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Wall Worm News / Wall Worm 3.229 Released
« Last post by wallworm on August 11, 2017, 04:23:31 PM »
Version 3.229 released on 8-11-2017

   * Materials: Updated the Material custom attribute for Source Materials to not always set the cdmaterials parameter of a material on a model's material path based on the material name if the cdmaterials path was empty. This fixes unexpected VMT outputput paths.
   
   * Materials: Fixed the VMT/VTF exporter for models to set correct paths in some cases where the output path was unexpected.
   
   * Materials: Updated the UI for the model VMT/VTF exporter to be more readable.
   
   * MDL: Updated the MDL to WWMT function to always set the WWMT material name method to Full Material Name.
   
   * WWMT: Added control for the Material Name Method to the main WWMT Floater (was previously only in modify tab).
   
   * Assets: Fixed error launching the Res File Generator before some other WW functions had been run.
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Wall Worm News / Wall Worm 2.228 Released
« Last post by wallworm on August 09, 2017, 11:49:59 AM »
Version 3.228 released on 8-9-2017

   * MDL Importer: Updated the MDL to WWMT function to truncate the model path to not include the prefix "models/" when configuring the WWMT.
   
   * MDL Importer: Fixed problem with hulls when using the MDL importer and converting hull to a WWMT. Stopped welding the collision hull when converting a MDL to a WWMT node.
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WWMT Questions / Re: Collision model weirdness?
« Last post by Anonyma on August 09, 2017, 01:01:12 AM »
Thanks, I was wondering if it was my workflow that was flawed.

I've basically had to self-teach myself working in the source engine
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General Discussion / Re: 3ds Max Smart Content
« Last post by Joris Ceoen on August 08, 2017, 02:07:25 PM »
Wow, this is really interesting!
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General Discussion / 3ds Max Smart Content
« Last post by wallworm on August 08, 2017, 10:54:24 AM »
A video well worth watching from Siggraph on Smart Content. A lot of new WW users express confusion when I stress the point of using procedural design and parametric principles in your workflow. The video linked below should be helpful in explaining some principles of what this is. The video expresses not only things that you can do inside Max but also some future directions the developers are trying to take design workflows into even more efficient directions.

https://vimeo.com/228217009
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Wall Worm News / Re: Wall Worm 3.223 Released
« Last post by wallworm on August 08, 2017, 10:30:50 AM »
Version 3.227 released on 8-8-2017

   * MDL Importer: Fixed bug importing some MDL files to WWMT.
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WWMT Questions / Re: Collision model weirdness?
« Last post by wallworm on August 08, 2017, 10:29:57 AM »
The exporter doesn't wildly throw things about :) This is likely simply a lack of understanding of different settings in the exporter.

Your method for import/export is a little but awkward and doesn't really fit with the general WW pipeline. I'm busy ATM but will give you a better response later today.
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WWMT Questions / Re: Collision model weirdness?
« Last post by Joris Ceoen on 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...
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WWMT Questions / Collision model weirdness?
« Last post by Anonyma on August 07, 2017, 10:24:51 PM »
So after downloading wall worm v3.196 on 3ds max 2017 after a bit of a hiatus, I started modeling for Garry's Mod only to find that now all of my collision models seem way, way off.

My typical workflow is:
Make reference model > skin to static_prop > export > make collision model > delete reference model > skin to static_prop > export

So I'm really unsure if this is a fault of my own or a bug with wall worm.

Here's some images to help explain




Oddly enough, the static_prop is moved to directly below the collision model.
What's stranger, is that the second image conflicts with how it actually acts ingame, as ingame the reference model hovers an inch above the ground, yet my save of my reference model is below the collision?

My guess is that the exporter is wildly changing the models somehow.
I hope there's some way I can fix this, thanks for your time either way.
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Wall Worm News / Re: Wall Worm 3.223 Released
« Last post by wallworm on August 04, 2017, 01:45:54 PM »
Version 3.226 released on 8-4-2017

   * VMF Exporter: Added Game launch parameters to set custom launch settings.
   
   * VMF Exporter: Changed VMF Exporter UI to remember last position/size.
   
   * VMF Exporter: Fixed VMF Exporter not launching map if name started with certain special characters.
   
   * Displacements: Added button to print info and errors about a displacement into MAXScript listener.
   
   * Displacements: Added function to assign a displacement to a brush side.
   
   * Utilities: Added function to reset all floater positions to defaults. Function found in Problem Checker UI.

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Version 3.225 released on 8-2-2017

   * VMF Importer: Fixed bug that could happen if some entity values were not expected data types.
   
   * Problem Checker: Added several new checks for the Displacement checker, including checking for invalid Source Brush Geometry (non-quad side, non-planar side, brush face with very tiny surface area, etc).
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