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Model WIPs / Model Compiling as prop_ragdoll instead of prop_dynamic.
« Last post by foks on Today at 09:50:50 AM »
Hey all.
So I've been trying to compile this model I have been working on and I'm having a spot of trouble, I have been running into the same issue with each iteration whilst attempting to find a solution.
I'm not sure if this is an inherent issue with how Garry's Mod is handling my models or whether or not it's an issue with compiling. The intended use of the model is to be used as an entity.
I've compiled with $collisionmodel which works as intended, it animates perfectly fine, however there is no animated collision model (which I know is the correct result). I however want the model to animate the collision mesh alongside the model, I have done this with bones and one again it compiles fine, I've looked int mdlviewer an confirmed that the mesh does animate also, whilst attempting to use the model in-game it however spawns as ragdoll instead of a prop.
I would greatly appreciate if someone could help me solve this issue. I've attached a few gifs below alongside my max document.


Preview of model compiled with $collisionmodel flag.

Same as above, just with the animations

Preview of model compiled with $collisionjoints, as you can see it is no longer a prop and is a ragdoll, this is an unintended outcome.

Same as above, this time previewed in mdlveiwer to make sure the physics mesh is animating
(Ignore the textures, they werent present for testing purposes)

https://drive.google.com/open?id=0B45ezlsAqe0RU19DQ2x2aFo0VE0
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Wall Worm News / Deviate Vertices modifier released (Free)
« Last post by wallworm on September 15, 2017, 01:09:17 PM »
New Free modifier from Wall Worm: Deviate Faces. The modifier is very similar to a noise modifier but can force verts in same face to deviate similarly. Will add a few more features in next update.
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Commercial Tools / Re: Brushify Modifier Released
« Last post by wallworm on September 15, 2017, 01:07:05 PM »
Version 1.17

   * Optimized functions requiring face evaluation (Turn Concave Polygons and Cap). Generally faster now. Even faster yet in 3ds Max 2018.2.
   
   * Fixed MAXScript error with some kinds of meshes.
   
   * Minor UI cleanup (spelling errors, alignment).
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General Discussion / 3ds Max 2018
« Last post by wallworm on September 13, 2017, 11:11:23 PM »
I have been slow to move away from Max 2016 in part because it's the version we use at Black Mesa, but also because it was a game changer for me in many ways. 2016 was simply an awesome Max release. 2017 had many problems for me, and it was the first release of Max that I tested and then abandoned because of driver incompatibility with Nvidia cards (those problems are now gone... but a new version of Max is out).

So this brings me to 3ds Max 2018.

Although it continues with the icon changes of 2017 that I do not like, there are numerous things about 2018 that I really love. There are new motion paths, spline tools, enhancements to modifiers like PathDeform, Normalize Spline, Unwrap UVW and more. And noteworthy for WW is that some new MAXScript functions have been added that speed up accessing mesh data. This means that exporting files will be faster as well as committing complex sculpt meshes, etc. So this is a big one. I've already started the process of supporting these new features for those who have Max 2018.2+.

There are still some annoying things in 2018. Of course, I do not like the new icons/theme. But that could be cranky-old-man syndrome. Other annoying things are that some nested windows won't automatically adapt to viewport changes (like closing the Graphite Toolbar or Mini Curve Editor leaves an empty gap between where the window was and the viewports). Another annoying thing is that the Command Panel often gets stuck at a larger-than-necessary width. It's hard to say what causes that, but I find it highly annoying.

Despite those annoyances, I'm eager to use 2018 more regularly. I feel very good about this iteration of Max.
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Wall Worm News / Wall Worm 3.234 Released
« Last post by wallworm on September 06, 2017, 08:24:58 PM »
Version 3.234 released on 9-6-2017

   * Anvil: Added three new buttons to create Grids in the Anvil Tags tab: Create Grid Above Selection, Create Grid Below Selection and Create Grid Above and Below Selection. Will create grids aligned to the world grid and centered in X/Y at closest current world grid spacing intersection.
   
   * MacroScripts: Added three macroscripts for grids. Create Grid Above Selection, Create Grid Below Selection and Create Grid Above and Below Selection.
   
   * Settings: Added new button to import settings from a previous installation of Max. This allows you to load the presets you already have saved in older Max versions, or to load from a shared presets file.
   
   * MacroScripts: Updated macros that have an Alternate Documentation function using SHIFT to work with keyboard shortcuts. Now it is safe to assign a function to use SHIFT in a keyboard shortcut.
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Bug Reports / Re: Compile Issues regarding Collision Mesh for a World Model
« Last post by wallworm on September 02, 2017, 11:26:22 AM »
First and foremost I really appreciate the fast response.
You are welcome :)
I'll note this the next time I'm working with bones.
For the record, $collisionjoints is the type of hull you'll use most with animated props. I think the main issue is that Gmod is possibly using the Hitbox rather than the hull. In that case you might still get away with the $collisionjoints by manually creating a hitbox, which you can do with WW. See Hitbox and Bone Properties which I updated today to reflect an update to hitbox exporting that I just loaded in WW 3.232.

So if trying to make manual hitboxes, make sure to update WW first. I only ever tested hitbox functions in CS:GO and discovered this morning that other mods/games don't support the Hitbox Rotation command. So to get the hitboxes to compile, you will need to set the new Global Setting called Use Hitbox Rotations in the model tab to OFF before exporting.
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Wall Worm News / Wall Worm 3.232 Released
« Last post by wallworm on September 02, 2017, 11:14:28 AM »
Version 3.232 released on 9-2-2017

   * Settings: Added new global setting in the models tab: Use Hitbox Rotations. When on, hitbox rotations are written into QC. When off, hitbox rotations are skipped. For CSGO this should be on. For Black Mesa it should be off.
   
   * WWMT: Updated the QC exporter to use the new global setting for Use Hitbox Rotations to determine whether rotations should be used in hitbox lines.
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Bug Reports / Re: Compile Issues regarding Collision Mesh for a World Model
« Last post by foks on September 02, 2017, 04:19:15 AM »
Hey there,
First and foremost I really appreciate the fast response.

It did indeed take quite some time for me to figure this one out, there was about a week of downtime where I had begun working on other projects as a result of not being able to ascertain the cause.
I'll note this the next time I'm working with bones.

Thanks. :)
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Bug Reports / Re: Compile Issues regarding Collision Mesh for a World Model
« Last post by wallworm on September 02, 2017, 12:26:25 AM »
Thank you for taking the time to try and figure this out on your own and making the video.

At this time, WW uses some default logic for whether to use $collisionmodel or $collisionjoints that works for most models but may not always be appropriate. You can override those defaults in WW. Unfortunately, there is no exposure to this in the main WWMT Floater. Instead, select the WWMT Helper in the viewport, then open the Modify Tab of the Command Panel. In the Collision Model rollout, change the Hull Type from Let WW Choose to $collisionmodel. Once you change that, you will need to close the WWMT Floater and re-open it to get this setting change to work when using the export functions in the floater.
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Bug Reports / Compile Issues regarding Collision Mesh for a World Model
« Last post by foks on September 02, 2017, 12:09:56 AM »
Hey there,
I have detailed everything in video form, please see below.


I have uploaded the source files to Google Drive for further inspection.
https://drive.google.com/file/d/0B45ezlsAqe0RTVBJYm1jbGRZRUU/view?usp=sharing
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