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Messages - wallworm

Pages: [1] 2 3 ... 243
1
General Discussion / Re: Missing Instance models .maxc file ?
« on: October 10, 2021, 11:30:04 am »
Sorry I did not respond sooner.

When it comes to exporting FBX, there are many limitations. You will have to merge xrefs into the current scene before saving as FBX.

2
General Discussion / Re: Missing Instance models .maxc file ?
« on: October 05, 2021, 01:51:11 am »
Also, as a note, the instances option refers to func_instance entities and not the models.

3
General Discussion / Re: Missing Instance models .maxc file ?
« on: October 05, 2021, 01:49:55 am »
What version of Max are you using? In latest versions of Max, you should not be using the import from QC option because WW can natively load MDL files. If WW is properly configured for your game, and the MDL/VMT/VTF files exist in your game paths, WW will load them directly in Max.

4
General Discussion / Re: Decal uv channel
« on: September 20, 2021, 10:36:52 pm »
Sorry it took so long for me to actually reply. Lauris, it is possible to export the decals. You must use UV channel 2 the decals, and you must export the model using the FBX option in the WWMT floater UI.

5
Wall Worm News / Wall Worm 5.0.92 Released
« on: August 17, 2021, 11:45:02 pm »
Version 5.0.92 released on 8-17-2021

   * VMT Browser: Fixed very slow-loading VMT browser. Refactored VMT browser to open much faster. In local tests, the VMT browser went from several minutes to open down to 34 seconds.
   
   * VMT Browser: Updated VMT Browser to remember last selected image in a folder. When changing folders, current selection is reset unless a material was already selected in folder, in which case that material is selected automatically.
   
   * Plugins: Fixed snap icon previews not working during object creation for several scripted plugins in Wall Worm for 3ds Max 2019+. Note that the Arch primitive still doesn't fully support snap icons in Max 2019+ but this is due to a defect in 3ds Max 2019+ that requires a fix from Autodesk.
   
   * Startup: Updated startup scripts to properly record Wall Worm startup times that were previously thrown off if 3rd party plugins took a long time to load after Wall Worm.
   
   * ProPal: Fixed MAXScript error creating a ProPal object.
   
###################################

Version 5.0.91 released on 8-10-2021

   * Settings: Fixed error in the Settings when using 3ds Max 2017.
   
   * WallWormMDL: Fixed a MAXScript error loading some unexpected MDL files.

###################################

Version 5.0.89 released on 7-27-2021

   * Settings: Shortened some long labels to fix overlapping labels when viewed in Chinese versions of 3ds Max.
   
   * Settings: Added a few extra tooltips to items missing tooltips.
   
   * Settings: Updated the default value of "Use World Aligned on Known Tool Textures" to On.
   
   * Settings: Changed default Displacement Power from 2 to 3 for new installs of Wall Worm.
   
   * Settings: Added a button labeled "Default Game Settings" that will set some game settings to values known to be essential for currently loaded game. These will set some game-specific values such as DMX version for some games, sky writer defaults, QC settings, etc.

   * Displacements: Fixed issue opening a scene with a sculpt mesh when some other tools in Wall Worm had not been used yet.
   
   * Displacements: Fixed the Remove to New Sculpt function not working.
   
   * Displacements: Updated the default power of new displacements to 3 instead of 2.
   
   * Problem Checker: Added a new option to automatically set some of Max's settings to Source-friendly settings, such as turning off Gamma and LUT, using a power of 2 grid spacing, generic units where 1 unit = 1 inch, etc.

6
Version 5.0.87 released on 7-24-2021

   * Installer: Fixed error installing Wall Worm into Chinese versions of 3ds Max.
   
   * Sky Writer: Fixed Sky Writer error when loaded into Chinese versions of 3ds Max.

   * Modifiers: Fixed the name of the ChannelMod, SelectFaces and DeleteFaces modifiers showing up as "Object" in the modify list in 3ds Max 2022. Now names are correct.
   
   * VMF Exporter: Fixed MAXScript error when exporting some materials with a texture having a "coords" or "coordinates" property that does not match the native coords/coordinates signature inside default Max textures.
   
###################################

Version 5.0.86 released on 7-16-2021

   * Materials: Fixed MAXScript error in the Convert Blend to DX Blend when the materials involved are not Standard materials.
   
###################################

Version 5.0.83 released on 5-16-2021

   * Bevel Modifier: Added a new Bevel Faces modifier. This modifier is similar to Extrude modifier except it will bevel from each polygon rather than the average of all. Works only in 3ds Max 2016+.
   
###################################

Version 5.0.82 released on 5-16-2021

   * Displacements: Updated the functions that create a sculpt mesh to show the ribbon after creation to make the push/pull tools available.
   
   * Displacements: Fixed errors creating a sculpt mesh in some scenarios.
   
   * Displacements: Updated the Multi-Step Displacement Terrain function to not create unnecessary sides then creating a displacement from a set of objects with different materials.

###################################

Version 5.0.81 released on 5-15-2021

   * VMT Exporter: Fixed error in VMT Exporter when launched before some other tools.
   
   * VMT Exporter: Fixed error in VMT Exporter when pressing the path button and the material is set to export in the root material folder.
   
   * Displacements: Fixed error when trying to use the Terrain or Corridor buttons to create complex displacements from objects that have no materials.

###################################

Version 5.0.79 released on 5-15-2021

   * SMD Exporter: Fixed export error when trying to export SMD files with meshes that have no materials.
   
###################################

Version 5.0.78 released on 5-10-2021

   * ProPalBoard: Fixed MAXScript error when opening a scene with ProPalBoard with some renderers.

7
Materials and Textures / Re: VTF Loaders for 3ds Max in WW Pro
« on: July 19, 2021, 10:55:03 pm »
For more recent versions of WW that use the installer, this can still sometimes happen where there is an error loading vtf.bmi in Max. The solution is the same as above but the paths are probably different.

Copy:
C:\Program Files\Wall Worm\Wall Worm Pro Pack\WallWorm.com\VTFLib\bin\x64\VTFLib.dll

To:
C:\Program Files\Autodesk\3ds Max 2022\

(If using a different version of Max, copy to that version.)

8
Wall Worm News / Wall Worm 5.0.77 Released
« on: May 09, 2021, 11:41:41 pm »
Version 5.0.77 released on 5-9-2021

   * QC/SMD Importer: Fixed a bug importing a QC/SMD/VTA before some other functions had run.
   
   * Global Settings: Updated the setting mechanism to store settings in a JSON file rather than a MAXScript file. This improves security in WW. For 3ds Max 2017+.
   
   * Global Settings: Added menu to choose some settings based on user type (Animator Vs Level Designer, etc).
   
   * Global Settings: Added a preview image of current sky default. Note, sometimes a sky is blank, and for those there is no current workaround.
   
   * Global Settings: Fixed error changing between presets in some situations.
   
   * VMF Exporter: Updated the settings mechanism to store settings as a JSON file rather than a MAXScript file. This improves security in WW. For 3ds Max 2017+.
   
   * VMF Exporter: Added support using the scale in prop_detail_sprite entities exported in a Forest node using Detailer objects.
   
   * VBSP Importer: Fixed MAXScript error when importing a VBSP file that contains inline comments at the end of lines.
   
   * VMF Exporter: Improved performance exporting PropLine objects into VMF.
   
   * VMF Exporter: Fixed transform of prop entities from a PropLine when the entities were part of a Group node. However, a crasher was found related to using Groups in Propline, for group support was removed until a fix can be found.
   
   * VMF Exporter: Fixed WWMT Proxies causing MAXScript error if not a WallWormMDL node.
   
   * VMF Exporter: Fixed a few cases where WWMT Proxies that were not WallWormMDL nodes and did not have an explicit entity tied to them would export with incorrect default entity data.
   
   * VMF Exporter: Fixed error when exporting a level with some extra path lookups.
   
   * Materials: Added new material menu called Render Map that has a new convenient set of functions to replace the Render Map function in Max. Only works for Slate. Preset functions only work in 3ds Max 2017+.
   
   * Render Map: Updated Render Map function to save the current settings into the current texture as a custom attribute.
   
   * Materials: Added option to export a material as a Grass Shader to work with latest CSGO.
   
   * WWMT: Updated WWMT prop_data to be compatible with recent changes in CSGO.
   
   * WWMT: Fixed the Gibs Model Class menu missing the CeilingTile option in the Custom Attribute rollouts.
   
   * WWMT: Added a button to Prop Data rollout of WWMT Floater to send current Prop Data settings to all the gibs. Previously this button was only in the modify tab when a WWMT Helper was selected.
   
   * WWMT Proxies: Fixed rollout layout problem in Max 2017+ when command panel was resized.
   
   * ProPalBoard: Fixed MAXScript error in 3ds Max 2022.
   
###################################

Version 5.0.73 released on 3-22-2021

   * ProPalBoard: Added an option to set whether to use Render to Texture or Bake to Texture in 3ds Max 2021+.
   
###################################

Version 5.0.72 released on 3-16-2021

   * WallWormMDL: Updated Reload Model button to work when the source of the MDL node is a WWMT Helper in the scene.
   
   * WallWormMDL: Fixed incorrect rotation of collision hull when the source of the MDL is a WWMT Helper.

###################################

Version 5.0.71 released on 3-14-2021

   * BorderSpline: Fixed MaterialID support not working correctly after the first subspline.
   
###################################

Version 5.0.69 released on 3-13-2021

   * BorderSpline: Added support to set Segment MaterialID to match ID from the polygons material IDs along the border.
   
   * CorVex: Added support to for getting the Spline Material ID from BorderSplines.

###################################

Version 5.0.68 released on 3-12-2021

   * ProPalBoard: Updated ProPalBoard to apply the correct opacity map to the rendered material when using Max 2021+.

###################################

Version 5.0.67 released on 3-12-2021

   * WallWormMDL: Fixed a bug in the MDL loader that would only load the first submesh when a MDL was compiled with staticprop. Now staticprop models load all meshes in the prop.
   
###################################

Version 5.0.66 released on 3-9-2021

   * BorderSpline: Fixed a recently introduced bug.

9
Wall Worm News / Wall Worm 5.0.64 Released
« on: March 05, 2021, 12:27:58 am »
Version 5.0.64 released on 3-5-2021

   * ProPalBoard: Added an Offset parameter to move the meshes up or down in the Z axis to help create padding between rendered elements.
   
   * ProPalBoard: Updated default Render Elements to removed the Alpha element.
   
   * ProPalBoard: Added a button to Set Cage (pushes Cage to 2 times current radius).
   
   * ProPalBoard: Updated the Render function to automatically put the diffuse texture into the opacity slot of the material, as well as set the bitmaptexture to use the Alpha as Mono Out.
   
   * ProPalBoard: Updated the bump map texture to not use PreMultiplied Alpha.
   
   * Detailer: Added new parameter to tesselate the detail props.
   
   * QC Importer: Fixed importer not working with some QC files formatted in certain ways.
   
###################################

Version 5.0.63 released on 3-3-2021

   * QC Importer: Fixed bug importing QC files.
   
   * QC Importer: Fixed bug importing QCs from entities listed in a VMF file.

###################################

Version 5.0.62 released on 2-27-2021

   * Entities: Fixed some entities causing a MAXScript error on being loaded (like the chicken entity in CS:GO).
   
   * VMF Exporter: Added new option to delete the NAV file before compiling a level so that it can get regenerated.
   
   * CorVex: Fixed error when using CorVexSpline objects that have closed splines.
   
   * WallWormMDL: Fixed MAXScript error loading model data from a WWMT Node using older WW formats (created in old scenes).
   
   * RES/PAK: Updated the RES/PAK function to collect from more locations when assets do not exist in the Game Info Directory. Will now add entries for files located in the (Game EXE)/game path if it does not match the Game Info Directory. Will also look for assets in the Extra Paths.
   
###################################

Version 5.0.61 released on 1-21-2021

   * ShellVex: Fixed a bug running the macros to create ShellVex from selection.
   
   * Point Entities: Updated the point entity floater to automatically place env_cubemap entities 64 units above picked point which is generally the expected location for the cubemap entity.
   
###################################

Version 5.0.59 released on 1-15-2021

   * Plugins: Added support for 3ds Max 2022.
   
###################################

Version 5.0.58 released on 1-12-2021

   * CorVex: Fixed bug in CorVex when using splines with modifiers.
   
   * PropLine: Fixed bug in PropLine when using splines with modifiers.

###################################

Version 5.0.57 released on 1-11-2021

   * Displacements: Added a couple new functions in the Displacement Floater to generate a terrain (Brushes, Displacements and Sculpt Mesh) all from selected template geometry.
   
   * CorVex Spline: Fixed bad data in CorVex spline that was causing duplicate knots in some sub-splines.
   
   * CorVex: Updated CorVex to read latest CorVex Spline data.
   
   * VMF Importer: Fixed bug importing some scenes.
   
   * CorVex: Fixed MAXScript error with some splines.
   
   * PropLine: Fixed MAXScript error with some splines.
   
   * CorVex: Added new settings for setting segment ranges of splines to skip start/end segments of splines.
   
   * VMT Importer: Fixed MAXScript error importing some VMTs.

###################################

Version 5.0.48 released on 1-5-2021

   * Propline: Fixed a bug in PropLine in 3ds Max 2020 and older.
   
   * ShellVex: Updated the Create Terrain from Selection macro to add nodraw materials onto back sides of brushes if the source geometry only has one material.

###################################

Version 5.0.47 released on 1-5-2021

   * Displacements: Added new options in Displacement Floater to create displacements from only faces using Blend materials or to exclude faces using Tool materials, etc.

   * MDL: Updated the WallWormMDL UI to include some cleanup such as updated tooltips, minor UI tweaks and updated documentation URLs.
   
   * Entities: Updated UI with minor fixes to updated documentation URLs.
   
   * CorVex: Fixed MAXScript errors related to using shapes other than Editable Spline shapes in a CorVex object caused by a regression in 3ds Max 2021.
   
   * CorVex: Fixed bad interpolation settings for some kinds of shape objects being used in a CorVex node.
   
   * CorVex: Updated CorVex to not use invalid shapes that would cause bad geometry when in Block Mode. Now these shapes are excluded from calculation in Block Mode: Star, Text, Channel, Angle and WideFlange. Arcs with the Pie parameter turned on will also be skipped in Block Mode.
   
   * PropLine: Fixed MAXScript errors related to using shapes other than Editable Spline shapes in a PropLine object caused by a regression in 3ds Max 2021.
   
   * PropLine: Fixed duplicate instances being added to closed shapes.
   
   * PropLine: Fixed some spacing problems when using the Division value.

###################################

Version 5.0.45 released on 12-19-2020

   * WWMT: Added a new function to report the results of a cluster to show how many objects were condensed in a cluster as well as how many triangles were reduced. Only available in the Cluster Info rollout for WWMT Helpers that were created with the Convert Scene to Model tool.

   * CorVex: Fixed a bug in CorVex when using a Spline set to Adaptive Interpolation that caused a MAXScript error. Now when Adaptive is turned on, CorVex will fall back to using Non-Interpolation unless an explicit value is set in the CorVex spline base settings with the Force Steps turned on.

   * Toolbars: Removed the Hull Helper button in the Wall Worm Model Tool toolbar because the same button is in the Wall Worm Hull Tools toolbar.

###################################

Version 5.0.43 released on 11-30-2020

   * CorVex: Fixed a MAXScript error in 3ds Max 2020 and earlier when a CorVex object was converted into a Boolean object.

10
One more thing: The same bitmap in the material editor needs to be piped into the Opacity slot of the standard material in order for the VMT exporter to set the $translucent flag.

11
General Discussion / Re: Texture with transparency does not work in Hammer.
« on: December 30, 2020, 03:28:19 pm »
What are the dimensions of your TGA file? The texture compiler requires bitmaps to be standard dimensions (multiples of 2) like 1024x1024, 1024x512, 512x512, etc.

12
Wall Worm News / Wall Worm 5.0.42 Released
« on: November 29, 2020, 12:32:26 pm »
Version 5.0.42 released on 11-29-2020

   * Entities: Updated the Entity function in Max 2019+ to force any entity with a parameter named "radius" to be stored as an integer and to include a new function to display that radius with a radius helper in the scene. Note that this change breaks compatibility with entities that have the type of a radius set to a string value.
   
   * Startup: Removed the notice about having recently updated Wall Worm.
   
   * Startup: Added information in MAXScript listener when starting Max to show startup impact time of Wall Worm.
   
   * WWMT: Updated the function for exporting MDL with the FBX option to use the Material name instead of the Bitmap filename.
   
   * WWMT: Updated the FBX export to honor Use Local Origin as World Origin if exporting a WWMT that meets these conditions: Has $staticprop turned on and only has one mesh assigned to model.
   
   * UI: Added backward-compatible support for newer versions of Max to properly resize rollouts when the command panel is resized.
   
   * CSGO: Fixed VMF Exporter not being able to launch game in CSGO with compiled map. Added these launch parameters that are now required to launch CSGO from outside of Steam:  -insecure -hijack
   
   * MACROS: Added a new macroscript that will try to get missing TGA files in scene from VPK; this is helpful when opening a scene from another user that has loaded VTFs into TGA files from the VPK but those TGA files are not on your current system. Only looks for missing TGA files that happen to be in a path that includes "sceneassets\images". Command to use: macros.run "wallworm.com" "FetchMissingTGAfromVTFinVPK"
   
   * Get Brush By ID: Fixed Get Brush By ID from causing a MAXScript error if a brush element of a concave brush is missing from the ID values embedded in it.

13
Bug Reports / Re: Prop_dynamic collision bug
« on: November 27, 2020, 01:55:59 pm »
I'm not using WW right now, but well

Hopefully you got a fix for this. I'm pretty low on time lately, so except for issues dealing with Max/WW, I generally am slow to respond. Check that your bone hierarchy is same between hull and model.

14
I am about to release an update to Wall Worm with this change. Below is a MAXScript that you can run before updating to store the current values that will be affected:

Code: [Select]
/*
struct WallWormEntityDataTypeHelper (
--values stored as strings that will be converted to floats in a custom attribute update and we need to store it because
stringsThatWillBeFloats = #("radius"), --make array in case we add more in future
/*
This script will embed entity parameters that are strings but will be converted to floats in a custom attribute update.
This is necessary because when a custom attribute parameter type is changed, it's current value is not kept (converted) but reverts to parameter default value.
*/
function storeCurrentValues = (
local updatedEnts = #()
for ent in ::WallWormHelperOps.entities WHERE isvalidnode ent do (
local ca = ::WallWormEntityOps.getEntCA ent
if ca != undefined then (
for p in stringsThatWillBeFloats do (
if isProperty ca p then (
local v = (getProperty ca p)
if classof v != float then (
setUserProp ent (("wallworm_entity_store_"+p) as name) (v as string)
append updatedEnts ent
)
)
)
)
)
if updatedEnts.count > 0 then (
selectionSets["Entities that Stored old values"] = updatedEnts
)
),
function retrieveOldValues = (
if ::WallWormHelperOps.entities.count > 0 then (
local paramsToCheck = #()
for p in stringsThatWillBeFloats do (
append paramsToCheck (datapair p (("wallworm_entity_store_"+p) as name))
)
for ent in ::WallWormHelperOps.entities WHERE isvalidnode ent do (
local ca = ::WallWormEntityOps.getEntCA ent
if ca != undefined then (
for p in paramsToCheck do (
local storedVal = getUserProp ent p.v2
if storedVal != undefined AND storeVal != "" then (
if isProperty ca p.v1 then (
--do a try because we cannot guarantee the string value can be converted to the data type
try (
setProperty ca p.v1 (storedVal as (classof (getProperty ca p.v1)))
) catch (
format "ERROR: Could not set % to % in %\n" p.v1 storedVal ent
)
)
)
)
)
)
)
)
)

::WallWormEntityDataTypeHelper = WallWormEntityDataTypeHelper()

To use this
  • click Scripting > New Script
  • Paste that code into your MAXScript File
  • Click Tools > Evaluate All (CTRL+E)
  • In the MAXScript Listener (F11) paste this code and then hit ENTER: ::WallWormEntityDataTypeHelper.storeCurrentValues()

Now the script will store the current values.

To retrieve the values after you update Wall Worm, you can then run this command in the MAXScript listener:
Code: [Select]
::WallWormEntityDataTypeHelper.retrieveOldValues()

IMPORTANT NOTE: You must run this code before updating to Wall Worm 5.0.41+ on each scene that you want to preserve the radius values of entities. If you do not have entities that use the radius parameter (or the radius was already defined as a float in the FGD you are using), you do not need to concern with this script.

15
The FGD data made the radius be a string (with text input) for several entities :

Code: [Select]
radius(string) : "Max Audible Distance" : "1250" : "Maximum distance at which this sound is audible."
Here are the entities that I see this problem going to occur from base.fgd :

  • ambient_generic
  • env_physexplosion
  • physics_cannister
  • trigger_proximity

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