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#81
Bug Reports / Issues with the SnapVertsToGri...
Last post by Pocket - May 06, 2022, 02:09:49 PM
I'm trying to convert the clouds from Minecraft into a 3D model, using the PNG I extracted from the game files. I got as far as figuring out that I could make an Adobe Illustrator file out of it, import it, and extrude it into a 3D poly, but because of the fiddly nature of the tools I used, it doesn't quite line up with the grid. So I went looking for some kind of tool that would just snap every vertex to the grid, and coincidentally my search led me right back here.

I don't know if the script is just broken or if I'm not doing it correctly. What I did was select my object, click the Vertex (three dots) button, drag over the whole object in the top-down viewport, and select SnapVertsToGrid from the Modifier List dropdown. And it... kind of worked? It snapped the vertices to a grid, but definitely not the global coordinates. (See attachment #1) They're all off by exactly .025 in the X and Y coordinates and also the whole thing was moved .5 units upward. It's actually quite similar to what often happens when I try to move multiple vertices manually with snapping on, so I wonder if this script is just an automated version of that? Also, some polygons have turned black (see attachment #2), which I guess means there's some kind of invalid-shape shenanigans going on? They weren't like that before I ran the snap script.

This is in 3ds Max 2022, using a freshly-downloaded copy of the script.
#82
Wall Worm News / Re: Wall Worm Book: Hammered t...
Last post by Joris Ceoen - April 29, 2022, 07:09:12 AM
Quote from: wallworm on April 04, 2022, 10:08:04 AM
The revision I was planning in 2019 never happened because I got entrenched with my work at Autodesk. It's now been five years since the last revision to Hammered to the Max and the document is getting very dated. I would really like to make a revision this year. As such, I want to make a call-to-arms for Max users to share screenshots of their projects that utilized WW. I would love both Max screenshots as well as final productions in-game. If you would like to see your work in the next edition of Hammered to the Max, please send me your screenshots of Max/WW and in-game work, along with a note that you give me permission to use the content in the publication.
I'm working my a** off to get Daigo released for the next version. Once again, a number of interiors needed more changes than I expected (especially geometry-wise), although I've finally gone through all the lighting techniques for getting exponentially better indoor results. I can't promise immediate screenshots for the coming week(s), but sometime in July I'll be able to provide screenshots. Would that be alright?
#83
Wall Worm News / Wall Worm 5.1.27 Released
Last post by wallworm - April 18, 2022, 06:55:40 PM
Version 5.1.27 released on 4-18-2022

   * VMT Exporter: Updated VMT Exporter to skip the $envmapmask entry when applying $normalmapalphaenvmapmask, $basealphaenvmapmask or $selfillum_envmapmask_alpha.
   
   * Entities: Fixed MAXScript error in the Display Entity Output connections when an entity has inputs but no outputs.
   
   * CorVex: Fixed a MAXScript error in some cases of applying a material to a side with Worm Face.
   
   * CorVex: Fixed MAXScript error in sloped wall mode when adding a new spline and the new spline has no segments yet.
   
   * Displacements: Updated the Terrain tool in the Displacement Floater to not create ShellVex nodes from objects that are currently brushes--but to copy them instead.
   
   * Displacements: Updated the Terrain tool in the Displacement Floater to not use a right-click function for choosing to generate extra nodraw brushes.
   
   * Displacements: Added checkbox in the Terrain section in the Displacement Floater to generate extra nodraw brushes.
   
   * Displacements: Added checkbox in the Terrain section in the Displacement Floater to Collapse the source brushes to Editable Poly.
   
   * ShellVex: Fixed MAXScript error when the source-geometry has zero-area surfaces.
   
   * VMF Exporter: Added new option to exclude brush elements by the material ID with custom user prop key of #vmf_skip_ids. Expects an integer or comma-separated list of IDs.
   
   * Parse BSP Log: Added check for Patch Sample Radius Clamped.
   
   * Parse BSP Log: Added check for VRAD bounce errors that print NaN in the color values.
   
   * Create Floor Plan: Updated the Create Floor Plan function to add materials to the created brushes from the source object.

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

Version 5.1.22 released on 4-3-2022

   * Parse BSP Log: Fixed Error in the parser function that could cause a MAXScript error if there are WWMT models in the scene.
   
   * Parse BSP Log: Added support to find brush error "FloatPlane: bad normal".
   
   * Get Brush By ID: Fixed problem with the Get Brush By ID that would not collect Concave Brushes tied to entities (like a CorVex set to func_detail).
   
   * CorVex: Added new parameter Block Mode Hidden that will allow you to set the material ID of hidden faces on a multi-floor CorVex object in block mode and no floor offset.
   
   * CorVex: Fixed the starting side of a sloped wall CorVex from sometimes adding an extra zero-area face.
   
###################################

Version 5.1.21 released on 3-24-2022

   * System: Fixed several problems in Wall Worm that had broken compatibility with 3ds Max 2012 and 2013. These defects had been around for years, but testing for those versions stopped many years ago. Fix alleviates installation and startup errors in 3ds Max 2012-2013.
   
   * CorVex Spline: Fixed error in CorVex Spline when using a CorVex with a base spline that has all verts at one location (like a zero-radius circle).

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

Version 5.1.20 released on 3-19-2022

   * Sky Writer: Fixed Sky Writer not creating VTF files when using a Game Info Path other than the actual game folder.
   
   * Sky Writer: Added new setting called Max Render Time that will limit the amount of time spent rendering each side of the sky when using VRay.
   
   * Settings: Fixed problem using the new configuration settings in some versions of Max. Defect affected global settings and VMF Exporter dialog.
   
###################################

Version 5.1.19 released on 3-6-2022

   * Point Entities: Fixed the selected world model not being applied to prop entities automatically.
   
   * PropLine: Fixed the Average Vector option not working on the first instance in a closed spline.
   
   * Batch Tools: Added new MaxBatch tool to convert VMTs into TGAs and zip the results up. No UI or docs for this yet.
   
###################################

Version 5.1.17 released on 2-21-2022

   * PropLine: Added Exclude VMF parameter to match other WW plugins.
   
   * PropLine: Added new option Skip Nth that will remove instances in a repeating pattern.
   
   * Arch: Added a setting to offset the point on the Arch where the block is a quad rather than a tri from the side. Alleviates problems where Arch was sometimes using a segment that created a concave block, which is invalid for BSP.
   
   * VMF Exporter: Fixed a MAXScript exception when exporting a scene with a PropLine node that was not active.
#84
Wall Worm News / Re: Wall Worm Book: Hammered t...
Last post by wallworm - April 04, 2022, 10:08:04 AM
The revision I was planning in 2019 never happened because I got entrenched with my work at Autodesk. It's now been five years since the last revision to Hammered to the Max and the document is getting very dated. I would really like to make a revision this year. As such, I want to make a call-to-arms for Max users to share screenshots of their projects that utilized WW. I would love both Max screenshots as well as final productions in-game. If you would like to see your work in the next edition of Hammered to the Max, please send me your screenshots of Max/WW and in-game work, along with a note that you give me permission to use the content in the publication.
#85
Bug Reports / Re: Wall Worm and Windows 11
Last post by wallworm - March 07, 2022, 11:18:50 PM
I have updated the WW installer to include support for Windows 11. I've been using it without issues since the first post above. No problems since then.
#86
Wall Worm News / Wall Worm 5.1.16 Released
Last post by wallworm - February 19, 2022, 12:24:13 PM
Version 5.1.16 released on 2-19-2022

   * Installer: Added support for Windows 11 to the installer.

   * PropLine: Fixed PropLine skipping a point when using the Midpoint distribution and the spline is closed.
   
   * PropLine: Fixed duplicate point added in some cases with a closed spline.
   
   * Arch: Updated Arch to not create zero-volume rim blocks when the Rim Height is set to 0.
   
   * Batch Tools: Added a new batchtool for converting MDLs from a text file to FBX using MAXBatch. No UI or docs for this yet.
   
###################################

Version 5.1.14 released on 2-4-2022

   * Render Maps: Fixed a MAXScript error with the Render Maps custom attribute in some versions of Max.
   
###################################

Version 5.1.13 released on 1-30-2022

   * WWMT: Updated WWMT to create a ragdoll pose sequence automatically when exporting $collisionjoints.
   
   * WWMT: Updated WWMT to write a minimum number of breakable items into the $collisiontext block based on the breakable_count setting. If the breakable count is higher than number of items in the gibs list, WW will repeat items.
   
   * CorVex: Fixed zero-size face on a CorVex that has multiple splines, a starting height of 0 and is using the slope setting.
   
   * CorVex Spline: Added support for the Arch Primitive in CorVex Spline.
   
   * Material Library Generator: Fixed a MAXScript error for older versions of Max.
   
   * WallWormMDL: Added new option to fix rotation problem where some meshes don't accurately orient in the viewport.
   
   * Arch Primitive: Added ability to swap the orientation of the tunnel in an Arch primitive by holding down the ALT key during creation in the viewport.
   
   * Arch Primitive: Fixed a MAXScript error when right-clicking the viewport when using the UV offset function.
   
   * Propline: Fixed the button to generate a random seed only working on first click.
   
###################################

Version 5.1.10 released on 1-16-2022

   * VMF Exporter: Fixed a case where the angles property in point entities was getting written twice. This is related to another recent and similar issue fixed in a another update.
   
###################################

Version 5.1.9 released on 1-16-2022

   * Displacements: Fixed modify tab sometimes having bad layout.
   
   * WWMT: Fixed UI for custom gibs not updating the enable state when changing the gibs type in modify tab.

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

Version 5.1.8 released on 1-16-2022

   * Materials: Added two new functions: Reload Materials from VMTS and Reload Missing Textures. Both functions will update materials of current scene selection (or entire scene if nothing selected) by rebuilding the materials from the VMTs they represent. When using the Reload Missing Textures version, only materials that are missing the texture files will get reloaded. Functions are added to the Wall Worm > Materials menu.
   
   * VMF Exporter: Updated VMF Exporter to no longer set Max' Ambient Color render setting from the VMF Exporter's default Ambient color setting. This setting is defaults to white, and when the white gets assigned to the ambient color in Max, the viewport usually gets blown out. Now the user must explicitly assign this color to Max's render settings if they want the two to match.
#87
Bug Reports / Re: Wall Worm and Windows 11
Last post by wallworm - February 10, 2022, 07:02:40 PM
A second data point: I today updated my main machine to Windows 11 and did not have the same issues as in opening post. I'll run WW through some tests this weekend.
#88
Bug Reports / Re: Wall Worm and Windows 11
Last post by wallworm - February 08, 2022, 10:34:32 PM
Well I'm not that brave either! I installed Windows 11 on my backup system :P
#89
Bug Reports / Re: Wall Worm and Windows 11
Last post by Joris Ceoen - February 08, 2022, 06:53:19 AM
You actually installed Windows 11? I'm too afraid to do that yet, as I know from a number of programs that they don't work properly yet... I'm gonna wait regardless and perhaps install it a few months from now (or next year). Thanks for the walkthrough, though. I'm sure a number of people will run into this problem!
#90
Bug Reports / Wall Worm and Windows 11
Last post by wallworm - February 05, 2022, 12:42:54 PM
I tested Wall Worm this morning on Windows 11 for the first time. I did run into an issue:

After updating Windows from Windows 10 to Windows 11, I tried to launch 3ds Max. There were errors when launching Max. It was not clear to me that the errors were a result of WW or not in the Max log file. I was not able to successfully launch Max. There could have been a problem due to WW or another plugin. Note that 3ds Max does not yet officially support Windows 11, and this was just my own experiment.

I then renamed this folder to something else and restarted Max:

%LOCALAPPDATA%\Autodesk\3dsMax\2022 - 64bit

When doing this, 3ds Max will recreate that folder. Unfortunately, it means that any customizations are lost.

I was able to successfully load 3ds Max at this point, then click Scripting > Run Script, and browse to

C:\Program Files\Wall Worm\Wall Worm Pro Pack\WallWorm.com\install.ms

After WW installed, I restarted and Max launched fine and had access to all the Wall Worm functions.
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