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Messages - jammarman

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Wall Worm Level Design in 3ds Max / Re: Can't load Scene
« on: November 10, 2017, 06:40:50 pm »
The displacements are working, Thanks for all the help.

Wall Worm Level Design in 3ds Max / Re: Can't load Scene
« on: November 06, 2017, 08:23:52 pm »
Ok It all mostly exports from the new scene after restarting 3ds max, I'm using Directx 9 instead of 11 and I can see everything except for the displacement materials which are white

Wall Worm Level Design in 3ds Max / Re: Can't load Scene
« on: November 06, 2017, 07:53:09 pm »
If I export from the merged scene none of the displacements export and my map has about 2000 displacements :/

Wall Worm Level Design in 3ds Max / Re: Can't load Scene
« on: November 06, 2017, 07:17:28 pm »
So merging appears to have worked, I can at least see my scene now but after moving the camera around everything is invisible, and I forgot that happened once before I started having these issues. At that time I just restarted my game and pc which fixed it.
I can still see things but only if wireframe is on.
Those two options in "check for problems" are greyed out.

Wall Worm Level Design in 3ds Max / Can't load Scene
« on: November 06, 2017, 12:03:42 am »
Everything was working last night, I load up 3ds max today and if i try to open my scene I get "File Open Error    Error loading paramblock2"
after that I get "Invalid File-only partially loaded" and then it tells me it failed to load the scene. I get this same error with the 3 autobackups of the file as well as a previous version of the scene.

F11 is also empty when this happens

WWMT Feature Requests / Attachments
« on: June 10, 2016, 05:24:45 am »
Ability to create attachments without the "001" numerals automatically added on, for use with models like vehicles and such.
Also the ability to clone them in max instead of having to use the "create" button in wall-worm would also be an awesome feature.

I have for some time been trying to make my own vehicles for use in Gmod however I am constantly running into issues.

Here is how I have been attempting so far.
Make the mesh,
create a collision hull,
create bones for wheels and player view and such,
then export it all from wallworm, I locked the qc in the wallworm helper and then I write in my own attachments in the qc and link them to the bones.

I have done this several times and I am at the point where I can get a vehicle ingame, and and move it around, but there are always problems. The main ones being, model facing the wrong way and the car drives sideways causing spinning and the car to "spaz" out, but also the car facing the right direction but the wheels rotated around the origin and incorrectly positioned.

If somebody could please specifically write out all the steps I need to take when compiling a model to ensure that everything is facing the right direction, everything (bones, Collision) have all been assigned correctly etc.

Any help at all is much appreciated.

Edit: if anyone can point me in the direction of anyone or any resources/tutorials on creating vehicles in source I have searched time and time again and haven't been able to find much at all.

WWMT Questions / Transparent Textures-Plants
« on: March 23, 2016, 07:28:01 am »
I have been having trouble making exporting a model of a tree that contains faces textured with a transparent branch/leaf texture
I want to export my tree and have the branches opaque and the background transparent however despite my best efforts it always ends up with a white background inside source. I have almost given up so I decided to ask here. If somebody could post a simple step by step of everything that I need to do to make sure my transparent texture displays correctly that would be great.

Also I have been unable to get reflective materials working on any of my models. Could someone explain what parameters I need to enable in the material to get both specular textures, as well as shiny textures that reflect a cube map to work. As in a texture that is shiny like a clean metal texture, that reflects the cubemap on all pixels, as well as a texture that has specular and only reflects the specular map.(I'm not sure if I am even understanding this much correctly).

I am asking a lot but I really am lost, any help would be much appreciated.
Thanks :)

WWMT Questions / Re: Custom player animations
« on: October 10, 2014, 04:19:25 am »
Is there a way to export them so that I do not have to decompile/recompile all the playermodels I want be able to use the animations

WWMT Questions / Custom player animations
« on: October 04, 2014, 05:20:05 am »
Hey, I am trying to make some custom player animations for gmod darkrp. I want to create animations like the taunts and gestures already in Gmod. (e.g act_dance)

I have gotten as far as animating a half life 2 biped, and testing the animation in hlmv, and it works. I was wondering, how would I export the animation so it can be used by all player models, rather than exporting within a playermodel.
Any help would be much apreciated. :)

WWMT Questions / Weapon Inquiry
« on: March 19, 2014, 05:47:45 am »
OK, so I know this question might need a long answer but I am entirely lost, Ive looked for youtube tutorials and everything but I haven't really found much .

I need to make weapons for a gmod server, but you see, I have no idea how, I can model in 3DS max, and I have managed to make and export models into gmod with textures. So what do I do to make weapons. I don't need to worry about anything past the modelling and exporting phase, I've got a guy who will do the coding and stuff for me.

If you could help me out that'd be great.

General Discussion / Re: Importing VMT's into 3ds max
« on: February 08, 2014, 08:13:19 pm »
Thanks for the lightning quick reply, I had no idea about having to convert them to tga's

General Discussion / Importing VMT's into 3ds max
« on: February 08, 2014, 05:52:39 pm »
Hey, I watched your tutorial on importing textures with the library generator and I am confused as to where I find these textures.

Say I want to make a Gmod map using Gmod and CSS brush materials, where would I find all of these textures? I tried a few locations and some had only a few materials and the one that had heaps; all the brick, concrete, etc textures doesn't work; the textures dont preview in the texturing window, and they don't show when I apply them to a model and check the show textures in viewport button.

Anny help would be apreciated.

I have set up walworm for gmod from your tutorial
I Own counterstrike source and Gmod.

Thanks in advance  :)

WWMT Questions / Re: Problem with model size when exporting
« on: January 28, 2014, 06:35:26 pm »
Wow!, thanks for the fast reply, to make the wall worm model tools and give them out for free is one thing, but to actively reply and try to solve everyone issues with it is just amazing, I certainly did not expect to get a reply overnight.

Thanks  :)

WWMT Questions / Exported prop out of proportion in gmod
« on: January 28, 2014, 06:44:35 am »
When I export my model, and I spawn it in Gmod, the model is about 1/5 the height it should be, however the base is width and depth are the correct dimensions. It is also untextured (purple and black)

Any idea what I might be doing wrong,

oh and I am pretty sure I did not set up my texture directories right so I will probably be able to fix the textures, But I have no Idea what to do about the stretching


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