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Messages - darendark

#1
Hey, thanks a lot - this was exactly the issue, it seems!
#2
Hi again,
This is a similar issue, so I decided not to start a new topic.
I'm trying to convert models from Hammer brushes again using Wallworm Pro. I am using stock textures, so I am only exporting the .vmt

I have ticked "For Model" in the material editor, so my materials are VertexlitGeneric.

When I view the model in the modelviewer, it doesnt show up. I can see the wireframe version of it, but the stock textures do not apply for some reason.

Here is what it looks like in the model viewer:



For some reason, in Wallworm, when extracting the vmt, Wallworm puts the vmt in a different folder than my material folder:
(The reason I mention this, is because last time I did this and it worked, wallworm put the materials in my specified materials folder)





So I am at a loss as to how to trouble shoot this. It seems the model is picking up the texture, but its not really visible. Any insight would be great! :)
#3
Thanks for the explanations! I think as I get more familiar with the tools and workflow I'll figure out how to speed up my process. You've been a great help. :D
#4
Hey there! Thank you for taking the time to explain all this to me! I seem to have gotten the result I was looking for!

However, to get this result it took me quite a bit of fiddling with the material editor. For instance, I had to tick "receive flashlight" and disable "Advanced Detail Settings" (which makes the textures dark by default. but perhaps this setting is useful for when you're making your own models),  and enable the detail scale. Edit: I just realized that I would only need to do this once per model, so maybe its not that bad, since once you export the vmts once you dont have to do it again..

Is it possible to automate the process of changing the smoothing groups? I can do it now, but it sure is a pain to select every brush individually. And if there's a way to automate my proccess with the material editor, that would be helpful too.

Thanks again! My models actually work now!  :D
#5
Hello, I've previously been fooling around with Wallworm and ran into a lot of lighting problems trying to make my Hammer brushes into models using this program. (See my post history) It didnt work out and decided to invest in Wallworm Pro to see if this would fix my issue. It only sort of did. http://imgur.com/a/C7P3P

I am looking for a way to import a vmf from Hammer into Wallworm Pro 3DS Max, convert it into a model and use it in Hammer.

Here is my workflow:
1. Save vmf Hammer file with a group of brushes that I want to make into a model.
2. Open the latest version of 3DS Max and wallworm pro (All at the default EP2 preset settings) and use the "Import VMF" tool to import the brushes.
3. Wallworm Model Tools> Convert Scene to Model
4. Wallworm Model Tools> Wallworm Model Tools
5. I change the name, and I don't export any of the textures because all the textures are already from the game. I believe the game is supposed to use the original VTFs.
6. Recently using this technique I've been getting this result: http://imgur.com/a/QdFtU


As you can see, the results are always in some way flawed. I am unsure of what else to do, as there are a lot of different options in the settings panes (ie different exporters to choose from and the MAXscript stuff) Im willing to learn how to work with this clearly powerful tool, but its just kicking my ass at every turn. If its not too much to ask, could anyone provide me with the appropriate steps to convert brushes into models with the same textures I've used in hammer. If at all possible, could you please let me know what settings I need to set my wallworm models tools window and the settings pane in order to get results?

Thanks for reading!
#6
I have sent the email!

If this is of any help, I have uploaded pics of my wallworm settings in general. http://imgur.com/a/H7g5m


Perhaps some of the settings don't work well with Episode 2.
#7
Please reply to the "f1_X......" email so that I can email you the attachment. I don't have your email address, I used your website's email feature last time.
#8
Hey thanks for the quick reply!
And for the quick article write up!

Alright so for issue 1, I can basically delete my materials folder and the game should revert back to the original textures?

As for Issue 2, alright I will have to try that later today. Someone else told me to simply open up the .VMT of my exported textures and change the "lightmappedgeneric" with "vertexlitGeneric" :P That is what I ended up doing.  I take it that is not a good way to do it? :P heh.
#9
Hello,
I am really excited at the prospect of adding Wallworm and 3DS Max to my mapping workflow! I am trying to import a func_detail window made of brushes into 3DS Max Wallworm. When I do this, all the textures that Wallworm copies seem to be automatically brightened to an unrealistic level. Here I have included a side by side comparison of the vtf (Left and larger) with the tga Wallworm (right and smaller) produced:


I am new to Wallworm, so I am unsure if there is perhaps a setting I need to change to stop this from happening.

However, if I do follow through with making the model anyway, the lighting on the model is all wrong, as if it isn't able to be illuminated. (Pictured below on the Bottom is the model exported from Wall worm, top is the original func_detail) This has been compiled on Full HDR settings in the Episode 2 engine, so it shouldn't be a compiling issue. And there are no leaks on the map either, so it isnt that. Again, I am new to Wall worm and followed some of the tutorials posted on the Wall worm youtube page to import my brushes and export my model. Any help would be very much appreciated, let me know if you need me to share my settings.
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