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Messages - wallworm

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1
General Discussion / Re: Active Again
« on: October 14, 2018, 10:19:08 AM »
Sounds great. I look forward to what you make. Shall we see you doing the levels inside Max instead of Hammer? A lot of new tools have been added since you went AWOL :)

2
Wall Worm News / Wall Worm 3.844 Released
« on: October 11, 2018, 06:05:16 PM »
Version 3.844 released on 10-11-2018

   * Security: Added digital signatures to all Wall Worm files. Files are signed by Wall Worm LLC.

   * Visgroups: Added new Visgroup manager to allow more Hammer-like visgroups.
   
   * VMF Importer: Added new visgroup nodes to VMF Importer to bring in Visgroups.
   
   * Settings: Added new level design setting for Auto Visgroup User. When on and the Miscellaneous Name setting is not empty, automatically adds newly created nodes to a visgoup matching the User's name. Helpful for multi-user teams working on same files.
   
   * Display Floater: Fixed the Triggers option not working.
   
   * Display Floater: Fixed classification of multi-node brush entities.
   
   * QC Importer: Updated QC importer to place Morpher modifiers below any skin modifiers.
   
   * VMT Importer: Fixed a bug importing a VMT where the Shader was LightmappedGeneric but the VMT included $basetexture3 or $basetexture4.
   
   * Displacements: Fixed bug selecting a sculpt mesh when one of the displacements is missing it's brushnode.
   
   * VMF Exporter: Fixed bug exporting a scene when a displacement is missing it's brushnode.
   
   * Convert Scene to Model: Added new auto-culling options from latest Carver plugin. Requires Carver 1.38+.
   
   * Hull Helper: Updated the V-HACD library to version 2.

3
General Discussion / Re: continuation with a discussion with shawn olson.
« on: October 05, 2018, 10:27:31 PM »
I think you misunderstand. I do contract work for various projects. For those that involve 3D, I work with 3ds Max. My hobby of Source Engine level design started WW years ago. When it comes to Source-specific tools I develop, they are based on my own needs as someone who builds things for Source. However, my profession is not limited to Source. There is not a huge commercial future for anything that is Source-specific. I do make money from Source-specific work (WW Pro and as a developer for Black Mesa) but that is not what will sustain future income.

The bottom line is that if you want to take advantage of the expansive tools in Wall Worm Model Tools or Wall Worm Pro, you need to use 3ds Max. If you are doing Gmod as a hobby, you can always apply for the EDU license of Max. If working commercially, the cost of Max being worth your money, that is up to your own needs.

4
Wall Worm News / Wall Worm 3.83 Released
« on: October 04, 2018, 11:33:50 AM »
Version 3.83 released on 10-4-2018

   * Displacements: Updated the Sew function to be exceptionally faster. Best performance update comes when using 3ds Max 2018.4+. Sewing hundreds of displacements can now take a few minutes instead of many hours.
   
   * Displacements: Added a function for sewing displacements already in a sculpt mesh.
   
   * Displacements: Added function to convert vertex, edge and border selection to polygons selection of related displacements.
   
   * Displacements: Updated displacements to lock all displacement transformations when the sculpt mesh representing it is deleted. This fixes problems of people accidentally moving displacements.
   
   * Displacements: Fixed bug where selecting a single displacement could sometimes immediately de-select it.
   
   * Scene Management: Tracks more nodes than previously.
   
   * Display Floater: Added a more visgroup-like show/hide function. Display Floater is at Wall Worm > Wall Worm Utilities > Display Floater.
   
   * Settings: Added new Level Design setting to auto-tag objects as brushes when applying materials with the word "tools" in their name or if applying non model materials that have the WW Source Shader applied.

5
Wall Worm News / Re: New Website for Hammered to the Max
« on: September 28, 2018, 04:29:15 PM »
Loaded a new video for Hammered to the Max:


6
Wall Worm News / Re: Skin/Morph Fixes
« on: September 26, 2018, 02:41:17 PM »
Version 3.801 released on 9-26-2018

   * Problem Checker: Fixed bug checking for problems in Max 2017/2018.

7
Wall Worm News / Skin/Morph Fixes
« on: September 26, 2018, 12:12:06 PM »
Version 3.799 released on 9-26-2018

   * SMD/DMX/VTA Exporter: Fixed bug exporting Skinned meshes in 3ds Max 2018 and older. This affects both the standalone exporters and the WWMT Exporter.
   
   * SMD/VTA Exporter: Fixed bugs exporting props when a Morpher modifier exists in several versions of Max.
   
   * VTA Exporter: Updated VTA exporter to disable skin animations during export so that VTA vertices are not affected by bone transformations.



In some recent update to WW after moving to 2019, I inadvertently broke the exporter for pre-2019 exports. While fixing this, I also addressed a longtim issue with the VTA exporter where the animations of the skeleton would affect the morph results. This has been alleviated.

8
Wall Worm News / Wall Worm 3.798 Released
« on: September 25, 2018, 02:08:51 PM »
Version 3.798 released on 9-25-2018

   * WWMT: Fixed bug incorrectly adding keyvalues block.
   
   * Problem Checker: Added notices for out-of-date plugins (like CorVex, etc).

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

Version 3.797 released on 9-20-2018

   * OSL: Added new Multi Gradient OSL Map (3ds Max 2019+).

   * OSL: Added new Radial Gradient OSL Map (3ds Max 2019+).
   
   * OSL: Updated Swirl OSL map to include Map Channel input and an option to invert results.
   
   * Bone Tools: Added $screenalign parameter to the bone tools custom attribute.
   
   * WWMT: Added $screenalign to QC exporter.
   
   * WWMT: Added field to enter manual keyvalue into QC. Found in WWMT Helper Modify tab > Prop Data & Gibs rollout.
   
   * Problem Checker: Added notice to update to 2019.2 if using older version of 2019.

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

Version 3.795 released on 9-14-2018

   * SMD/DMX/VTA Exporter: Fixed bug when exporting a mesh node that has no geometry (no vertices/faces).

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

Version 3.794 released on 9-12-2018

   * WWMT LOD: Fixed bug when checking the Use as $shadowlod checkbox in an LOD Helper.

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

Version 3.792 released on 9-6-2018

   * Mass Model Fetch: Added new option called Folders As Layers. When on, puts the imported MDLs into nested layers that match the folder structure of the props.
   
   * Help Menu: Added function for submitting email to collect current specs (WW Version, Max Version, Windows Version) and prefilling email form with these. Also prefilled user email into contact form if the global WW settings include the user email address.

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

Version 3.791 released on 9-4-2018

   * Convert Scene to Model: Fixed the Refresh List button not working in the Miscellaneous tab.
   
   * Convert Scene to Model: Fixed the Delete Old checkbox not working in the Miscellaneous tab.
   
   * Convert Scene to Model: Added tooltips to functions in the Miscellaneous tab.

9
Wall Worm News / Re: WW Store down for maintenance
« on: September 24, 2018, 09:45:35 PM »
Store is back online.

10
Wall Worm News / WW Store down for maintenance
« on: September 24, 2018, 01:27:13 PM »
I'm in the middle of updating the WW store. While upgrading, access will be denied. Thank you for your patience.

13
Wall Worm News / Show your support for 3ds Max in new Autodesk Survey
« on: September 18, 2018, 11:20:57 AM »
Show your support for 3ds Max in new Autodesk Survey

https://www.surveymonkey.com/r/Z6H8D7P

NOTE: the survey has a couple bugs: First question choose NONE and when asks for what software you know of, do not click ALL... they will cause the survey to bug out and fail.

14
General Discussion / Re: Substance Engine 5+ in Max
« on: September 17, 2018, 11:09:14 AM »
I did not see the news about Substance2 Plugin v 2.1.1 . That release fixed many of the bugs that kept me from using it. I have tested the update and it seems to work without production-killing bugs. I'd now install the latest Substance2 plugin if you are using Max 2018+. In those cases, you can also tell any Wall Worm function that utilizes substance to use the newer plugin by turning on the Substance2 setting in the Materials tab of the global setting. Note I suggest only using that setting if you have Substance2 2.1.1+.

15
General Discussion / Re: continuation with a discussion with shawn olson.
« on: September 17, 2018, 11:06:34 AM »
Can you explain your interest in knowing about my personal background on this topic? I'm not clear on this.

Like many, 3D started out as a hobby for me. It moved to professional several years ago.

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