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WWMT Questions / Re: Models showing as triangles.
« Last post by milkmustachio on February 17, 2019, 11:04:26 PM »
Thank you for the in-depth reply!

I am trying to create models to donate to a HL2 mod and show the in-game work in a sizzle reel.

Many thanks for the explanation and time for your reply - I really do appreciate!

Best regards,
M I L K
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WWMT Questions / Re: Models showing as triangles.
« Last post by wallworm on February 17, 2019, 09:51:12 PM »
You are not doing anything wrong but there may be a gap in your current understanding. The model importers in WW import either SMD files or MDL files. Those are intermediary exports (SMD) and compiled game asset (MDL). Once an asset leaves the modeling app, it is generally converted into the game-engine formats. In Source all of the assets are triangles. There is no such thing as a Quad (and remember, a Quad is actually two triangles).

There is nothing wrong with triangles. And they do not inhibit proper deformation. But there are benefits of using quads during the modeling process. The thing is that the actual original topology (and quad architecture) is not likely stored in the game engine formats--they only have tris.

For the most part, the MDL loader in max is for simple tasks like reskinning a prop or representing a model in your level. For the most part, the intent of the MDL loader is not to actually do modeling work on them. If you want the actual quads that represented a prop before it was in the game engine, you'll need to contact the asset author/owner.
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WWMT Questions / Models showing as triangles.
« Last post by milkmustachio on February 17, 2019, 07:23:43 PM »
Greetings,

I have downloaded Wall Worm since I am most experienced in 3DS Max. When I load the models All the polygons on the models are triangles. From what I understand, triangles should be avoided as they do not offer proper deformation for animation. I am in my second year of schooling for 3D modeling with Max, Maya, and Cinema 4D.

https://i.imgur.com/OrYORMK.png

Are the models showing this way since I am using Wall Worm incorrectly? Is there something I should be checking/ticking to get the model's poly's to load properly?

Many thanks!

M I L K
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Materials and Textures / Re: Missing textures for props from VMF.
« Last post by Thor on February 16, 2019, 01:33:57 PM »
Oh yeah, you're totally right. I got confused by the Wallworm material section on material editor. Thank you for your replies  ;D
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Materials and Textures / Re: Missing textures for props from VMF.
« Last post by wallworm on February 15, 2019, 01:39:24 PM »
Brilliant... thank you so much. would it be possible to batch convert prop materials to standard 3ds max materials? or is that a feature in the Premium version?

Can you explain what you mean? Prop materials are already turned into standard Max materials when loaded into the scene. This is not a premium-only function. I need more details on what you are asking.
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Materials and Textures / Re: Missing textures for props from VMF.
« Last post by Thor on February 13, 2019, 04:34:58 PM »
Brilliant... thank you so much. would it be possible to batch convert prop materials to standard 3ds max materials? or is that a feature in the Premium version?
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Materials and Textures / Re: Missing textures for props from VMF.
« Last post by wallworm on February 12, 2019, 12:32:35 PM »
I am sorry you are having this issue. I will write a macro to load missing prop materials in an update this week.
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Materials and Textures / Re: Missing textures for props from VMF.
« Last post by Thor on February 09, 2019, 07:44:48 PM »
Hello. Sorry for the bump.

I am encountering the exact same issue, certain objects like prop_static's doesn't show materials before I click on them. Most if not all brushes show materials by default. I've imported a relative large scene (1.5 million polys) at around 5k objects. The thing is, I'm going to use the map as a modification for another game, and it requires me to heavily optimize down to ~60k polygons (I'll retopologize most obj's).

So my workflow right now is as following:
Select singular object > press 'H' (bound to "hide selected object") > repeat until everything's hidden > unhide all > convert all materials to 3ds standard materials (manually for each item tho some uses same materials so makes it a bit easier) > export selected objects in about 20 groups > import each group at a time and start retopologizing everything > etc etc.

I'm fairly new to Wallworm tools and so I haven't decided to purchase the pro version yet - although if these issues do not exist in the pro version, I would definitely reconsider upgrading.
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Wall Worm News / Wall Worm 3.912 Released (Fixes 2016 and older install/update bug)
« Last post by wallworm on February 07, 2019, 12:08:14 PM »
Version 3.912 released on 2-7-2019

   * MacroScripts: Fixed major bug installing/updating WW into 3ds Max 2016 and older after recent UI updates.

   * Convert Scene to Model: Updated the list of cull objects to select and unhide a cull object if it is double-clicked in the list.
   
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Version 3.909 released on 2-6-2019

   * Convert Scene to Model: Re-Enabled the material condensing function.
   
   * Visgroups: Fixed the Remove button not removing objects from current visgroup in the Visgroup Manager.

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Version 3.908 released on 2-5-2019

   * Convert Scene to Model: Updated the Convert Scene to Model function to not add cluster Source nodes to the visgroup named "Cluster Source Meshes" nor tag them to exclude from VMF until after user confirms the collapse.
   
   * Convert Scene to Model: Disabled the material condensing function because it is prone to failure. Looking into a more reliable solution.
   
   * Visgroups: Fixed the Remove button not removing objects from current visgroup in the Visgroup Manager.
   
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Version 3.907 released on 2-5-2019

   * WallWormMDL: Fixed recently broken function to get all other instances of the current MDL node.

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Version 3.906 released on 2-5-2019

   * Starter Kits: Fixed spawns needing to be above the ground.

   * Starter Kits: Fixed incorrect Material Names on the brush entities added with the CS presets.
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Wall Worm News / [FIXED] Macroscript Bug in 2016 and Older
« Last post by wallworm on February 07, 2019, 10:34:28 AM »
Important Bug found in latest WW for 2016 and older. It turns out that all of the new UI work I've added to WW recently has broken WW for Max 2016 and older. I will need to make an install of WW for Max 2016 and older with the current WW . If you have older than Max 2017 right now, do not update WW until you've been given the green light. This bug does not affect 2017+ .

This bug is now fixed in WW Version 3.912+.
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