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Topics - Revizion

#1
Hello, Shawn! At first i want to say a big thanks to you with your previous help,i imported all maps i needed very easy, and they have almost all geo and textures.
But, today, i need your help again. I came to the point, when i can start to make animated movie, but one last thing stops me.
I know, there is way to import  CSGO's viewmodel weapons with it's first person sequences(shots, reloads etc), but, i want to know, how to import them with arms attached. I know there is a way, but i dont know how. Does WW allow you to bind bones to bones or something in this kind? For exampe, i import deagle, through qc, with animation, and then import arms, is there a way to transfer (weapon's bones) animation to arms' bones or actualy BIND arms to weapon? Thanks in advance! Happy New Year!
#2
Counter-Strike (CS 1.6, CSS, CSGO) / Importer Bug
November 06, 2016, 05:34:43 AM
Hello, a few weeks ago i've tried to import maps to 3ds max. You recommended me to wait till new WW version. So, i just installed new WW, and tried to import a map(i tried 2-3 maps).
So now, i'm getting this error on every map i try to import
D:\CSGO_maps_3dmax\BSPSource_Decompiled\de_dust2_d.vmf data parsed in 49.649 seconds (0.827483 minutes)
-- Error occurred in p loop; filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\VMFImport2.mse; position: 56551; line: 1783
--  Defined in encrypted script
--   called in addMappingFromPlanes(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\VMFImport2.mse; position: 56879; line: 1787
--  Defined in encrypted script
--   called in b loop; filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\VMFImport2.mse; position: 108996; line: 3436
--  Defined in encrypted script
--   called in createBrushes(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\VMFImport2.mse; position: 110459; line: 3482
--  Defined in encrypted script
--   called in ent loop; filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\VMFImport2.mse; position: 112288; line: 3539
--  Defined in encrypted script
--   called in createEntities(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\VMFImport2.mse; position: 138235; line: 4267
--  Defined in encrypted script
--   called in parseAndImport(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\VMFImport2.mse; position: 146441; line: 4532
--  Defined in encrypted script
--   called in btnImport.pressed(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\rollouts\VMFImport.ms; position: 11273; line: 182
--  Frame:
--   started: 54382664
--   mdlObjs: undefined
--   seconds: undefined
--   ns: undefined
--   vmfMemStream: undefined
--   props: undefined
--   fsource: "D:\CSGO_maps_3dmax\BSPSource_Decompiled\de_dust2_d.vmf"
--   minutes: undefined
--   ended: undefined
--   MDLS: undefined
>> MAXScript Rollout Handler Exception:
-- Unable to convert: undefined to type: Integer <<   - this error i'm gettin while i import any map.
Skip Hidden, Import missing from QC and Instances button were disabled and enabled - same result.
P.S. It seems like WW imported some of geometry, NOT FULL, NO PROPS, SOME(a lot of) GEOM MISSING.
P.S. 2  - All pathes set correctly. Materials/Models are converted.
Please, help. Thanks in advance.
#3
Hello everyone. At first, i want to say thanks to developer of this cool plug-in, i don't know programming and c++, but i know that this is hard to do.
So, let me explain my problem.
Recently, i've bought new pc for animation and render purposes, and wanted to make some cool 3d animated movie based on CSGO. The real problem was only maps. So, i started to search how could i import them. Google brought me to WallWorm.
I've watched all your tutorials, and tried to export atleast one map. After waiting about like 15 mins(WW using 1 of 8 cores and 1 of 16 threads only), i got this result. http://imgur.com/a/zSIhj
-
P.S. ALL MODELS DECOMPILED WITH CROWBAR'S LAST VERSION, TEXTURES CONVERTED TO .TGA FORMAT. MatGen set to RAW(non converted) textures, modelsrc to decompiled and materialsrc to converted TGAs. Please, tell me if im wrong, cuz i made all of these following by the tutorial.
And here are my questions:
1 - What are these BLACK/very dark(yes, some textures are visible, but very dark). (also, there are models without any textures on them(look like raw white 3d models) - AND HOW TO FIX THEM?
2 - Is it possible to disable/delete all source engine notifications  on map like multi-colored cubes, and solids with text on them? Cuz it's hard to work with them.
3 - Is it possible to make scene file with all used textures in one file/folder so after i open it there will be full scene (for needs to change textures/scene location etc) / or import map without textures at all? Because i will use VRAY and there are different material types.
4 - There are few brushes, that shouldn't be there, andwhen i select them, they also select another geometry that i need.  - Is it possible to fix?
So, that's all i think.
I apologize for my English, i really tried to make it possible to read !
Thanks in advance!
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