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Messages - wallworm

#3436
WWMT Questions / Re: $attachment really complicated...
February 23, 2012, 11:35:53 PM
Also, I noticed by your QC that you are using a fairly out-dated version of WWMT. You may consider updating (here's changelog).
#3437
WWMT Questions / Re: Transparency Textures Not Working?
February 23, 2012, 11:34:30 PM
So is it transparent inside 3ds Max? If so, then to get the transpareny into the model you'll need to make sure that the diffuse texture (with transparency) is also piped into the opacity slot of your material--or go into the WWMT settings and uncheck the option called Translucent Only if Diffuse in Opacity.

That should solve the dilemma... but then make sure that you remove any alpha in any non-transparent textures as all bitmaps with an alpha channel (even if empty) will export as having transparency when that option is off.
#3438
WWMT Questions / Re: $attachment really complicated...
February 23, 2012, 11:29:36 PM
If you are seeing the attachment in model viewer, then it is already working properly most likely. The particle system, however, may not be straight forward.

First, I don't think the particles will appear in model viewer. I may be wrong... but I think they only appear inside a compiled level.

Also... not all particles will work in all circumstances... and some are not really appropriate for all models; you have to be really careful using them without a lot of testing as they can really bog down a computer if not scripted properly.
#3439
The VMF Exporter 1.17 and older had a bug that would cause scenes with non geometry in layers labeled Convexity Floors and Convexity Walls to get duplicated each time the scene was exported to VMF. That bug was fixed in WWMT 1.766. After that update, the VMF Export dialog should read Version 1.18 or later.

It is important to get that fix to avoid any possible explosion of file size. (In one set of tests, I had successfully made 32,000 extra nodes in the scene before I noticed the dilemma because the exporter started to slow dramatically and Max itself was starting to crawl).
#3440
In this release I've updated the normals for SMD Exporter, fixed a couple bugs exporting brush entities and got the brush textures 1 step closer to accurate with translation. (VMF brush textures still have inaccurate rotation and scale).

Thanks to Andrew Penry for helping with the translation. And thanks to Gulliver "K@rt" Thoday for tirelessly trying to help solve the rotation and scale of textures. I have a feeling we'll crack the code sometime in the next week. No promises though.
#3441
I've added a new 3ds Max Request:

Nitrous needs to support any map channel and honor tiling turned off in a texture.

Please vote for this feature!
#3442
WWMT Questions / Re: Don't understand $sequence
February 20, 2012, 09:47:41 AM
Quote from: jorisceoen on February 19, 2012, 04:11:22 PM
My problem lies still within the sword attaching to a bone. It simply DOESN'T work. Whatever I try, it won't move along with the bone. I'll tell exactly what I do starting with an empty file:


4) You told me to add a skin modifier in the modifier menu but that was all already done by default so I didn't do that. What I did do is going to the bones menu in that skin modifier, and then I click Add bones. I click on the hand_right bone (exactly where the sword is) and BINGO. I doesn't work at all :S No matter what I do, even if I would smash my computer on the ground the sword still wouldn't move a single picometer...

The sword should be attached to only one bone... and that bone should be that right hand in this model. Check to see what bone it's attached to. If you have to, remove the current bone in the skin modifier on the sword and add the correct one.

There are other options and scenarios that can be considered, but I think that is what you're looking for at the moment.
#3443
WWMT Questions / Re: Don't understand $sequence
February 19, 2012, 11:22:26 PM
I am sorry you are having problems. Unfortunately, it isn't always as simple as we'd all hope. Just be glad there are some options out here like WWMT, Wunderboy, Convexity, etc... for Source or otherwise it would be 100 times worse :)

I will try top share some more input tomorrow as I just read this and it's already late.
#3444
WWMT Questions / Re: Don't understand $sequence
February 18, 2012, 03:58:59 PM
So I've opened your file and found several issues.

1) You cannot use any Grouped geometry with WWMT. That means, you cannot use the Group or Assembly functions in Max. While they can be convenient in situations where you have hugely complex scenes where you want to move separate objects as one... there is no real need for models like this. Simply put, there is no support in the SMD exporters or WWMT code for grouped geometry, and it will probably always be that way because of a few quirks in the way Max handles grouped geometry internally. So ungroup all objects.

2) When using WWMT, you should not make seperate WWMT helpers for each sequence or hull. You add all geometry (mesh and hulls) to the same helper. So in these scene, there sould only be one WWMT helper. ALl you need for each sequence is to add a name for the sequence, hit the Add Sequence button, then set it's range. Then to make another sequence, repeat the process. So in the sequence list you would have one sequence listing "running" with start 0 and end 30 ... and the second sequence would be named attack with start 31 and end 52.

Also i need to note that the sword in the hand will only animate properly you have to keep this in mind: it must be added to the main model list in WWMT after you add the body. You can add extra objects to a mesh by selecting the item and in WWMT hit the Add Sel ... that will make sure it is also assigned to the WWMT helper's mesh list. And to animate properly, you will need to apply a skin modifier to it and add the bone for the hand as the controlling bone.

Hopefully that makes sense.
#3445
The VMF Exporter is not exporting Convexity Walls or any grouped geometry. I have already fixed this in the upcoming release.
#3446
Anvil Bug Reports / [FIXED] Convexity Brush Entity Bug
February 18, 2012, 10:20:27 AM
At the moment, only point entities export. There is a bug when trying to export Convexity Brush Entities. I have fixed it but can't load this update as the VMF Exporter is half dismantled at the moment while I'm working on the UVW of brushes.
#3447
WWMT Questions / Re: Don't understand $sequence
February 18, 2012, 09:23:05 AM
Don't send a bunch of files as I won't have time... simply send me the single file with the animation and your WWMT helper assigned to it. I'll pm my email.

I'm thinking maybe you misinterpreted my comment? I was not implying that animations are fine in something other than prop_dynamic. I was saying to make sure that in WWMT you do not have $staticprop checked since that option precludes the export of any $sequences .
#3448
WWMT Questions / Re: Don't understand $sequence
February 18, 2012, 09:06:25 AM
This is my guess... most likely you have the $staticprop option checked in WWMT UI. When that is turned on, the exporter ignores anything that isn't a valid part of a static prop.

If that isn't the case... then I'd have to see your Max file.
#3449
I've got all the Entity Inputs/Outputs done. The UI needs cleaned but I've now been successfully creating entity I/O straight in Max now.
#3450
Model WIPs / Re: Saturn SL2
February 15, 2012, 05:58:58 PM
Nice job. Keep'em coming ! :)

What is the watercolor effect in the graphic?
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