Recent posts
#1
Materials and Textures / Re: Specular Effect SMD
Last post by wallworm - March 07, 2025, 09:42:39 PMSo was resident evil on the source engine? The format supported in Wall Worm is entirely for Goldsource, Source and Source 2. The SMD format in these engines do not contain any material information. Instead, the information for opacity and specularity is contained in other formats.
#2
Materials and Textures / Specular Effect SMD
Last post by S98 - March 05, 2025, 05:16:41 PMIm making a mod for resident evil 4 2005, and this was the only plug-in for 3dsmax that worked for me. But I still having a issue, when I export my model to SMD format it does not retain the Specular or any other map, it only uses map_kd all the others disappear and the model look opaque in-game. How can i preserve the specular when exporting the model? Thanks if anyone can help me!
#3
Source 2 Model Exporting / Re: Source 2 in Wall Worm Deve...
Last post by wallworm - February 12, 2025, 01:36:52 PMJust a quick update as I've had a few inquiries in the last couple of weeks. I'm still stalled on updating WW for S2 and haven't made appreciable progress since the last post. I still fully intend to continue the S2 work but just haven't had the energy after my day-job these days.
In terms of next steps, I still need to get proper brush/displacements exporting followed by more material exports. Blend materials is high on list and I also plan to add support for the OpenPBR material that is now in Max 2025.3.
In terms of next steps, I still need to get proper brush/displacements exporting followed by more material exports. Blend materials is high on list and I also plan to add support for the OpenPBR material that is now in Max 2025.3.
#4
Bug Reports / Re: Conflict with fbx Import
Last post by wallworm - December 21, 2024, 07:29:07 PMThere isn't a setting for that ATM, but you could write a startup script to do that. Note if you did do that, a vast percentage of the functions in WW will not work correctly. Ideally I can figure out why the particular FBX imports can cause this as these functions have been running on a large number of computers for years without the issue popping up.
#5
Bug Reports / Re: Conflict with fbx Import
Last post by mark2580 - December 18, 2024, 09:03:57 PMQuote from: wallworm on December 11, 2024, 11:01:59 AMIf you click Wall Worm > Wall Worm Utilities > Toggle Wall Worm Events the functions that scan nodes added to the scene will become disabled and you won't get the error.is it possible to disable this permanently somehow? after restarting it turns on again, forgetting about it I import FBX and again get spam from these errors, and they slow down the import a lot
#6
Bug Reports / Re: Conflict with fbx Import
Last post by mark2580 - December 12, 2024, 12:57:53 PMQuote from: wallworm on December 12, 2024, 11:00:23 AMDid you test it?Yes, specifically with the last file. I don't know how to create an fbx that causes this problem, so I'll check something else.
#7
Bug Reports / Re: Conflict with fbx Import
Last post by wallworm - December 12, 2024, 11:00:23 AMThanks for sharing. I know the line of code that is choking in WW, but I don't know how the specific files can cause the problem. I'll look into an official solution, but for the moment the work around above is the solution. Did you test it?
#8
Bug Reports / Re: Conflict with Batch Export...
Last post by mark2580 - December 11, 2024, 04:16:49 PMQuote from: wallworm on December 11, 2024, 11:01:59 AMCan you inform me of the file origins?This is an export of the entire scene from Unreal Editor (UE4).
#9
Bug Reports / Re: Conflict with Batch Export...
Last post by wallworm - December 11, 2024, 11:01:59 AMThanks. So I looked at the code and literally have no clue how the FBX importer is creating this problem with some specific files. It looks to me that the FBX Importer itself is creating some unexpected nodes from these specific files. Can you inform me of the file origins?
I did find a workaround for you in the meantime.
If you click Wall Worm > Wall Worm Utilities > Toggle Wall Worm Events the functions that scan nodes added to the scene will become disabled and you won't get the error.

Do note that this effectively turns off Wall Worm management system and many things won't work correctly in WW (like VMF Export, etc) until you turn it on and reload a scene or restart Max.
I did find a workaround for you in the meantime.
If you click Wall Worm > Wall Worm Utilities > Toggle Wall Worm Events the functions that scan nodes added to the scene will become disabled and you won't get the error.
Do note that this effectively turns off Wall Worm management system and many things won't work correctly in WW (like VMF Export, etc) until you turn it on and reload a scene or restart Max.
#10
Bug Reports / Re: Conflict with Batch Export...
Last post by mark2580 - December 10, 2024, 10:49:23 PMHere's another file. It seems to be directly related to the FBX format, not the bulk import script. 🤨
https://drive.google.com/file/d/1iqsHJH619b4EQmkS9n-NK3Xdnl2eG9Gg
https://drive.google.com/file/d/1iqsHJH619b4EQmkS9n-NK3Xdnl2eG9Gg
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