Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Primarina

#31
WWMT Questions / Re: Select Element & Texture Question
January 22, 2016, 11:00:50 PM
Quote from: wallworm on January 22, 2016, 01:05:37 PM
Noted.

And so that this request finally stops hounding me... I will add this in the next update. QC/SMD importing has never been a priority of mine as it's not part of what I do. But I appreciate that users often want this. I just hope the userbase shows some appreciation. Generally when a crowd wants something, they get it and never donate or even say thanks. That is why I'm not always eager to add features that I don't use a lot myself.

Thanks for the noting my request. I know you have been working hard on this tool and I make sure to thank you for putting all this effort in this tool.

Quote from: wallworm on January 22, 2016, 01:05:37 PM
The method you are using is not how I would approach it. As I said, Wall Worm creates materials every time an SMD is imported. Open the material editor and pick your model... and you'll see all the materials there. Just drag your bitmaps into Slate and connect them to the materials that WW created. No need to worry about selecting elements to apply materials then... it's all in the material editor.

I know the materials are there, but for some reason even when I put the bitmaps in the diffuse map, the textures still don't show up.


#32
WWMT Questions / Re: Select Element & Texture Question
January 22, 2016, 12:15:59 PM
Quote from: wallworm on January 22, 2016, 09:57:44 AM
Quote from: Lopunny on January 22, 2016, 12:55:16 AM
Well, I hate to say this, but I wasn't importing from a .qc file. I was importing from a .smd file, it had the same issue you described where each polygon had it's own element even with "Weld Vertices" on.
I should also have added that the Weld option requires the Remove Bones (Becomes Staticprop) option. Which isn't generally an option with rigged models. So adding the modifier yourself is the current solution.

Quote from: Lopunny on January 22, 2016, 12:55:16 AM
Also, I really do hope there an easier way to implement textures just like wunderboy's importer/exporter did, but I guess with the drag/drop and rename method for now.
A couple of things. The WW importer will import your materials and textures automatically as long as your Modelsrc files and Materialsrc files are set up according to the docs on importing models and materials. See SMD, VTA and QC Importer and the docs on the Material Library Generator.

But even if you don't have all that set up correctly, WW still autogenerates the materials and the multimaterial for the model. This means that if you open up the material editor and click the Pick Material From Object button, you can select your model and the materials in it will be there along with their names. If the textures did not import, just add the texture(s) to the material(s)l that WW generated.

I guess the modifier will have to do for now. I really do hope in the near future, you would add a weld option that doesn't require to use the remove bones option.  Thanks for the help though, but select element in edit envelopes still doesn't work though and I am not too sure if there's a fix for that.

As for the textures, so I guess the method I am using is correct, right? Still, I think the way how wunderboy's importer/exporter handled textures was a lot more better.
#33
WWMT Questions / Re: Select Element & Texture Question
January 22, 2016, 12:55:16 AM
Quote from: wallworm on January 20, 2016, 09:53:46 PM
From skimming this quickly, I think that the issue comes from the way WW Imports meshes. The Weld option only works when importing SMD files directly. When importing a QC File, WW will not weld the vertices of any mesh that isn't a $staticprop. This means that each triangle is it's own Element.

Avoiding that scenario is a feature request by many WW users who do a lot of importing. I have it on the TODO list but it's not high on my priority list ATM. I've just got too much work on my plate to look into that right now. Paying the mortgage takes precedence :)

In the meantime, you can do this:

Add A Vertex Weld Modifier (ABOVE THE SKIN MODIFIER). Then add a Poly Select Modifier. Now you can select elements as you'd expect.

Well, I hate to say this, but I wasn't importing from a .qc file. I was importing from a .smd file, it had the same issue you described where each polygon had it's own element even with "Weld Vertices" on.

Also, I really do hope there an easier way to implement textures just like wunderboy's importer/exporter did, but I guess with the drag/drop and rename method for now.
#34
WWMT Questions / Re: Select Element & Texture Question
January 20, 2016, 02:48:36 AM
Quote from: CarbonCopyCat on January 19, 2016, 10:35:53 PM
Quote from: Lopunny on January 19, 2016, 05:06:58 PM
I don't get the last part of your method. From the Material Editor, I can't seem to find a way to just change the paths of the materials to proper directories as I don't see any button or function in the Material Editor that can do that stated function.
If you're using the Slate Material Editor, the material you picked from the model should either look like this (ignoring the number of standard materials):



or this:



If it's the first, then double-click the Bitmap you want to change. This menu should pop up to the side; click the circled box and you should be able to change the path.



If it's the second, there's no bitmap assigned, so you need to assign one. Double-click the Standard material you want to change. This menu should pop up to the side; click the button, choose bitmap, and then choose the image you want the texture to be.



However, if you're using the Compact Material Editor, I can't really help since I don't use it much. You should be able to do things similarly though.

Quote from: Lopunny on January 19, 2016, 05:06:58 PM
Well, I tried the "Weld Vertices" function in the import list, but it doesn't seem to do any effect. Since you stated this is a Max issue which is odd because I never got that issue in Max 2012, is there a way to fix this issue?

You could just select all the vertices and weld them together in the Edit Poly modifier, but you may need to set the weld tolerance to a really low value (like 0.01) so it doesn't accidentally remove necessary vertices. It might mess up your skinning, so beware of that.

Thanks for the explanations, but unfortunately I tried every single one of your methods, none of them seem to work at all.

And it seems like the Edit Poly modifier completely messed up the normals. Guess you were right about the Edit Poly messing up the skinning. Is there an another way to fix this "Select Element" Issue?

Quote from: K@rt on January 19, 2016, 11:17:31 PM
Tbh it isn't making a lot of sense to me when you say that you are getting "extra" materials. In your smd a material name is given on a per triangle basis, with each tri starting with the name of the .vmt of the applied material. You cannot have more than one material applied to a tri within the smd. Any other materials would come from the .qc




The textures rendered properly when I directly dragged & dropped the textures to the model itself. However, Max created new materials for the bitmaps for some reason instead using the materials the model provided itself.

As a result, the wallworm exporter created new .vmts from the new materials Max created when I exported to .smd format, resulting in messing up the model.
#35
WWMT Questions / Re: Select Element & Texture Question
January 19, 2016, 05:06:58 PM
Quote from: CarbonCopyCat on January 18, 2016, 08:53:18 PM
For the textures, just use "Pick Material from Object" in the Material Editor (icon's shaped like an eyedropper and is in the top-left in Slate and is next to the drop-down menu in Compact). From there, just change the paths of the materials to the proper directories.
As for the "Select Element" issue, it seems like the vertices aren't welded together, so each face is an individual element, rather than an issue with Max itself.

I don't get the last part of your method. From the Material Editor, I can't seem to find a way to just change the paths of the materials to proper directories as I don't see any button or function in the Material Editor that can do that stated function.

Well, I tried the "Weld Vertices" function in the import list, but it doesn't seem to do any effect. Since you stated this is a Max issue which is odd because I never got that issue in Max 2012, is there a way to fix this issue?

Quote from: K@rt on January 19, 2016, 04:58:02 AM
So long as the names and paths are correct there is no reason why adding the materials using CopyCats method above should add extra materials to the exported .smd

FYI, I didn't use his method to put the textures. I selected the model and then just drag and drop, which through the textures appeared right, it ended giving the extra materials, which I already stated in the original post.
#36
I generally use wunderboy's importer/exporter in 3ds Max 2012 in my other computer, but since I currently don't have access to it now, I currently use Max 2015 with the use of wallworm's importer/exporter.

In 3DS Max 2012 when I used wunderboy's importer/exporter, I was able to easily get textures immediately when I prompted with a missing external files prompt. All I need to do was just find the right texture folder and I was able to get the textures easily. But my question is that how do I apply textures to the models in Max 2015 without drag and dropping the materials in the model as that will add extra materials to exported .smd file? Because I can't seem to get the textures the same way as I did in Max 2012.





However, the Select Element for Max 2015 doesn't seem to function properly as it will just function as if I am using select polygon unlike in Max 2012 where select element seems to function just fine as I can select whole pieces of the model. This issue also extends to functionally of the edit envelopes function as I seem can only select three vertices in Max 2015, whereas in Max 2012, I can select whole parts of a model.

3DS Max 2012


3DS Max 2015


3DS Max 2012


3DS Max 2015
#37
WWMT Questions / Re: [SOLVED] Physics Mesh Issue
December 18, 2015, 01:50:00 PM
Quote from: Joris Ceoen on December 18, 2015, 05:28:05 AM
Ok, nice. Well, honestly I have never seen that export doc, ever. I always use the Wall Worm Model Tools rollout which assign a helper to the model in the scene, and is very useful to work with. As for giving a last suggestion: Those collision joints look pretty expensive for a ragdoll, if I were you I would consider optimising them so they are approximatically the same size as each element of the model that you want to have solid, using far fewer polygons and possibly causing less overhead.

Are you talking about this? (The one in the yellow text)


To be honest, I never understood how these WWMT helpers work or if they do anything at all.  But to be fair, I am a novice in terms of using WWMT or 3DS Max in general. Well, I looked up this page regarding about these helpers, http://dev.wallworm.com/topic/15/models_and_qc.html
All it says that the helpers just speeds up the process of exporting, but it doesn't tell much about how these helpers are utilized to speed it up.

And regarding about the collision mesh, yea, I am going to try to optimize the head collision mesh because it looks pretty weird, but I think the rest are fine at the moment, unless you got anything else to say about.

Also, not related to what we are talking about, but do you know how to select parts of a model in one click in 3DS Max 2015? I know you have to use the select by Element tool in the Editable Poly in order to select whole parts of model, which I used to easily remove/hide parts of a model in Max 2012. But for some reason, select by Element tool doesn't seem to work on Max 2015. All it does is act like as if I am using the select by Polygon tool.
#38
WWMT Questions / Re: Physics Mesh Issue
December 18, 2015, 04:02:33 AM

Managed to resolved the issue myself.   
After looking back at some of my old Facepunch threads I made a few months ago, I finally managed to fix the issue using the very same technique I used in an earlier model I did. It turns out this is just another variation of the same bone weight issue I had before, which had a similar case like this back in July. I believe wallworm may have remember this particular issue.


Anyways, the case has been solved.

#39
WWMT Questions / Re: Physics Mesh Issue
December 17, 2015, 07:47:27 PM
Quote from: Joris Ceoen on December 17, 2015, 02:12:48 PM
Maybe I can kick in to help you. So, if I understand correctly, you are having an issue with the collision model, is that correct? I can't really understand whether you have a problem on IMPORT or on EXPORT. Can you please clarify?

Also, it would be nice if you could share us a screenshot of the settings you're using on the Wall Worm Model Tools for this specific model to export it.

Yea, I am having an issue with the physics mesh. Exporting the model is part of the problem. Somehow it's not recognizing the the "toe" and "leg" bones. Perhaps maybe I have to include the "skirt" part as part of the physics mesh. As for the export settings here,


#40

Well, this issue is really starting to get on my nerves. Anyways, I tried it out with 3DS Max 2012 using wunderboy's importer/exporter and I got the same dumb issue except now the toe bones are screwed up since I remade the whole physics mesh. Also, that confirms this isn't a wallworm importer/exporter issue. It's something wrong with how I did the physics mesh. So, that narrows it down. But great, I am still baffled on how this issue keeps persisting.
#41
Quote from: wallworm on December 16, 2015, 02:23:14 PM
I imported the model and it all seemed to import correctly.

I am not sure what the problem is that you are having, initially, honestly. Is it that the legs do not have individual hulls?

Attached is a screen shot of the scene that I imported and the collision exported into CS:GO.



In terms of the extra bone. WW Imports ALL meshes with a corresponding bone. For staticprop nodes, those are deleted. For skinned props, it's going to remain. If you need that bone to be removed, remove it from the skin modifier. Also, select the WWMT Helper and in the modify tab of Max, go down to the Models, Attachments & Bones rollout and remove the bone from the Bones list.

Another fast solution is to simply parent the main bone to the hull bone if all you need is to get the hull bone to follow root animations.

These are all just me sharing tidbits. I don't know what the problem is that you are talking about. I know that the images you posted were intended to explain the issue... but I cannot tell from looking at them what your problem and issue is. You'll need to write out explicitly what the issue is and what you are trying to accomplish and how it is failing.

Aye. Knew my pictures wouldn't be enough. A few days back, a person from Facepunch told me the screenshots didn't tell them much. So, you aren't alone. Apologies about that.  So I guess I got some explanation to do. First off, I was trying to make the physics mesh for the model. I did the standard weighting process from this old Facepunch thread I found here.
https://facepunch.com/showthread.php?t=542906

And I exported the model as smd files and put them in Crowbar as usual using the TF2 Compiler. At first, the HLMV show the model had no visible problems, but when I checked the physics model, it ended like what the picture look like. Then, I tried reweighting the model again and I still got nothing.
But the looks of the picture, you used the CS:GO compiler and you had no problems. Perhaps maybe the compiler I am using right now is the issue. I will check it out when I got the chance.

EDIT: For some reason, I can't use the other compilers. They just seem to not even do anything at all.
EDIT 2: Oh wait nvm. I didn't install the SDK for GMod yet.
EDIT 3: Well, I tried it out with the GMOD and CS:GO. GMOD compiler still gave the same result and CS:GO HLMV just flat out crashes for me. You know what I am going redo the whole thing just to see if I did something. I will do when I get the chance.

#42
Quote from: wallworm on December 13, 2015, 11:52:06 PM
Not been ignoring you just very busy ATM and I actually thought I responded already but I obviously had not.

I haven't opened the file yet. I will tomorrow.

In terms of hitting undo and the normal getting messed up, this is a bug in Editable Poly objects since Max 2015. I suggest submitting a bug report to Autodesk. The more that report, the more likely they will fix.

Understandable. I just wanted to know if I sent the files to the correct email. That's all.

My apologies if I am pushing you.  Lately these days, people have been ignoring my calls for help especially in Facepunch. It's being getting worse as the time passes. Typically, I only get like one to two people to help me out, but they don't really do much to help. It's like pressing a broken button million of times.


Anyways, that normal getting messed up by the undo is an actual autodesk bug? Hm. No wonder I didn't get that bug in 3DS Max 2012. Anyways.  I will make sure to report that bug.
#43
Quote from: CarbonCopyCat on December 13, 2015, 07:27:37 PM
About your minor problem (the one with the weird vertices), you should be able to fix it by adding an "Edit Normals" Modifier, selecting all the normals, and then clicking "Unify."

You are right that it fixed the problem, but unforunately, it introduced another problem. The model now looks blocky.

So, it fixes this problem, but it creates another problem.
#44
So wallworm, did you find anything that can fix my problem? Because it's been a while since I heard any response from you. I really do hope you actually received that email I sent you.
#45
Quote from: wallworm on December 09, 2015, 11:08:07 PM
My email is in the ww readme file. Send me the SMD and QC files you are importing and I will see what is amiss.
Done.
I sent you the files to your email (lightcube right?).

Edit: Not related to the problem I am having, but this minor problem annoys me. Every time I undo an edit. Some if not all of vertices seem to act weirdly and the weird behavior seems to be permanent even when I redo/undo the edit. Any explanation on how to fix this issue?

SMF spam blocked by CleanTalk