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Messages - wallworm

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1
This is certainly an odd one. I do not know of any mechanism where the textures will pull for the prop zoo function but not the VMF. I will investigate.

2
2017 should have worked. Do the textures and VMTs used in your scene exist in your game?

3
Sorry I did not respond sooner. Thanks to @Joris for responding. I was on vacation.

Which version of Max are you using? Since the textures are not found, I have a feeling that you are using an older version of Max. With the older versions, it is imperative that the MatGen path is pointing to a folder that contains all the extracted VMTs/VTFs. However, I have not even tested this setup in a few years now since it isn't necessary when using 3ds Max 2015+.

I noticed that the FGD for csgo (...bin/csgo.fgd) is not in your settings. That isn't going to affect the materials, but it will affect properly importing/exporting the entities.

Let me know what version of Max you are on and we will move forward from there. I highly recommend using 3ds Max 2019.1.1 or later.

4
Materials and Textures / Re: New video on 4way blends
« on: August 13, 2018, 08:32:08 AM »
Sorry I just got back from vacation.

In terms of Vertex Colors. They are technically just map channels. The vertex color channel is map channel 0. The channels WW uses are explained above. The map information is included in the FBX. You just have to have your shader use the map/color information in the channel it's coming through in the FBX--which looks to be map channel 2 instead of the vertex color channel.

5
Wall Worm News / Re: Wall Worm 3.78 Released
« on: July 31, 2018, 08:07:08 PM »
Version 3.783 released on 7-31-2018

   * Scene Manager: Fixed Scene Manager not recognizing WWMT Helpers from older scenes.

   * WWMT: Fixed the Update WWMT Custom Attribute note working on older scenes.
   
   * WWMT Proxies: Added a function to convert older PropLib Proxies to newer MDL nodes.
   
   * Problem Checker: Fixed function to update very old WWMT Helpers not working.

   * Problem Checker: Added button to convert legacy scenes to new WW scenes.
   

###################################

Version 3.782 released on 7-30-2018

   * WWMT: Fixed $attachment rotation being incorrect when using $staticprop.
   
   * Menus: Added menu in Model Tools for WWMT from MDL. Will create a WWMT Helper for each MDL in selection.

###################################

Version 3.781 released on 7-24-2018

   * Overview Exporter: Fixed MAXScript bug if no dimension chosen for alternate radar image.
   
   * Overview Exporter: Updated the overview exporter to reset the view to the state it was prior to opening the overview exporter when the overview floater is closed.
   
   * Batch Level Importer: Fixed the FBX option not working.
   
   * Batch Level Importer: Added option to convert displacement shaders to OSL-driven materials.
   
   * Materials: Added new menu option to convert DX blend render materials to OSL-driven materials.

6
Materials and Textures / Re: New video on 4way blends
« on: July 27, 2018, 08:48:45 AM »
If Maya is maintaining the DX shader, is it showing any texture at all? If so, it may be a result of the FBX bug mentioned above--that UV channel 10 is moved to UV channel 2. The 4way blend shader blends between the 4 textures based on the vertex colors (which are contained in channel 10).

So to explain the blending:

2way blends use Vertex alpha and an optional tiling blendmodulate texture to work with vertex alpha.

4way blends use map channel 10 (and no texture) for blending.

7
Materials and Textures / Re: New video on 4way blends
« on: July 26, 2018, 10:07:57 AM »
Just a heads up. After more testing, I have discovered that the FBX does preserve the 4way blend channel. Unfortunately, it moves it from channel 10 to channel 2 (at least for a return trip to Max). So you can still render the blends in other DCC provided you have a shader for that in the DCC that will use the data as needed.

The DX shader used in Max is preserved in the FBX and comes back to Max fine.

The remaining question would be if Maya can use Max's FX files. If so, it may just be an issue of the path to the bitmaps not working in the FBX for how Maya expects them.

Finally, in terms of baking an entire level. Doing this would be catastrophic for almost any target application as mentioned in an earlier thread. The only sane solution is to replicate the 4way shader in the target DCC or game engine.

8
Materials and Textures / Re: New video on 4way blends
« on: July 25, 2018, 09:54:28 AM »
I see. Still, exporting to FBX to send to Maya to then send to FBX again for Unity seems like an extra hassle.

In any event, the FBX tests I did yesterday showed that the 4way blend channel was lost (UV Channel 10) when saving scene to FBX. So I need to amend my comment above.

WW Uses Channel 1 for almost all things. But there are a few exceptions.

  • Vertex Alpha (-2) For 2Way Blends on displacements
  • Map Channel 10 for 4way Blends on displacements
  • Map Channel 1 for everything else

I will report this directly to Autodesk.

9
General Discussion / Re: 3ds Max to FBX to Maya Lag
« on: July 25, 2018, 09:49:32 AM »
I'm not clear on this issue. It's probably something better to bring up with Autodesk directly. There should never be any issues of uv channel names when going back and forth between Max and Maya. And there should not be any unnecessary extra nodes. So this really sounds like a bug in the FBX exchange. I'd report it to AD directly.

10
Materials and Textures / Re: New video on 4way blends
« on: July 24, 2018, 04:24:28 PM »
I have updated WW with exposure to the ConvertBlendToOSL methods. However, it won't do you any good. The OSLMap is not preserved in FBX. I'm also not sure that all the map channels are exported (4way blends use channel 10 and they seem to be missing.

Not being a Maya user I think this is the end of the road for my advice on this topic. At this point, why not just keep it all in Max?

11
Materials and Textures / Re: New video on 4way blends
« on: July 24, 2018, 11:14:27 AM »
Yeah, this is an issue of FBX not supporting all Materials. And if it did, it would also depend on Maya supporting the materials/shaders. Those that are going through are Standard materials.

I will see about exposing the function to convert the DX shaders to Standard using OSL. Once I expose it, this will require using Max 2019. Again, the DX-to-OSL isn't yet exposed. I'll let you know when it is.

Once I add it and you have latest Wall Worm installed, you can Wall Worm > Wall Worm Importers > Batch Level Importer and choose FBX as the generated file to make it. Stay tuned.

[EDITED]

12
Using WWMT / Procedural Modeling Video
« on: July 24, 2018, 10:07:04 AM »

13
Materials and Textures / Re: New video on 4way blends
« on: July 24, 2018, 10:06:18 AM »
The only sane way is to use native shaders. In Max there is a DX shader (viewport) and an OSL shader (render) for this. Baking entire scenes would create too many large bitmaps if you wanted to keep any resolution.

14
Wall Worm News / Wall Worm 3.78 Released
« on: July 23, 2018, 11:01:47 PM »
Version 3.78 released on 7-23-2018

   * Installer: Updated installer to load some of the plugins that can be loaded initially. Still requires Max restart for complete installation.
   
   * System: Updated initiation script to work more efficiently.
   
   * Uninstaller: Updated uninstall script to remove scenes event handlers for WW from current session.
   
   * Entities: Added button to play a sound for sound parameters if sound is found outside of VPK. A function to load from VPK is pending. (Only available in WW Pro at this time.) Requires a manual FGD reparse.

15
Materials and Textures / Re: New video on 4way blends
« on: July 23, 2018, 11:10:20 AM »
This is likely a tricky issue. First, Wall Worm uses DirectX Shaders for blend and 4way. I do not know if there is a one-to-one translation.

I have written a function to convert the blends to OSL shaders in a Standard material. This requires using Max 2019+. I have not exposed these functions to the UI yet. Also, I do not know if Maya will use OSL shaders.

So the short answer is that it is theoretically possible but not tested.

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