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Design Tools => Wall Worm Model Tools => WWMT Questions => Topic started by: XPxanderXP on June 08, 2012, 12:49:57 PM

Title: Scout's collision model
Post by: XPxanderXP on June 08, 2012, 12:49:57 PM
Hello,

I have made a simple animation for the Scout model to be imported in garry's mod. Well perhaps I am old fashioned but I want to use the studiocompiler to make the model and it asks for collision model. I do not know how to export animations with WWT so that's why I use studiocompiler.

Yes I am new to WWT so please forgive me for my ignorance. I have managed to get a collision model that seems right but something is
surely off. I screwed it up I think so I posted a screenshot of my 'collision' model.

http://s1047.photobucket.com/albums/b478/XPxanderXP/?action=view&current=collisionmodel.jpg
http://s1047.photobucket.com/albums/b478/XPxanderXP/?action=view&current=errormessage.jpg


Also to be clear I ONLY want to have the collision model. Unless someone can show me a way that is way easier to export the model with the animation/collision model/reference smd. 

What I do not understand is that according to the error message my export folder doesn't exist. Probably made a typo because the folder is really there.

It would help me allot if someone knows how to help me.

Thanks in advance

EDIT: Oh I now realize that I probably misplaced this post. Sorry for that
Title: Re: Scout's collision model
Post by: wallworm on June 09, 2012, 12:43:38 AM
There are several issues that you will run into here.

1) You should turn off Export Non-Renderable Mesh as Bone unless you really understand it (too tired to elaborate at the moment).

2) If using the Wunderboy SMD Exporter, you need to make sure that your mesh as UVW data. For a collision hull... simply apply a Box UVW modifier.

3) Both the Model Folder Path and the Material Folder Path settings in the screen shot are completely wrong. Those two fields should always be relative paths (like mystuff/thisproject, etc). I strongly suggest that you read the entire page here (http://dev.wallworm.com/document/77/understanding_how_to_set_up_paths.html)... and if you don't understand it, then watch the video on that page.

As for doing the collision hull, ref smd and animations inside max/wall worm... that is all very simple and trivial... (if you know how to do it... :) ). I am too tired to explain at the moment but will try to elaborate that process sometime soon.
Title: Re: Scout's collision model
Post by: wallworm on June 09, 2012, 09:54:32 AM
I wanted to point you to a video that demonstrates a model with multiple hulls ($concave) that WW exports the ref model, hulls and animations. This video is very dated in terms of the WW UI, but the basics and methods are all still valid.



Title: Re: Scout's collision model
Post by: XPxanderXP on June 10, 2012, 05:32:25 AM
Thank you for helping me. Glad I finally found a place to get help from. I tryed to fix the errors and thanks to you I got rid of two of the three error messages. Problem is now that it still says that my export non-renderable mesh as bone option is still on but it never was turned on. You can see it in my screenshot
http://s1047.photobucket.com/albums/b478/XPxanderXP/?action=view&current=errorscreenshot2.png

Perhaps I haven't turned it off somewhere else?
Title: Re: Scout's collision model
Post by: wallworm on June 10, 2012, 10:30:36 AM
I will look at the code today and see if there is a bug.

The quick solution, though, is probably to select the meshes, right click and choose Object Properties. Then check the Renderable checkbox. That should solve the problem.
Title: Re: Scout's collision model
Post by: XPxanderXP on June 10, 2012, 05:18:02 PM
The solution you gave worked but then I realize that my way is so completely wrong. I have seen the video that you posted earlier and I am trying to do it your way. Should have done that earlier though =/ I managed to get the model working in model viewer! Finally a result since the 3 days I was starting to import the animation.

Well it would be too easy to get it done right? So I have a new problem now. The collision mesh is visable and it has no textures while I had assigned textures in 3ds max. Perhaps I can't see the textures because the real model is underneath the collision model. I don't know if it was a stupid move to attach the collision model hulls to the bones to make sure it moved along with the mesh during the animation. Do you know what I did wrong?
Title: Re: Scout's collision model
Post by: wallworm on June 11, 2012, 09:41:27 AM
Quote from: XPxanderXP on June 10, 2012, 05:18:02 PM
The collision mesh is visable and it has no textures while I had assigned textures in 3ds max. Perhaps I can't see the textures because the real model is underneath the collision model.
I'm not sure I understand this comment. The hull should never have any textures inside Source. In the model viewer, you should only ever see the wireframe view of a hull. The texture is only needed inside 3ds Max on a hull because the compilers require all meshes to have textures... even though they are never actually used in the collision hulls.

Quote from: XPxanderXP on June 10, 2012, 05:18:02 PM
I don't know if it was a stupid move to attach the collision model hulls to the bones to make sure it moved along with the mesh during the animation. Do you know what I did wrong?
For a hull to move with animations, it has to be skinned properly to the bones that the rest of the model is skinned to. Moreover, each hull mesh has to have 100% weight to a single bone.
Title: Re: Scout's collision model
Post by: XPxanderXP on June 11, 2012, 03:53:57 PM
Well I managed to get the collision model working but I still have done something wrong. My model isn't textured for some reason. I had textured it in 3ds max and the bones are also visable. I have uploaded a screenshot this time.

http://s1047.photobucket.com/albums/b478/XPxanderXP/?action=view&current=modelproblem.png
Title: Re: Scout's collision model
Post by: wallworm on June 11, 2012, 04:06:43 PM
Perhaps you did not export the textures. Below the button to export the model in WWMT, there is another button to export the VTFs. Did you do that also?
Title: Re: Scout's collision model
Post by: XPxanderXP on June 12, 2012, 12:12:01 PM
Yeah I forgot that. Now that I am trying it I am getting this error while doing it

"-Runtime error: Error opening bitmap: C:\Program files\Steam\steamapps

I can open my material folder when I press on "open folder' next to "material folder path" so I assigned it properly. Well at least. I think I did.
Title: Re: Scout's collision model
Post by: XPxanderXP on June 13, 2012, 07:03:48 PM
Did I said something wrong or are you just busy?
Title: Re: Scout's collision model
Post by: wallworm on June 13, 2012, 07:14:34 PM
Sorry... I actually meant to respond already... but I'm about to head out and walk the dog and take my son to the park... so I will try to help on this later on.
Title: Re: Scout's collision model
Post by: XPxanderXP on June 14, 2012, 10:16:45 AM
Ok don't worry about it. I will wait
Title: Re: Scout's collision model
Post by: wallworm on June 14, 2012, 11:15:20 AM
Quote from: XPxanderXP on June 12, 2012, 12:12:01 PM
I am trying it I am getting this error while doing it

"-Runtime error: Error opening bitmap: C:\Program files\Steam\steamapps

When you see that error... press F11 and copy the entire message. Post the entire error.
Title: Re: Scout's collision model
Post by: XPxanderXP on June 15, 2012, 06:37:34 PM
Here is the whole error message

Welcome to MAXScript.

"Loading...
Wall Worm Model Tools
Version 1.78

www.wallworm.com

Forums now up at http://www.wallworm.net

Copyright (c) 2010-2012 by Shawn Olson
http://www.shawnolson.net

"
>> MAXScript Rollout Handler Exception:
-- Runtime error: Error opening bitmap: C:\Program Files\Steam\steamapps <<
>> MAXScript Rollout Handler Exception:
-- Runtime error: Error opening bitmap: C:\Program Files\Steam\steamapps <<
>> MAXScript Rollout Handler Exception:
-- Runtime error: Error opening bitmap: C:\Program Files\Steam\steamapps <<
>> MAXScript Rollout Handler Exception:
-- Runtime error: Error opening bitmap: C:\Program Files\Steam\steamapps <<
"Loading...
Wall Worm Model Tools
Version 1.78

www.wallworm.com

Forums now up at http://www.wallworm.net

Copyright (c) 2010-2012 by Shawn Olson
http://www.shawnolson.net

"
>> MAXScript Rollout Handler Exception:
-- Runtime error: Error opening bitmap: C:\Program Files\Steam\steamapps <<
Title: Re: Scout's collision model
Post by: wallworm on June 15, 2012, 06:39:52 PM
That is interesting. At this point, the only way I will know what is wrong is if you send me the Max file.
Title: Re: Scout's collision model
Post by: XPxanderXP on June 16, 2012, 10:01:07 PM
And here it is: http://www.mediafire.com/?mazdekj23gwrhr4
Title: Re: Scout's collision model
Post by: XPxanderXP on June 19, 2012, 08:03:48 AM
and do you have any luck figuring out what's wrong?
Title: Re: Scout's collision model
Post by: wallworm on June 20, 2012, 10:59:12 AM
I briefly looked at the file but haven't had a lot of time. My first impression is that it has a bunch of extraneous stuff. My guess is that you've been testing blindly on the model with wwmt :) Which is good... but at the state the file is in... I'd be tempted to just start over with a fresh scene that has no WWMT model info.

In any event, I will give more informative suggestions when I get some more time. I just wanted to make a comment so that you didn't feel neglected.
Title: Re: Scout's collision model
Post by: XPxanderXP on June 21, 2012, 06:45:50 AM
Yeah I had to experiment with the wwmt. Perhaps I should have made a back up of my animation. Oh well worth it. Learned allot from it. Also I appreciate your help allot. Oh and I figured out that I couldn't do any facial animations on the scout's model. Is there a way to enable that trough the WWMT so I can animate them in the SDK?
Title: Re: Scout's collision model
Post by: wallworm on June 22, 2012, 09:37:16 AM
Yes you can. You have to do the head as its own model. But here are the general instructions: http://dev.wallworm.com/document/76/making_facial_animations.html