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Topics - jammarman

#1
Feature Requests / Lock displacement edges
November 20, 2017, 11:08:48 PM
Would be a handy feature when working a sculpt mesh surrounded by other displacements to be able to lock the edges from being accidentally moved and unaligned from the surrounding displacements.
#2
The sculpt mesh alpha is no longer committing to displacements, I tried a fresh scene with displacements created from the Anvil Helper. If I edit them individually the alpha works but this is hard in projects with many displacements. If I try the fix alpha button the displacements connected to the sculpt mesh just invert their alpha.
#3
This is a separate issue to my last one so I thought I'd make a new thread in case anybody else has this problem.

Occasionally one or two displacements just stop exporting with the map, check for problems shows nothing wrong,
I think it has something to do with me clicking, dragging or shift dragging the displacements by accident but I'm not really sure.

#4
Wall Worm Level Design in 3ds Max / Can't load Scene
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
#5
WWMT Feature Requests / Attachments
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.
#6
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.
#7
WWMT Questions / Transparent Textures-Plants
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 :)
#8
WWMT Questions / Custom player animations
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. :)
#9
WWMT Questions / Weapon Inquiry
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.
#10
General Discussion / Importing VMT's into 3ds max
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.

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


Thanks in advance  :)
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