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Messages - kinggambit

#16
Ah thanks. Embarassing mistake on photoshop. For some reason photoshop didnt have it set to 8 bit/channel and 32 bits/pixel like I'm used to.
#17
Could be coincidence but seeing how there's been a plethora of issues with the past csgo update (and that a few days ago, I've had no problems with $selfillum), seems something isn't working out for that parameter.

Even if I manually go into the vmt's and write in "$selfillum 1", it won't work. Any ideas why this might be happening?
#18
Sorry, dont know the answer but cant you just combine the ambient occlusion into the diffuse?

I got a similar compile warning in hammer when using a texture of numerical digits a while ago [http://csgo.gamebanana.com/prefabs/6340](http://csgo.gamebanana.com/prefabs/6340). I'm assuming it's something to do with the blending mode.
#19
Yesterday I used WWMT to realize there was an exporting error. I repaired/reinstalled 3ds max and updated WW to the latest version, but any object I try to export out with WWMT will cause the same problem when exporting QC+Model:



I've been testing it out with different scenes and objects and it looks like everything is affected.
Dont know much about SMD's and QC's but looking through previously successfully exported props, it looks as if there isnt much difference between the successful exports and the failed exports.
#20
Tested it out. Works like a charm!  ;D Thanks again Shawn.
#21
First, it's important to install WallWorm correctly: https://www.youtube.com/watch?v=Yn7xiiyPSdU

Here is one of the older tutorials for compiling your first model: https://www.youtube.com/watch?v=TEnYtBr-isg

The UI is going to be a bit different but the process is the same.
#22
ah I see. It's not too impeding. Just have to manually compile in VTFedit to seal the deal.

Hoping to get my current map in next CSGO operation and then easy money to buy WW pro!
#23
I've followed this tutorial that would change all custom content to be kept safely in Google Drive (Part 1 of tutorial):
http://www.tophattwaffle.com/custom-content-without-contamination/

The only thing now is that I need to pipe in WWMT to the new directories which I'm having some issues with.

Here's the directories for WW's settings currently:


Here's the 2 directories in my Google Drive, "Raw Content" (equivalent of "/Counter-Strike Global Offensive/sdk_content" folder) and "Content" (equivalent of "/Counter-Strike Global Offensive/csgo" folder):


I found that the Game Info path in WW's settings dictates where the final vmt's/vtfs and mdls will be, so I copy-pasted an edited gameinfo.txt to Gooogle Drive's "Content" directory then changed WW's "Game Info" path as shown in the first image.

Edited changes to searchpaths in gameinfo.txt:
     
SearchPaths
        {
            Game                "E:\Program Files\Steam\SteamApps\common\Counter-Strike Global Offensive\csgo"
            Game                "E:\Google Drive\projects\de_dynasty\Contentt"
        }


It works fine for compiling models but I get an error when compiling the vtf/vmt it seems (in yellow):
#24
WWMT Questions / Re: multi-texture/material dilemma
February 12, 2015, 07:39:23 PM
yeah I was planning to just make life simpler and seperate them out into different models.

What I'm a bit confused about for #2 is how does the engine know how to associate certain collision hulls with corresponding materials? (i.e. the glass metal on a tv prop)

Just found out about the contest. hehe I'll try to get something submitted, but at the rate I'm going, might be a half-baked product at the deadline. Deadline is a good way to motivate myself to work faster though!
#25
WWMT Questions / multi-texture/material dilemma
February 12, 2015, 06:37:54 AM
I'll try my best to describe my situation:

I have a jumbotron screen (seperate model from the frame of the jumbotron which works fine) which is composed of 3 objects:

As you can see, this screen has a lot of things going on:

1.the advertisement has 3 different textures (using multi/sub method: http://dev.wallworm.com/document/71/export_multiple_texture_skins.html) so I can trigger random skins

2. A transparent banner that runs across the bottom of the sreen using texturescroll proxy.

3. A simple glass cover (transparent and specular with glass surface property).

I've done all these things individually before without any hiccups, but no luck for me when I cram all these into one model. Alpha channel artifacts of the bottom banner and glass turning invisible in certain areas (VDC says to use $alphatest instead of $transparent but the glass won't even show up if $alphatest used).

1. Is there anyway to get that scrolling banner texture as well as the glass without the artifacts?

2. How do I know which material the prop will refer to for the surface property in models that use multiple textures?
#26
Thanks! the tubes are supposed to have some kinda energy pulses (not very good at texturing though as you might notice).

It's a minigame map with 9 arenas (pistol, shotgun, sniper, etc.) where the players get teleported to various locations around the world.
#27
https://www.youtube.com/watch?v=Gs7fr26FfrU

www.youtube.com/watch?v=AXwGVXD7qEQ

I don't use animations much but that's good to know.
#28
ah I see! I really should get in the habit of centering objects to the origin and resetting the transform before compiling.

As usual, thanks for your help Shawn!  ;D

I'll post results once I get it working.
#29
https://drive.google.com/file/d/0B-vAs10wX5pRY0w4VHFvVVRrX0k/view?usp=sharing

Not sure if there'll be bitmap texture issues but here you go.

Thanks!
#30
I've gotten erratic results, but I think most of it is due to my shift+drag duplicating my prop (I did click on clear WWMT and delete WWMT prior to duplicating).

First compile: perfect.
Second compile: added extra sequence. Showed up in hammer. Didn't show in game. Also got this error flooding my console:
CModelRenderSystem::SetupFlashlightsAndDecals sorted model list count incorrect! A model was probably unable to load

Ever since then, I've tried to duplicate the model and test out various ways to get my model to work again.

Currently I can get models to work if I check $staticprop, but once I compile without it, I get the persisting error (even when I recompile with $staticprop afterward).

I've updated WallWorm. However, I can't seem to get it to compile at all (some error with sequences)

I suspect the big problem stems from duplicating my original model and I messed up clearing WWMT.

Anyone have experience with this issue?
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