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Messages - Klizmotron

#31
Some menus of WWMT have hardcoded or default heights (including main WWMT menu which is very tall when created) which are meant to be good for FHD or more hi-res monitors, but not smaller ones. I have a problem with accessing some of the settings as menu is just too tall for my screen (1400x900) and I can't resize it. The lower part of WWMT main menu is also out of my screen by default, so I have to pull it down and scale it's height down and then put it back on it's place every time I open it. You could make some menus resizeable and (if posible) calculate adapted default positions and sizes of some menus based on screen resolution instead of hardcoding those. Here's a picture of what I mean

#32
I know that you can always resize model's helper using scale tool or changing it's font size manually, but I personally always sticked to using small helpers for my models all set up in some special region of my scene to access them quicker and easier. Big helpers are ok if you work on one model per scene, but if you use bodygropus, for example, you already have several WWMT helpers in your scene which are spawned very lagre (in comparison with player's dimensions at least) in Max scene. It would be good to have an option to set the default text size in WWMT settings menu so that the new helpers are created with the defined text size and you don't have to scale them down all the time. Another thing you could do is to make helpers' scale comparable to model's OBBox size, so that if you have a large model, it will create a large helper, for a small one it will create a smaller one. It would lessen the time spent on scene management and would just make helpers appearance nicer.
#33
Forgot to add one more things about bodygroups: I know that you're supposed to lookup bodygroups indicies by their names, but sometimes it's convenient to have them ordered the nice way, so like again slot1 could have index 0, slot2 - 1, slot3 - 2 and so on. There is no posibility to see the current order of bodygroups linked to a model or to change it unless you link the helpers in the needed order in Max. It would be nice if there was a scroll in the settings of the model which would deal with some bodygroups related sutff (where you could add BG dummies to the list, reorder them or remove, getting away from that arbitrary linking mechanics) just like you have now for attachments, sequences, collision and other.

Also it would be good to have an option in this scroll to either include "$body ..." key into the QC, as long as Source allows you to do not have an actually $body as long as you have bodygroups. Also not a super-important feature but would cut some time for that weird models makers like me  :P. So generally I think it would be good to migrate bodygroups into the main model settings as, they are pretty important (certainly not less important that attachments or LODs) and it would be good to have quick and easy access to these settings in the main WWMT menu.
#34
Finally bought the Pro version of WWMT, gonna install the beta version and check out the feature soon  8)
#35
That's pretty funny that we came up with this idea at the same time even though WWMT have been there for long ehough  :D. These are awesome news, thank you for your active development and support. Unfortunately, I haven't purchased the WWMT Pro yet, but seems like I'm moving towards  it as it has features and beta access. This would also be a good way to thank you for your great work  ;). So now I guess it's time to wait for the next update
#36
Hello everyone. I've been using WallWorm Model Tools for quite a while now and I'm extremally happy with it. But there are some things that I have to get around sometimes and edit QC files by hand, when it could be unnecessary. The thing is, when I use dummies with bodygroup properties applied to them, I always get "blank" automatically generated as the first bodygroup, but that's not always the thing you want to get. For instance, I have some viewmodel for HL2:DM, which uses a bunch of bodygroups of type "slot1: stock/custom, slot2: stock/custom, etc.". This requires the model to use the least posible unneeded options to stay under the limit of bodygroups combination (which is, for CBasesViewmodel in HL2:DM, pretty low and is equal to 8 bits). It would be a good solution to create a checkbox in bodygroup dummy settings which will deal with either adding or not adding blank bodypart for the specific group. All the time I had to edit the QC file manually and remove "blanks" where needed, and that forced me to lock the QC and do all the following changes to it manually, which is not convenient. WallWorm itself is meant to be a substitution for such technique. Thanks.
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