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Topics - jrocket

#1
I recently got the urge to map again, but I have encountered an issue. What I am seeing in max is different from what I get when compiled and in-game.

I started by creating the center arch and it worked fine, but when I duplicated(ctrl v) and moved it to create the other arches, they don't show up right. The one on the right is offset from where it should be. Most of the parts are simple boxes so nothing complex here. I also double checked to make sure there is no scale or rotation applied.

Any ideas?
#2
For some reason my vertices are all being exported as integers, making everything look blocky. Actually a pretty cool effect, but not the look I'm going for. I opened the smd file, and all of the first 4 values are whole numbers in every triangle.


0 1 -3 69 0.281047 -0.936498 0.209725 0.669415 0.15563
0 1 -3 69 0.262466 -0.94003 0.217844 0.669602 0.144254
0 2 -3 69 0.395326 -0.887931 0.235153 0.677795 0.147238


Happens in both the wallworm smd exporter and the wallworm pro exporter. Any idea what could be causing this?
#3
Anvil Bug Reports / Some Displacements Fail To Export
February 15, 2016, 12:03:38 AM
When using the Polys to Displacements feature, the polys are converted to displacements, but those displacements fail to export when exporting the vmf.

To repro-
1. open the attached scene.
2. Select all of the faces in the model.
3. In Anvil, press the Polys to Displacements button
4. Export the level to vmf.
5. Open in Hammer and see that nothing is there.

It looks like wall worm doesn't like my mesh, because a box or sphere work fine. All of the faces are planar though :(

I am using the latest 3.93 in Windows 10.
#4
WWMT Questions / Holes in displacements
November 05, 2015, 09:57:41 PM
Hi again! I seem to be getting some gaps in my displacements. I have seen this problem with other maps made in hammer, but from looking around at forum posts it seems that the fix in hammer is to move the verts around to snap them. In 3ds max, my verts all look fine.

I used polygons-to-displacements to generate the displacements. I even tried making sure that the vertex locations are nice whole numbers before using the polygons-to-displacement tool, but the problem persists. Do you have any tips for removing gaps? I'm not too far along that I couldn't re-make my displacements if needed.
#5
WWMT Questions / Bring in from prop library
November 01, 2015, 02:50:34 PM
I have made a model in a max file that I have added to my prop library. How do I then bring this guy into my other scene so that each instance exported as a prop_static? Is there any way to see what's in my prop library?
#6
I've added this attached file to the global fgd and reparsed, but my point entities list is completely empty :( It doesn't seem to do anything when parsing, not even hanging max for a few seconds/minutes like it should be doing. This is a custom fgd so I'm not sure if it's a problem with the fgd or with wall-worm, or something else. It does work in Hammer. Any idea what's wrong here?
#7
Hmm, I'm experiencing some weird results. it looks like the world geometry may be lit correctly, but my static prop models in the 3d skybox are not. May be a source engine bug. Will look into it further.
#8
One other issue I've had is that the light rotation doesn't match between 3ds max and source. Even making a simple Free Direct light in max pointing down( rotation 0,0,0) comes out pointing sideways in the light_environment. The pitch is correct at -90, but the Pitch Yaw Roll(y,z,x) is (0,90,0). It should be (-90,90,0) to point straight down. I am using Source Multiplayer Base 2013.
#9
In Source, the there is a brightness property in the light_environment that takes 4 values- the first 3 is the rgb value of the light, and the last is the brightness of the light. How do I set this last value in 3ds max? It's always coming out as "20" and the color slider only lets me select the color of the light. I noticed that there is a brightness scale, but that only seems to set the HDR Brightness scale.
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