 02, 2016, 12:07:01 PM
Maybe I haven't payed enough attention to what was happening recently, but I wanted to find some detailed information about what features of mdl browsing and viewing are planned to be added in WWMT mdl support. The things I'm worried about are mainly related to sequences support, so the question is: Will MDL functionality in WWMT be capable of importing and viewing sequences of actual MDLs? Because there are some problems related to this, first of all, you would need to lay all the animations across the timeline in 3ds Max somehow so that it wouldn't be a problem to see animations for different models in complex scenes with many MDLs loaded, vmf levels particularly. Are you guys planning to come up with some solution for this, or do you already have any good ideas? I would prefer using WWMT mdl capabilities for viewing compiled models to give up using hlvm.exe, which is really f***ed up in many ways. Will this be ever posible or will mdl support be just good enough to see props around the level without having them decompiled and loaded the long way? Thanks.
#8
Every time you export a model with bodygroups, it recompiles those before compiling the model itself. Generally that's not a bad thing, but when you  have large amount of bodygroups which you don't really change between exports, you don't want to slow down your work and wait untill they are all recompiled to exact same files over and over again. You could have a checkbox in export scroll (or a new "bodygroups" scroll, which I proposed in another thread) which would decide wheter to compile the bodyparts or not. You don't have to recompile the whole thing over and over again when making small changes to the main model or some specifc bodygroups (which you can recompile manually pretty quickly after changing them).


#9
Some menus of WWMT have hardcoded or default heights (including main WWMT menu which is very tall when created) which are meant to be good for FHD or more hi-res monitors, but not smaller ones. I have a problem with accessing some of the settings as menu is just too tall for my screen (1400x900) and I can't resize it. The lower part of WWMT main menu is also out of my screen by default, so I have to pull it down and scale it's height down and then put it back on it's place every time I open it. You could make some menus resizeable and (if posible) calculate adapted default positions and sizes of some menus based on screen resolution instead of hardcoding those. Here's a picture of what I mean

#10
I know that you can always resize model's helper using scale tool or changing it's font size manually, but I personally always sticked to using small helpers for my models all set up in some special region of my scene to access them quicker and easier. Big helpers are ok if you work on one model per scene, but if you use bodygropus, for example, you already have several WWMT helpers in your scene which are spawned very lagre (in comparison with player's dimensions at least) in Max scene. It would be good to have an option to set the default text size in WWMT settings menu so that the new helpers are created with the defined text size and you don't have to scale them down all the time. Another thing you could do is to make helpers' scale comparable to model's OBBox size, so that if you have a large model, it will create a large helper, for a small one it will create a smaller one. It would lessen the time spent on scene management and would just make helpers appearance nicer.
#11
Hello everyone. I've been using WallWorm Model Tools for quite a while now and I'm extremally happy with it. But there are some things that I have to get around sometimes and edit QC files by hand, when it could be unnecessary. The thing is, when I use dummies with bodygroup properties applied to them, I always get "blank" automatically generated as the first bodygroup, but that's not always the thing you want to get. For instance, I have some viewmodel for HL2:DM, which uses a bunch of bodygroups of type "slot1: stock/custom, slot2: stock/custom, etc.". This requires the model to use the least posible unneeded options to stay under the limit of bodygroups combination (which is, for CBasesViewmodel in HL2:DM, pretty low and is equal to 8 bits). It would be a good solution to create a checkbox in bodygroup dummy settings which will deal with either adding or not adding blank bodypart for the specific group. All the time I had to edit the QC file manually and remove "blanks" where needed, and that forced me to lock the QC and do all the following changes to it manually, which is not convenient. WallWorm itself is meant to be a substitution for such technique. Thanks.
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