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Messages - joewa

#1
Hmm, cool, thanks. I may see if I can find a PC with 2014 on it and try there.
#2
Also, I still need to set retries to 999 to be fairly sure I'll get a successful import eventually. It's kind of interesting how much this varies between the two of us. I have two pretty high-end PCs, both experiencing the same issue. Max 2013, x64.
#3
Sure, here's that .qc (it can be assumed that I have many extremely similar .qcs)
// Created by Crowbar 0.19.0.0

$modelname "props\WeaponCrate.mdl"

$bodygroup "Body"
{
studio "weaponcrate_reference.smd"
}


$cdmaterials "props\WeaponCrate\"

$surfaceprop "default"

$contents "solid"





$sequence "Idle" "weaponcrate_anims\Idle.smd" {
fps 30
loop
}

$collisionmodel "weaponcrate_physics.smd"
{
$mass 1
$inertia 0
$damping 0
$rotdamping 0
$concave

}


$keyvalues
{
prop_data
{
"base" "wooden.medium"
}
}
#4
I removed weaponcrate to make sure it wasn't getting hung up on a particular mesh, and it ain't.
#5
Okay, that import still took ages but happened. This time when I hit "import props from scene entities" I got:

-- No ""toLower"" function for undefined

It also opened Mario_Kart_SMD_Importer.ms and highlighted line 1483.

The log says:

"F:\Steam\steamapps\SourceMods\ShotgunSunrise_dev\modelsrc\props\\weaponcrate_reference.smd Imported"
-- Error occurred in wallworm_parse_qc(); filename: C:\Program Files\Autodesk\3ds Max 2013\scripts\WallWorm.com\importers\Mario_Kart_SMD_Importer.ms; position: 38566; line: 1482
--  Frame:
--   autoimportseqs: undefined
--   zeroRotations: true
--   dfltOutTangentType: #step
--   OLDdfltOutTangentType: undefined
--   newMultiMat: undefined
--   msh: $weaponcrate_reference001
--   meshes: #($weaponcrate_reference001)
--   xf: true
--   toScale: undefined
--   qcistr: "F:\Steam\steamapps\SourceMods\ShotgunSunrise_dev\modelsrc\props\WeaponCrate_wwmt_custom.qci"
--   extraSequences: undefined
--   collapseMeshes: true
--   skipLODS: false
--   fsource: "F:\Steam\steamapps\SourceMods\ShotgunSunrise_dev\modelsrc\props\weaponcrate.qc"
--   mshphy: undefined
--   dfltInTangentType: #step
--   physsmd: undefined
--   rotateModel: false
--   extaPath: undefined
--   skincount: undefined
--   sc: undefined
--   buildMesh: true
--   deepSearchMaterials: false
--   staticprop: false
--   wwmt: (ww_LOD_wrapper modelName:"WeaponCrate" isset:true alwayscollapse:false target:$wwmt_weaponcrate_reference001_001 targets:#($weaponcrate_reference001) hulls:#() bonesarray:#() hullbonesarray:#() autoHull:false modelSetName:undefined physSetName:undefined lods:#() locked:false layer:"WWMT Layer wwmt_weaponcrate_reference001_001" phys:undefined lodgroup:undefined modelPath:"props" materialPath:"props/WeaponCrate" surfaceprop:"default" staticprop:false illumposition:undefined ambientboost:undefined constantdirectionallight:undefined opaque:undefined mostlyopaque:undefined illumorigin:undefined mass:1.0 automass:undefined concave:true contents:undefined inertia:0.0 damping:0.0 rotDamping:0.0 jointConstraints:undefined phdrag:undefined animatedfriction:undefined masscenter:undefined massorigin:undefined mscale:1 noselfcollisions:false useLocalOrigin:true refSystem:undefined altOrigin:false collapsebones:false shadowlod:undefined expHL1Format:0 idleSequence:true sequences:#() sequencelist:#() weightlistnames:#() weightlists:#() particlesystems:#() ORIGIN:undefined bitmaps:#() materials:#() cam:undefined camMode:false attachmentlist:#() attachments:#() base:"" health:undefined allowstatic:undefined physicsmode:undefined blockLOS:undefined AIWalkable:undefined dmg_bullets:undefined dmg_club:undefined dmg_explosive:undefined ignite:undefined explosive_resist:undefined flammable:undefined explosive_damage:undefined breakable_model:undefined breakable_count:undefined breakable_skin:undefined multiplayer_break:undefined explosive_radius:undefined fadetime:15 motiondisabled:undefined gibs:#() bodygroups:#() morphasvta:true shaderType:"VertexLitGeneric" mapChannel:1 range:#(0) compression:"DXT5" referenceNode:undefined offsetFaces:false lockInitialOrigin:false normalMethod:2 internalOrigin:true rotateRefsystem:false alreadyExported:#() dmx:false proxies:#() isXref:false)
--   CustomQCFile: undefined
--   uniqueNames: true
--   OLDdfltInTangentType: undefined
--   smd: "F:\Steam\steamapps\SourceMods\ShotgunSunrise_dev\modelsrc\props\\weaponcrate_reference.smd"
--   scaleSMDs: false
--   rotationAmount: 90
--   scaleMesh: true
--   called in i loop; filename: C:\Program Files\Autodesk\3ds Max 2013\scripts\WallWorm.com\WallWormUtilities\importModelsForProps.ms; position: 4635; line: 176
--  Frame:
--   dataindex: 1
--   i: 1
--   wwmts: #()
--   modelData: (wallworm_model_import_wrapper modelPath:"models/props/weaponcrate.mdl" modelName:"weaponcrate" orig:"models/props/weaponcrate.mdl" qc:"F:\Steam\steamapps\SourceMods\ShotgunSunrise_dev\modelsrc\props\weaponcrate.qc" wwmt:undefined)
--   wwmt: undefined
--   called in wallworm_import_mdls(); filename: C:\Program Files\Autodesk\3ds Max 2013\scripts\WallWorm.com\WallWormUtilities\importModelsForProps.ms; position: 5438; line: 204
--  Frame:
--   proxyLayer: undefined
--   fromArray: "ents"
--   special: #{}
--   ang: 90
--   mdls: false
--   wallworm_model_import_wrapper: StructDef:wallworm_model_import_wrapper
--   theProps: #($prop_dynamic_override001, $prop_dynamic_override002, $prop_dynamic_override003, $prop_physics001, $prop_physics002, $prop_physics003, $prop_physics004, $prop_physics005, $prop_physics006, $prop_physics007, $prop_physics008, $prop_physics009, $prop_physics010, $prop_physics011, $prop_physics012, $prop_physics013, $prop_physics014, $prop_physics015, $prop_physics016, $prop_static001, ...)
--   rotateTheObj: undefined
--   excludeLayer: <MixinInterface:LayerProperties>
--   sel: $objects
--   props: true
--   called in btnModels.pressed(); filename: C:\Program Files\Autodesk\3ds Max 2013\scripts\WallWorm.com\rollouts\VMFImport.ms; position: 12873; line: 303
--  Frame:
--   mdls: false
--   props: true
>> MAXScript Rollout Handler Exception:
-- No ""toLower"" function for undefined <<


As far as I can tell no meshes got imported successfully.
#6
Oh hey, sounds great. I came in to post that I've now got this error twice after a few hours of trying an import:

"An error has occurred and the application will now close. Do you want to attempt to save a copy of the current scene?"
Which is presumably a pretty useless and generic thing, but let me know if there's a log I can send you. I'll try the new version now!
#7
I just got an import from the new WWMT version and got a slightly different result, I still have pretty much all the same missing or messed up brushes but now the texturing on my displacements is also wrong:

You can see how it's supposed to look in the last screenshot.

Still no luck getting prop_statics to have .mdls listed, does this look obviously wrong or anything?
#8
Heyo. I've just updated to the new version (assuming it's not a problem to just paste the new version over the old one?) and I'm still failing after 20 retries. I'm gonna leave one going even so to see if reparsing my fgd cache thing helped with the prop_static issue. Also updated to the latest FBX version so hopefully that helps my material issue, I'll let you know.
#9
Yeah, it's super great.
The problem I'm having at this particular moment is A) UE4 has a maximum of 64 materials per mesh (so I can't just export out the entire level as one mesh, damn) and B) when I export an individual building, say, using Export Selected, as .FBX, when I import it into UE4 it's using all the wrong materials - still materials from my map, just like, SS_WOOD_WALL_002 instead of _022 and stuff like that.

I'll just keep whackin' my head against it.
#10
Hey guys, thanks for the mega great support! This might be the first time in Source modding history that anybody has properly supported their software.

If you guys want to check out the exact maps/content I'm working with, I actually open sourced the mod a while ago. You can download it here if you want. The map pictured above is in there, it's called ss_revolver, and the other one I was trying and had the same problems with, ss_shotgun. The model sources aren't in there, because they don't exist anymore, which is why I batch decompiled them with Crowbar.

When I click a prop_static in the scene, my modify panel just says "Box", no other properties in there. It seems like I just have different coloured little cubes that don't mean anything.

As it happens, none of these problems probably matter much for my purposes - what I'm trying to do is port these old maps to Unreal Engine 4 for shits and giggles (and potentially towards prototyping a new version of Shotgun Sunrise on UE4). I deleted all my screwed up brushes and there's nothing there that I can see that wasn't pretty much just a cube (?!?) so those are easily replaceable, and the prop_statics were probably never going to  be easily importable into the new engine so I guess I'll just place them all again.

I am totally up for helping test this stuff though, I think it's super great that there's a way to get your Source content away from Source now. The Dear Esther Unity port put me onto it, though I was following WWMT from the newsletter for ages.

Let me know if I can help you guys test more or help in any other way! I'll keep trying to do what I'm trying to do. :)
#11
The map eventually got imported after the 208th retry. Materials are all in there working fine. Problems:

-when I hit "import props from scene entities" I get "there are no entities in the scene with MDLs listed", but the map is riddled with prop_statics, and I'm pretty darn sure I have my modelsrc stuff set up right. Ideas anyone?

-There's bunch of func_precipitation in my map which don't delete when I hit the "tools to hidden layer" button. Admittedly not sure what material I used on them so probably my bad and no big deal anyway.

-A few patches of displacement are missing - weirdly enough mostly big flat ones, my more elaborate ones came in fine. For my purposes also no big deal and unfortunately I can't open Hammer to get a better look at what might have been atypical about those displacements/their brushes.

-Some brushes are crazy F#$@ed up, like this:



which may or may not end up being a problem for me. Haven't yet figured out if there was anything particularly weird about those brushes.

Main thing is the prop bug. :( Still, this tool is amazingly great. Thanks!
#12
That's probably not it, I have 16GB and it's not getting close to being all used. From what I remember there is a lot that's unconventional/crazy/wrong about this map, but I had the same thing happen with some Ep2 ones... I'll do some tests on simpler maps and if it's not an "every map always does this" thing I'll send you the problem vmf.
#13
The material library generator error actually went away when I removed Truck.vmt (non-essential anyway) but here's the offending VMT in case it helps:
"VertexlitGeneric"
{
"$basetexture" "truck/Truck"
"$bumpmap" "truck/trucknormal"
"$envmap" "env_cubemap"
$envmapmask "truck/TruckEnv"
"$envmapcontrast" 1
"$model" 1

"$halflambert" 1
"$model" "1"

"$phong" "1"
"$phongexponenttexture" "truck/truckspec"
"$phongboost" "6"
"$phongfresnelranges" "[0.05 0.5 1]"
}




I'm out of touch with Source stuff and haven't touched this particular VMT in yeeeeeeeeears so if there's anything obviously wrong with that I'm not picking up on it.
#14
Posting this here at Shawn's request:

I get what looks like about 90% of the way through generating a material library and throw this error:
"--Unable to convert: undefined to type: Integer"

matgenfuncs.ms opens with this highlighted:

    if ((matchPattern theLine pattern:"*$phong*") == true) then (

addMat.shaderByName = "Phong"
matType = "model"
addMat.forModel = true

if ((matchPattern theLine pattern:"*$phongboost*") == true) then (
addMat.phongboost = val as float
continue
)

if ((matchPattern theLine pattern:"*$phongexponent*") == true) then (
>>>THIS LINE HIGHLIGHTED addMat.phongexponent = val as float
continue
)

if ((matchPattern theLine pattern:"*$phongfresnelranges*") == true) then (
addMat.phongfresnelranges = val as string
continue
)


continue

)

and F11 has this to say:

Welcome to MAXScript.

-- Error occurred in wallworm_generateMaterialFromVMT(); filename: C:\Program Files\Autodesk\3ds Max 2013\scripts\WallWorm.com\common\matgenfuncs.ms; position: 18417; line: 796
--  Frame:
--   modelColor: (color 155 155 0)
--   selfIllum: false
--   theLine: ""$phongexponenttexture" "truck/truckspec""
--   vmt: "F:\Steam\steamapps\SourceMods\ShotgunSunrise_dev\materials\truck\Truck.vmt"
--   dispColor: (color 0 155 0)
--   selfIllumName: ""
--   kwvars: undefined
--   dispColor2: (color 155 155 155)
--   extraRootPaths: undefined
--   nocull: false
--   theVMT: <File:F:\Steam\steamapps\SourceMods\ShotgunSunrise_dev\materials\truck\Truck.vmt>
--   overWriteName: undefined
--   pos: undefined
--   rootPath: "F:\Steam\steamapps\SourceMods\ShotgunSunrise_dev\materials"
--   color1: undefined
--   addMat: truck/Truck:Standard
--   val: "truck/truckspec"
--   displayMat: undefined
--   diffuseName: "truck/Truck"
--   c: undefined
--   theTex: #("F:\Steam\steamapps\SourceMods\ShotgunSunrise_dev\materials\\truck/TruckEnv.tga", true)
--   dName: undefined
--   envmapmask: "truck/TruckEnv"
--   param: "$phongexponenttexture"
--   bumpName: "truck/trucknormal"
--   op: undefined
--   blendV: Vertex_Color:Vertex Color
--   CanClose: true
--   ambientocclusionName: undefined
--   displayMatnameB: undefined
--   opacityName: ""
--   color2: undefined
--   mp2: Standardmaterial:Standard
--   displayMatname: undefined
--   addMatB: Blend:Blend
--   tex1: "F:\Steam\steamapps\SourceMods\ShotgunSunrise_dev\materials\\truck/TruckEnv.tga"
--   matType: "model"
--   useMat: true
--   oldm1: undefined
--   lineNum: 16
--   lineArray: #(""$phongexponenttexture"", ""truck/truckspec"")
--   tex2: undefined
--   brushColor: (color 155 155 155)
--   extraPath: undefined
--   isTranslucent: false
--   maxfogdensityscalar: undefined
--   called in vmt loop; filename: C:\Program Files\Autodesk\3ds Max 2013\scripts\WallWorm.com\common\wwmt_material_library_generator.ms; position: 2963; line: 134
--  Frame:
--   vmt: "F:\Steam\steamapps\SourceMods\ShotgunSunrise_dev\materials\truck\Truck.vmt"
--   mat: undefined
--   useMat: undefined
--   called in wwmt_ceate_material_library(); filename: C:\Program Files\Autodesk\3ds Max 2013\scripts\WallWorm.com\common\wwmt_material_library_generator.ms; position: 4443; line: 204
--  Frame:
--   fileFilter: "*"
--   count: 433
--   total: 468
--   recurse: false
--   project: "SGSR"
--   br: true
--   bl: true
--   oneLibrary: true
--   folderFilter: "*"
--   BrushMaterials: undefined
--   mdl: true
--   ModelMaterials: undefined
--   matContinue: undefined
--   BlendMaterials: undefined
--   message: undefined
--   p: "F:\Steam\steamapps\SourceMods\ShotgunSunrise_dev\materials"
--   AllMaterials: #materialLibrary()
--   called in btnGenerate.pressed(); filename: C:\Program Files\Autodesk\3ds Max 2013\scripts\WallWorm.com\common\wwmt_material_library_generator.ms; position: 11288; line: 397
--  Frame:
--   errors: #()
--   message: undefined
>> MAXScript Rollout Handler Exception:
-- Unable to convert: undefined to type: Integer <<




When importing a VMF - seemingly any VMF - I get this:
"Error parsing VMF attempt 1:-- Unknown system exception

Will attempt another 1 times..."
"Error parsing VMF attempt 2:-- Unknown system exception

Will attempt another 0 times..."
There is a common problem with parsing VMF files that causes an *unknown system exception*. This error seems to be random and may be due to a memory buffer overflow in Max.

Wall Worm defaults to trying 20 times to parse a VMF, but you can set this to your own preference.

If you get this failure, try running the import again and/or setting the retry limit higher. Repeated attempts will likely succeed eventually.


It does eventually succeed if I put retry on 999 and leave it overnight.
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