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Messages - KevinLongtime

#16
Static Props / Re: Come on!!!
July 17, 2012, 06:32:03 AM
Ahh, there we go. Now I see it. Nicely done :) I think a normal map and some slight specular shading would look great on these because it would bring out the bark details and age rings/wood! :D

Haha yeah, it's funny because that's exactly how I feel about 3DS Max. Everytime I use it, feels like I'm jumping over a new hurdle just to do basic functions like I can do in Maya like its second nature. Maya feels like home...no place like home :P
#17
Static Props / Re: Come on!!!
July 17, 2012, 06:08:02 AM
Still don't see the pic at all..hmm.

Yeah, these forums has helped me a ton; specially with Shawn's passion for the tool and helping :). My current trouble has a thread, but It's a normals smoothing issue I'm having between Maya and Max after converting to Source Engine. Everything looks fine in both 3D packages, but once its in the engine all my smoothing is faceted. Something to do with the SMD exportation process.

But back to the topic, I still don't see the image lol. It's a bummer, because there was another model thread that is very old which I still can't see the posted images on them.
#18
Static Props / Re: Come on!!!
July 17, 2012, 03:42:28 AM
Hmm, well for me your image didn't show. So my first impressions are that I'm left with wanting more? lol.

I agree though, would like to see more activity! I'm trying to on my end, coming across technical difficulties though
#19
WWMT Questions / Re: Wallworm in Max2013
July 17, 2012, 12:54:35 AM
Alright, example scene sent! Thanks for taking the time to see if you can correct it:)

The example scene I included is straight from Maya to Max via the send function between both programs, which I finally got to work. No in-between exporting and importing to complicate things. After reading Wunderboy’s responses again, seems it might be the “alternative normals” route or something along those lines which might need attention because my smoothing is going away completely as he describes here:

”The SMD exporter does actually have a "Use alternate normals method" option which uses different code for exporting the smoothing. By default it looks for the auto-generated normals from the smoothing groups but if you've got explicit normals, these don't export and you get a faceted looking model. That's when you should try the alternate normals method. That looks for explicit normals and exports those instead.”
http://www.wallworm.net/index.php/topic,100.0.html
#20
WWMT Questions / Re: Wallworm in Max2013
July 16, 2012, 01:25:15 AM
Well, that's a bummer.

Looks like I'm back to square one with the normals smoothing issue from Maya to Max again like I was having before Wunderboy corrected it in his SMD exporter beta a long time ago for Max 2012. Looks like I need to get ahold of max2012 again.

I must say though, very nice updates since I have used it last! Feels like it got a huge polish in functionality
#21
WWMT Questions / Re: Wallworm in Max2013
July 16, 2012, 12:18:55 AM
Ahh, very cool that the exporter is now built in and working on 2013 :) Thank you sir! Saves me a bit of trial and error knowing this ahead of time lol. It was probably announced or in the docs, but I've just been away from everything computer related for the most part for months (and hadnt done much things model related for even longer), so I've been a bit behind on everything lol.
#22
WWMT Questions / Wallworm in Max2013
July 16, 2012, 12:03:53 AM
Hey Shawn, sorry if this is a somewhat laziness based question on my end; just started working full time and I have less time that I did before to play around with (I did try and install it in 3DSMax2013, but there doesn't seem to be an SMD exporter for 2013 yet), I was just wondering if the Wall worm Model Tools (or an SMD exporter) was stable or supported on Max 2013 before I begin trying everything possible to get it working. I'm on my laptop computer right now, which doesn't have all my old programs on it, but I'm really dying to import some of my new models into Source for the new Source Filmmaker to create some renders!
#23
Model WIPs / Re: Gladiator Model Progress
March 20, 2012, 02:52:50 AM
Am I the only one who still can't see any images in this thread?
#24
WWMT Questions / Re: How to make MDL?!
January 22, 2012, 04:39:25 PM
As far as I know, the current ItemTest compiler doesn't let you compile to the weapon bone, only the head bone. So you would need to use Wallworm Model Tools for weapons.



For the weapon, I would suggest decompiling a weapon simular to yours, importing it into 3DS Max, and line it up simular to how the decompiled weapon model is (delete the decompiled weapon afterwards).

You would then skin your weapon to the weapon bone (The bone is called "weapon_bone") that came with the decompiled weapon (atleast, I think the bone comes with the weapon. If not, I can upload a scene with just the bone in it.)

To skin your weapon model to the bone, you:

- Select all pieces of your model

- click modifiers > animation > skin

- On the far right there will be a section that says "Bones: Add  Remove", click add and   select from the list the "weapon_bone" that you have in your scene. Your weapon is now skinned to the correct bone that you need for the weapon model to stay attached to the characters hand.

Now, you would then compile as you would normally with wallworm tools. All it comes down to now is compiling them to the right weapon directorys and such (if you are replacing a model as a mod to use in regular gameplay, compile it in the same location as the weapon you are replacing, and also the model named the same as the weapon you are replacing).

In the case of submitting it to valve, I would suggest compiling it in a way that replicates the folder structure that is generated with their itemtest tool, since they prefer that file structure as it makes it easy on them to quickly test submitted items.



As far as armor goes (for the torso/arms/legs?), I'm not very sure. That might require some sort of different bone rigging that I'm not familiar with. If you mean an armor helmet, that is just the head bone the itemtest compiler can compile to automatically - or you can compile it to the head bone the same way you did with the weapon bone with Wallworm Model Tools (meaing, decompiling a hat and using that head bone to skin to).
#25
WWMT Questions / Re: Using Maya then 3ds Max?
January 01, 2012, 04:41:50 PM
Talked with him on steam and got it figured out.

Was basically a matter of him needing to save the textures as the right file type (.tga) and correctly applying them (the standard material with the .tga texture) to the model in 3DS Max. I also showed him which settings I used for OBJ export (Which the settings are only smoothing and normals checked as ON for export).
#26
Model WIPs / Re: Predator X
December 30, 2011, 12:30:07 AM
Very cool! Im liking it so far :D

Can't wait to see how it turns out
#27
WWMT Questions / Re: Using Maya then 3ds Max?
December 30, 2011, 12:23:28 AM
All I usually do is: 

- Model in Maya and UV map with an external program and re-import the UV mapped model back inside of Maya (Or you can use Maya's built in unwrap tools and skip this step of having to re-import back into Maya)
- Export the UV mapped model as an obj file
- Save the texture as a ".tga" file type
- Import the OBJ model file into max
- Click on the model you've just imported, so that its selected, and go to the material editor inside of Max (the button sort of looks like a globe)
- Right click inside the material editor window and choose standard material 
- Drag the tga texture into the window and hook it up to "diffuse color" slot
- Since your model was selected in the earlier step, highlight your texture in the material editor and then click the 3rd top bottom from the left inside of the material editor to assign the selected material to your selected model.

That is pretty much it. From there on, you would use Wallworm model tools as you normally would and assign the directorys with the UI, and it should export whichever texture you had without an issue. Maybe you just werent assigning your tga texture to your model inside of max first? The pink checker thing only seems to happen for me when I dont assign the model a material in Max or I never typed anything for a texture directory with the tools UI.
#28
Wall Worm News / Re: Not dead
November 08, 2011, 10:01:26 AM
Same, quite busy with various projects :)
#29
WIP Levels / Re: Shadowman Church Scene re-make
May 11, 2011, 11:21:37 PM
Thanks man :) I appreciate it! Yeah, that wood texture part was annoying me too and I wasnt sure how to easily fix it but ive recently discovered the handy alt+right click to allign it to other textures you reference it to. If I keep working on this ill be sure to post more shots!
#30
WWMT Questions / Re: vstdlib.dll is missing
May 10, 2011, 03:49:36 PM
There we go, that's all I had to do lol!

Thanks for the fast response :)
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