Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Pocket

#1
I'm trying to convert the clouds from Minecraft into a 3D model, using the PNG I extracted from the game files. I got as far as figuring out that I could make an Adobe Illustrator file out of it, import it, and extrude it into a 3D poly, but because of the fiddly nature of the tools I used, it doesn't quite line up with the grid. So I went looking for some kind of tool that would just snap every vertex to the grid, and coincidentally my search led me right back here.

I don't know if the script is just broken or if I'm not doing it correctly. What I did was select my object, click the Vertex (three dots) button, drag over the whole object in the top-down viewport, and select SnapVertsToGrid from the Modifier List dropdown. And it... kind of worked? It snapped the vertices to a grid, but definitely not the global coordinates. (See attachment #1) They're all off by exactly .025 in the X and Y coordinates and also the whole thing was moved .5 units upward. It's actually quite similar to what often happens when I try to move multiple vertices manually with snapping on, so I wonder if this script is just an automated version of that? Also, some polygons have turned black (see attachment #2), which I guess means there's some kind of invalid-shape shenanigans going on? They weren't like that before I ran the snap script.

This is in 3ds Max 2022, using a freshly-downloaded copy of the script.
#2
A tiny bit of backstory: Since Propper hasn't worked in like a decade and I'm bad at UV mapping, I'm using Wall Worm's VMF Importer and compile tools as a replacement. But I don't think I fully understand how the VMF importer is supposed to work, because the alignment is all wrong. In Hammer it looked like the figure on the left, but once I import it, remove the teal faces representing nodraw, and set the material to point to a TGA copy of my texture, it looks like the figure on the right. So it looks like the UV info isn't coming through correctly. How fix?
#3
WWMT Questions / Texture alignment breaking during export
September 03, 2015, 05:47:02 PM
I'm in the process of trying to make a Minecraft-themed map for TF2 (specifically, a recreation of someone else's recreation of Mann Manor), and I'm converting some things into models. So far I've made a torch, a bed, and a chest that opens and closes, but fire is giving me trouble. Here's what it looks like in 3ds Max:



And here it is in Hammer:



No idea what's happened here; it looks like the texture alignment got corrupted somehow. The texture in question has Clamp S and Clamp T enabled and I had some trouble getting it to align ideally when I made the model in Hammer (which I then saved as a map and imported, because I can't be bothered to learn UV unwrapping just for this), but if it looked right in Max then it should have exported without issue, right?
#4
WWMT Questions / Post-VPK folders?
October 16, 2013, 04:06:47 PM
Surprised this hasn't come up yet. I guess most Wall Worm users are modders who have their own folder structures set up anyway. I'm working on a thing for TF2, and I noticed that the default folders in Wall Worm's config are all from the pre-VPK era where people used the centralized Source SDK. I've migrated all of my stuff over and removed the SDK launcher entirely, so here's what I put instead:

modelsrc: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\modelsrc
materialsrc:C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\materialsrc
mapsrc:C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\mapsrc
Bin Dir:C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin
Game Info: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf

FGD: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\tf.fgd

I also entered the model and material folders manually, and saved the settings as a preset called "Team Fortress 2" for good measure. I ran the Material Library Generator and set the material folder to C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials, and it seemed to run fine. But when I run the VMF importer, it's not finding the textures; I get blocks of solid color instead. I should mention that this applies to custom textures I've installed to the materials folder manually as well as ones in the game (the ones packed into the VPK files).

Is the problem with the folder paths I entered?
SMF spam blocked by CleanTalk