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WWMT Questions / Re: Importing .mdl files that are not in a game
« Last post by wallworm on January 17, 2018, 02:11:20 PM »
OK, then I will look into it.

Yes, Skins are supported in MDL imports.
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WWMT Questions / Re: Importing .mdl files that are not in a game
« Last post by JustaFleshWound on January 17, 2018, 02:09:06 PM »
I've actually installed wallworm just yesterday, specifically for the importer tools. My version is Wall Worm Free v3.57.

To tack on an additional question, since i'm new to this program, the mdl importer does not yet support importing skins correct? Just double checking.
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WWMT Questions / Re: Importing .mdl files that are not in a game
« Last post by wallworm on January 17, 2018, 02:04:10 PM »
Thanks for the info. Do you happen to have the latest versions of WW? Some of those functions were in flux for a few weeks. If you haven't updated WW in a few weeks, I'd update. If you have the latest version, I'll need to look into it.
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WWMT Questions / Re: Importing .mdl files that are not in a game
« Last post by JustaFleshWound on January 17, 2018, 01:59:20 PM »
awesome, worked perfectly. I was able to skip it without issue, but during the 'Save and Store Preset' step of making the project, clicking on 'Create Local Game Info' caused the settings window to unfocus, as if a new dialogue box appeared, but nothing appeared. It generated the file named after the game, but it was empty, and didn't generate sdk_content. Clicking another button in the settings window would result in the windows 'ding' as if there was a higher priority dialogue box that needed to be interacted first, until the settings window was closed and reopened. Also, the 'Check for Home Project' tick box would not stay ticked.

Regardless, i left the src paths pointing to the original game files since the project ones didn't generate and the model importing still worked, so thanks for the help!
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WWMT Questions / Re: Importing .mdl files that are not in a game
« Last post by wallworm on January 17, 2018, 09:42:24 AM »
At this time Wall Worm's MDL tools require the MDL to be in the game folders similarly to how they are required there in Hammer. All of the asset lookups depend on files being in the expected folders.

The workaround is to create a custom gameinfo.txt file for this. Doing this is detailed in Anatomy of a Design Team which has been re-written. You will still need to keep the other MDL files within a "models" folder but that models folder can reside anywhere on your system as long as the folder containing the models folder is added to the SearchPaths of a gameinfo.txt file.
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WWMT Questions / Importing .mdl files that are not in a game
« Last post by JustaFleshWound on January 17, 2018, 01:23:14 AM »
Is there any way to be able to import .mdl files that are not a part of a game's directory? I have custom models intended for garry's mod posing, but i'd like to import them to 3ds for use outside garry's mod, and was wondering if there was any way to accomplish that with this tool. Thanks for the help.
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Wall Worm News / Wall Worm 3.56 Released
« Last post by wallworm on January 11, 2018, 04:37:39 PM »
Version 3.56 released on 1-11-2018

   * Batch Tools: Updated the batch VMF/MAP/RMF importer to accept multiple command-line switches to control/configure how the importer works. Documentation on this does not yet exist.
   
   * PAK: Updated the BSP PAK function to now include several files in BSP PAK that previously only were included with the RES file maker.
   
   * Batch Tools: Updated the batch Level Importer to have an option to write out the asset PAK batch file for imported VMF files or a FBX file.

See the Batch Level Importer docs for more info.
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Materials and Textures / Re: Missing textures for props from VMF.
« Last post by wallworm on January 11, 2018, 04:36:21 PM »
For a reason that isn't 100% clear to me yet, there is a glitch in the importer that sometime the materials on props won't appear automatically right away. However, the material should appear if you select the prop and switch to the modify tab.

As for the displacements, you can ignore that message at render time. There is a checkbox when you see that warning: Don't display this message. It's because the render material is using a vertex color map but the display shader is using vertex alpha. I don't have time to explain this ATM but just ignore that render message.
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Materials and Textures / Missing textures for props from VMF.
« Last post by Semi on January 11, 2018, 04:15:43 PM »
I started using WallWorm yesterday, and i've been following a tutorial
(This one)
https://www.youtube.com/watch?v=iQPxEy66DC0
And i've followed all the steps, brushes have textures, models are loading correctly.
But the props don't have textures! They're just solid colors.
This is how they look.

Also apparently when rendering/exporting i get another error!

Although, im not sure if this is related.
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Version 3.53 released on 1-7-2018

   * Bodygroups: Added new spinner for the Blank Model Index. Allows setting the Blank model to be in slots other than the first entry.
   
   * Bodygroups: Added new button "Assign Selected BG to WWMT" to assign the selected Bodygroup Helpers to a picked WWMT Helper. Found in the Bodygroup floater.
   
   * Bodygroups: Fixed the Assign Selected WWMT to BG button not working in the Bodygroups floater.
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