Recent Posts

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1
WWMT Questions / Re: Error importing MDL files
« Last post by wallworm on September 25, 2017, 10:31:28 AM »
Thanks for the info. Glad you figured it out :)
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WWMT Questions / Re: Error importing MDL files
« Last post by jezhunter on September 25, 2017, 01:02:02 AM »
Thanks for getting back to me. In the meantime I revisited the set up and reinstalled Steam and source SDK and the files loaded properly, it's working now, I think the gameconfig.txt was corrupted!
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WWMT Questions / Re: Collision model weirdness?
« Last post by wallworm on September 24, 2017, 12:14:15 PM »
I am sorry I did not respond more earlier. I was swamped with work for a while, then went onto vacation.

Did you still need help with this?
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WWMT Questions / Re: Error importing MDL files
« Last post by wallworm on September 24, 2017, 12:12:06 PM »
Sorry about this issue.

Please explain the exact steps you took to get this error. Also, please reproduce the error and after hitting the OK button, hit F11 to get the full error. Copy the entire message that is in red and paste it here.
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WWMT Questions / Error importing MDL files
« Last post by jezhunter on September 23, 2017, 07:29:19 PM »
I have only just installed WW so I'm guessing I didn't configure something correctly. What might be causing this?
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Model WIPs / Re: Model Compiling as prop_ragdoll instead of prop_dynamic.
« Last post by wallworm on September 21, 2017, 07:18:17 PM »
I will provide some more feedback when back in my office in a few days.
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Model WIPs / Model Compiling as prop_ragdoll instead of prop_dynamic.
« Last post by foks on September 19, 2017, 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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