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Messages - Joris Ceoen

#31
General Discussion / Re: 3ds Max 2019
April 28, 2018, 05:40:22 PM
Quote from: wallworm on April 28, 2018, 11:30:38 AM
What card do you have now? If I remember correctly you are using ATI?

You could always give it a spin now and see if it will work with your card. It's really disappointing that you weren't able to stay on maintenance when you bought 2017... as 2018+ have been so awesome. The devs have really been doing some impressive work and shown some great dedication as of late. Maybe you can get lucky and they'll reverse their no-upgrade policy...
I'm still using the AMD HD5870, it's going to near it's 10th year soon enough :) that is too long for any card to handle, but what I got out of it is beyond what I could ever imagine. It is the best GPU I have ever seen.

But yes, I'm in dire need for a new one at this point, and I will indeed be going for NVIDIA for the specific purpose of using 3DS Max with it. If one day they reverse their policy I would gladly get back on the maintance model they had going on, but ultimately that's up to them to decide. If they aren't making a considerable increase in profits after the generation change where people forgot how 3DS Max was bought in the first place... then it's adios. It would be sad to have a perpetual license and on top of that buy for a subscription as well. It still boggles my mind.
#32
General Discussion / Re: 3ds Max 2019
April 28, 2018, 05:48:08 AM
When NVIDIA releases the next generation of cards (hopefully around July), I'm going to download 3DS Max 2019 (if it's already avaible for student) so I can dabble around with some of the newest features!
#33
When that happens, it's often a result of either Steam being offline, or you have a folder path with a bad string or something in the settings. I'm sure Shawn will help you further on this matter :)
#34
General Discussion / Re: 3ds Max Smart Content
August 08, 2017, 02:07:25 PM
Wow, this is really interesting!
#35
WWMT Questions / Re: Collision model weirdness?
August 08, 2017, 10:22:07 AM
Select the collision models, and apply an Xform Reset onto them, that usually fixes a lot of problems if you've been dabbling with the pivot point etc...
#36
Decompiling a player model is always very risky, and due to the complexity of said models there are always problems in the strings when decompiling. Very often manual reconstruction of certain lines within the .QC are required... I don't expect any SMD exporter to just straight away export a decompiled player model without any errors.
#37
Is it related to AutoDESK or just ww? As in, did the update from Max cause this?
#38
Yea, I can confirm this. Russian spam e-mail has gotten out of hand over the past months... I once saw over a hundred of these being submitted in one go, had to remove a ton of those!  >:(
#39
Are you sure you don't have a GameConfig.txt in the bin folder of CS:GO? It's the bin folder inside the 'Counter-Strike Global Offensive' folder, not the 'csgo' folder. It's in the following path:
C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin

In any event, if you don't have the file at all, copy the following code inside a new .txt file and name if GameConfig, then save that file inside the folder at the path mentioned above.
"Configs"
{
"Games"
{
"Counter-Strike: Global Offensive"
{
"GameDir" "J:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo"
"Hammer"
{
"GameData0" "J:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin\csgo.fgd"
"TextureFormat" "5"
"MapFormat" "4"
"DefaultTextureScale" "0.250000"
"DefaultLightmapScale" "16"
"GameExe" "J:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo.exe"
"DefaultSolidEntity" "func_detail"
"DefaultPointEntity" "info_player_counterterrorist"
"BSP" "J:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin\vbsp.exe"
"Vis" "J:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin\vvis.exe"
"Light" "J:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin\vrad.exe"
"GameExeDir" "J:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive"
"MapDir" "J:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps"
"BSPDir" "J:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps"
"PrefabDir" "J:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin\Prefabs"
"CordonTexture" "tools\toolsskybox"
"MaterialExcludeCount" "0"
}
}
}
"SDKVersion" "5"
}


Hopefully this helps you to start working inside Wall Worm :)
#40
Other Utilities / Re: Export Cleaner
June 12, 2017, 07:26:32 AM
So, Export Cleaner is a modifier that you utilise, and you can't make it display on the preset buttons? Or am I misunderstanding this... in any event, about the weld vertices, the default is always 0.1, which often can end up being too high if you are working on a model that has a lot of vertices near each other. I always manually insert 0.01 whenever I need, though perhaps there is an option in the preferences of 3DS Max to set this to 0.01 on default
#41
Very interesting stuff. I'm grounded for now until the very end of May, but then I may rise once again, and step into the light. I'm very excited for the new pipeline :)
#42
I think I've had this problem before, and I never knew an exact reason as of why this happened. I did however fix this often by attaching it with a nearby brush (that did export correctly before). Sometimes then, if you detach those again into their original state, they will all of a sudden work.

You can always test my suggestion out, it's been a while since I've been in the tools but at least that's what I remember that fixed it.
#43
Level Design Contests / Re: Ideas for Next Contest
March 10, 2017, 03:32:23 AM
For me, it hasn't really much to do with the demo's or lack of ideas. It's all about school. I'm entering the very last stage of my entire master's degree, so there's barely anything I will be able to focus on but that. And, in the coming summer months I have almost no time due to 2 exams I postponed + a lot of concerts...

With certainity I can say I will not be able to partipcate to any contest, whatsoever  :'( and believe me, I'm getting to the point of wanting nothing else (I've been in the school system for... 18 years now. It's time that it stops).

I wish good luck to the other people who are willing to enter!
#44
To support Shawn's opinion, yes, the amount of stress a flex animation would add to the simulation is not worth it. Either an animation with bones (which would be considered really cheap) or using $treesway would be better options.

Doing with bones is good because the effect can be mimicked very closely, and it's by far the cheapest. The advantage with $treesway is that it can look very realistic since it'll be affected by the env_wind entity, though it is probably more 'expensive' than just an animation. However, I think that the $treesway option takes advantage of the GPU, which is also good.
#45
Bug Reports / Re: Prop_dynamic collision bug
January 14, 2017, 12:15:22 PM
Quote from: Mr.Fudge on January 14, 2017, 10:30:03 AM
This is whats in the QC file

$collisionmodel "spaceslidingdoor02_hull.smd" {
I need the dynamic prop to get the animations on it.
If your goal is to have the collision MOVE with the door, it will not work with the $collisionmodel command, as it will remain static forever. What you'd want to use is the $collisionjoints command to parent the collisionblock to the bone that moves the door.

Also, what Shawn says is correct.
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