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#1
Hello.
I've looked all over the internet and can't find the following information on WallWorm anywhere:

For example I have a scene with a bunch of different models. I simply want to export VMFs with their coordinates (xyz and angles). I don't need to compile anything or create mdl from them.

That is, for example, I open WallWorm - WallWorm Level Design - Point Entities. I select the required meshes in the scene, select prop_static and click the "Selection As Point Entity" button. After which, yes, the meshes turn into prop_static and are exported to vmf, but not a single entity has at least a model name in the World Model field. How can I make the field "world model" at least fit the name of the original mesh from the scene???
#2
Anvil Bug Reports / Re: Commit Sculpt Mesh Broken ...
Last post by wallworm - April 02, 2024, 09:06:47 PM
This defect is now fixed in Wall Worm 6.1.1.
#3
Anvil Bug Reports / Commit Sculpt Mesh Broken in 6...
Last post by wallworm - April 02, 2024, 06:55:50 PM
The Commit Sculpt Mesh function is currently broken in some versions of 3ds Max in WW 6.0.0. I'm looking into the problem.
#4
Wall Worm News / Wall Worm 6.0 Released with So...
Last post by wallworm - March 02, 2024, 05:49:55 PM
This is the first public release of Wall Worm with Source 2 support. Support is limited to Counter-Strike 2 version of Source 2 formats. Many features are still missing. To export WWMT and Materials to S2, you need to set your game's global settings to Source 2 engine.

Some info on features included on docs site here and here are instructions on setting up for S2.

Below are release highlights.

Version 6.0.0 released on 3-2-2024

   * Engine: Added Source 2 Engine support into several key areas of Wall Worm. Source 2 formats compatible with Counter-Strike 2.
   
   * WWMT: Added support for WWMT to export to VMDL format when the settings are configured for CS2 format of Source 2. Current features supported: Mesh, Hull, LODS, Materials, Textures, Sequences, Skins, Bodygroups,  Attachments and Breakable Gibs.
   
   * Entities: Added support for Source 2 FGD format in Max 2022+. MAXScript FGD parser does not support Source 2 format.
   
   * Materials: Added support for the PBR Material (PBRMetalRough) in Wall Worm. For Source, native support is for base_color_map and normal_map. For Source 2, all maps are supported.
   
   * VMAT: Added support for creating Source 2 materials. Currently limited to shader "csgo_simple.vfx".
   
   * VMAP: Added limited support to export an ASCII VMAP file. Currently only exports entities. The Mesh export is working except for normals.

   * System: Fixed Source compiler problems in many areas of Wall Worm from recent changes in Windows.
   
   * Settings: Updated the settings to automatically try to create missing folders if the settings define them but the folders do not exist.
   
   * Settings: Added new button to open the Wall Worm settings folder in Windows Explorer.
   
   * Settings: Updated the Create Local GameInfo function to get game paths from mount.cfg when creating a new gameinfo.txt file from Garry's Mod.
   
   * Entities: Updated FGD parser in 3ds Max 2022+ to set float spinners to default value of 0 if the FGD provides an empty default value for floats. Fixes malformed FGD issues.
   
   Entities: Updated the link buttons in entities pointing to WallWorm.com and the Valve Developer community to buttons that call a method to open the browser rather than using the Hyperlink control. This alleviates the security warning that happens when using the ShellLaunch() command in embedded scripts as the entity custom attributes are embedded in scenes.
   
   * Materials: Updated Material Exporter to exclude some common tool materials from the export list so that the exporter UI is less cluttered.
#5
Source 2 Model Exporting / Re: Source 2 in Wall Worm Deve...
Last post by wallworm - February 19, 2024, 10:50:28 AM
I got stalled out last month with my day job so I didn't make much progress since then. This weekend I troubleshooted some issues with exporting a VMap. Still digging into why some scenes are working and some are not.

  • Entity Output Connections in VMap
  • Support for PBRMetalRough material in the main Material Exporter
  • Started new Custom Attribute for S2 Materials
#6
General Discussion / USD Talk
Last post by wallworm - January 31, 2024, 06:21:23 PM
If you want to know why Wall Worm updates have been sluggish for a while, it's because I've been head down at work for so long overseeing USD features in 3ds Max and Maya. What's all the buzz about USD? See some examples of how it's used in a webinar where I gave a live demo in Max, Maya, Houdini and Unreal.

#7
Source 2 Model Exporting / Re: Source 2 in Wall Worm Deve...
Last post by wallworm - January 21, 2024, 04:51:26 PM
  • WW Pro FGD Parser for S2 in Max 2022+
  • Multiple Datas in VMap Export (cameras, entities, basic mesh)
#8
Source 2 Model Exporting / Re: Testing Source 2 VMDL Expo...
Last post by wallworm - January 11, 2024, 06:48:24 PM
Things to note:

The process of exporting a WWMT Helper to a model is the same as it was for Source. This means that the tutorials/docs are generally the same:

  • Assign Meshes to WWMT
  • Export the Materials/VTF with the Export VTF button in WWMT
  • If using custom gibs, compile them from the Prop Data & Custom Gibs rollout
  • Export the WWMT

Key differences:
  • WWMT uses the PBRMetalRough() material for Source 2 instead of the Standard Material
  • Some advanced settings like $jigglebones, IKs, QC Eyes, etc are not yet exported
#9
Source 2 Model Exporting / Re: Source 2 in Wall Worm Deve...
Last post by wallworm - January 05, 2024, 09:02:00 PM
In my local build I now can export:

  • Prop Data
  • Custom Gibs (breakable prop)
  • Basic Hitbox info
#10
Source 2 Model Exporting / Re: Source 2 in Wall Worm Deve...
Last post by wallworm - December 31, 2023, 08:55:19 PM
Now S2 support in WWMT in my local build for:

  • Attachments
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