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Messages - wallworm

#3571
Static Props / Re: Test Model
May 14, 2011, 06:40:14 AM
Thank you :) Have fun with it. I look forward to seeing what you make!
#3572
Wall Worm News / Re: 3ds Max 2012 is Out
May 13, 2011, 12:45:50 PM
3ds Max 2012 Hot Fix 1 is now out. You should install it immediately as it solves many of the initial bugs.

Also, in the next update to WWMT, I am removing the temporary fix for executing the compilers in 2012 that were needed for the initial release. Since the bug is fixed with the Hot Fix, I don't want to keep a segment of IF..THEN in the code that is irrelevant. So you'll need to install the Hot Fix to use WWMT on Max 2012 after the next WWMT update.
#3573
General Discussion / Server Outage
May 12, 2011, 01:03:04 AM
The server was offline for several hours overnight. Sorry for the inconvenience.

Anyone who may have emailed me last night will need to resend...
#3574
WWMT Feature Requests / Re: Ability to create VTA
May 11, 2011, 02:19:05 PM
I've started the groundwork for adding VTA support. I've sent emails to both Wunderboy and Cannonfodder asking for a couple new features that will make the process easier to incorporate into WWMT... but even if they don't, I should be able to make it work.

Essentially, the workflow will be like this:


  • You make your Model as you normally would... including the mesh with a morph target that needs the VTA.
  • You tell WWMT that meshes with Morph modifiers (or the Di-O-Matic Morph-o-Matic modifier) should be treated as a VTA export target
  • You Export*

*The export phase may have to be preceded with a call to a WWMT utility to create keyframes for each morph target. One request for Wunderboy and Cannonfodder is to let the program specify frames at export rather than have to create them manually... if they don't have the time to accomodate then I'll have to make a helper function to automate that step. We'll see if/when they might add that.

I won't start the actual programming on this until I know for sure if they are going to add these features or not as it will affect the way I have to deal with it... and I don't want to have to do it twice.
#3575
WWMT Questions / Re: vstdlib.dll is missing
May 10, 2011, 03:44:00 PM
I'm sure I've seen that error if there is a Steam Update and I tried to compile something without first running Source SDK in Steam at least once. Let me know if that solves your problem.
#3576
BS Wars / Re: Bestest Beta Launch
May 10, 2011, 08:21:37 AM
Quote from: deathdingo on May 10, 2011, 07:10:08 AM
Isn't that also the home of the deadly psycho rat that murdered and ate all the mice?
Yes... indeed it was. And you can read all about it in my upcoming memoirs!
#3577
Wall Worm News / WWMT 1.41 Released
May 09, 2011, 06:00:28 PM
Version 1.41 released 05-09-2011


  • Added more settings to the Quick WWMT tools in the Utilities Tab. You can now pre-assign most of the checkboxes from the Basic Model & QC and Collision Model & Physics rollouts to the Quick WWMT Selections.
  • Added Clear From Sel button in Utilities Rollout that will remove all WWMT data and helpers from the selection.
  • Updated the Pick Model function to properly clear every possible setting in the UI to the defaults if there is already a WWMT object filling the UI when a new WWMT helper is selected. The 1.4 addition of this feature sometimes left values in the UI if the first model had a property assigned that is, by default, undefined in the WWMT Struct and the second model did not have a value set.
  • Caught some more possible exceptions (fringe cases that have been reported and due to pressing some buttons after scene objects have been deleted).
#3578
BS Wars / Re: Bestest Beta Launch
May 08, 2011, 12:05:31 AM
Oh, dang! I realized that this thread has a much different meaning now that I took the time to read the subject... I thought this was the "Best Betta Lunch".

Even though it's completely off topic... I guess I should clarify that the best kind of Betta Lunch is breaded with some feta sprinkled on top. I learned this during those really long, boring hours spent working at Petsmart years ago.
#3579
WWMT Feature Requests / Re: Ability to create VTA
May 04, 2011, 08:14:51 PM
It's certainly on the TODO list; but to be honest, I haven't done VTA yet. I expect that as soon as I get around to attempting it, I will investigate the ins-ands-outs and what I can do to make it less painful.

Feel free to send ideas on what you think it should do; if you have any friends who have input, they are free to share input as well.
#3580
WWMT Questions / Re: Missing MDL file
April 26, 2011, 06:07:59 PM
Quote from: turnstyle on April 26, 2011, 05:44:43 PM
I'm having same but different issue.  When the batch starts to create file it informs me that it can't write the file.  Even though the tool wrote the SMD file just fine.

This is probably because the final destination (in the game folders) don't have all the paths premade as well. Vtex.exe and Studiomdl.exe won't create folders when compiling...

I just happened to write some about this today in a new set of docs at http://wallworm.com/projects/utilities/docs/troubleshooting/getting_paths_set.html

Check out the example at the bottom as well as the section about Paths Must Exist Before Compile.

#3581
Using WWMT / Re: Video on Setting up WWMT
April 26, 2011, 04:46:59 PM
Now added a written explanation of paths in about as deep of detail as I can. Hopefully this finally clears everything up for everyone who is still having problems understanding how to get WWMT set up correctly.

http://wallworm.com/projects/utilities/docs/troubleshooting/getting_paths_set.html
#3582
After using WWMT, some people find that they cannot export an SMD manually through File > Export. This problem happens because an INI file that tells the Wunderboy SMD Exporter to run in batch mode doesn't get deleted after export in some occasions (either because of file-lock or an uncaught exception).

You can alleviate this problem completely by updating your SMD Exporter to Version 1.6 or later at www.wunderboy.org .

You can also read the relevant entry on the WWMT FAQ page on how to manually fix the problem (just delete the INI file).

Of course, just updating the SMD Exporter to 1.6+ is the best solution.
#3583
A workaround was integrated into a version of WWMT... but that workaround was removed when the bug was fixed in 3ds Max 2012 SP1.
#3584
Wall Worm News / Version 1.4 Released
April 26, 2011, 12:53:05 AM
Version 1.4 was released today with various new features. Among them are enhanced $bodygroup tools and expanded utilties rollout that has buttons to let you convert all selected scene objects into their own WWMT objects, as well as exporting/compiling all selected WWMT objects, as well as export all textures.

Here's the new video demonstrating the $bodygroups usage:

#3585
Using WWMT / Bodygroups Video Loaded
April 26, 2011, 12:50:40 AM
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