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Messages - Mr.Fudge

#1
Bug Reports / Re: Prop_dynamic collision bug
January 15, 2017, 06:42:21 AM
2
#2
Bug Reports / Re: Prop_dynamic collision bug
January 15, 2017, 06:42:02 AM
1
#3
Bug Reports / Re: Prop_dynamic collision bug
January 15, 2017, 06:41:28 AM
Hi again!

Thanks for great response!

Still getting the issue. Tried updating WW to the latest version, nothing changed (except now it's a $collisionjoints)
Then bought the pro version just for safe measures and still nothing.

Everything seems fine when I export from max, then to hammer. It's not until I'm ingame I see the problem.
#4
Bug Reports / Re: Prop_dynamic collision bug
January 14, 2017, 10:30:03 AM
This is whats in the QC file

// QC File generated by the Wall Worm Model Tools Version 2.955
// Exported From: D:\Work\Lunar base 01\Lunar Base 02.max
// Get the latest version and notes at:
// http://dev.wallworm.com

$scale 1.0
$modelname   "fudge/spaceslidingdoor02.mdl"
$body spaceslidingdoor02 "spaceslidingdoor02.smd"
$collisionmodel "spaceslidingdoor02_hull.smd" {
$concave

}
$contents "solid"
$cdmaterials "fudge"
$sequence idle "spaceslidingdoor02.smd"  activity ACT_IDLE -1 loop fps 25
$sequence SpaceDoorClose "spaceslidingdoor02_sequence_SpaceDoorClose" fps 25.0 fadein 0.2 fadeout 0.2
$sequence SpaceDoorOpen "spaceslidingdoor02_sequence_SpaceDoorOpen" fps 25.0 fadein 0.2 fadeout 0.2

$include   "spaceslidingdoor02_wwmt_custom.qci"

Tried resetting x-forms
I need the dynamic prop to get the animations on it.
#5
Bug Reports / Re: Prop_dynamic collision bug
January 14, 2017, 06:36:24 AM
The collision model is turned the right way in hammer. its only when I Compile and go ingame its turned 90 degreeze
#6
Bug Reports / Prop_dynamic collision bug
January 14, 2017, 06:31:10 AM
Hi.

Trying to make a sliding door with animation from max. I followed the tutorial Shawn made.
(https://www.youtube.com/watch?v=fY6UF7lB1T4&feature=youtu.be)
When I launch cs the colition is turned on its side and wont animate with the prop.
I have tried using just a simple box for collision as well as the quick hull.

Any Ideas why this is happening?

#7
Seems like there was an issue with the valve compiler and the TGA's my photoshop made.
Had to render to texture in max and save that as a new tga then add that to my model in max and compile.
Will buy the pro ww and I wont have this issue as it has its own compiler:)

Thanks again Shawn for the help:)
#8
TopHatWaffle tried to help me figure this out yesterday. we did everything the same on his pc and everything worked fine. we even copied the same files I used to his pc and it worked. We checked all the pathnames, folders, install and setting and everything is as it should be. can't understand this:/ the error comes when I press the export vft's button
#9
3ds max 2015 (v17.0)and 2017 (v19.0) same issue in both.
Wall Worm Free v2.955

Select model, add texture, name texture, name texture the map folder, name material the texture name, add WW to model, export vtf's, export QC + Model
#10
General Discussion / "Help" Textures bug out on export.
January 12, 2017, 12:40:39 AM
Hi.

When I export textures from max I get an error saying
(Cannot read texture C:/Program Files (x86)/Steam/steamapps/common/Counter-Strike Global Offensive/sdk_content/materialsrc/fudge/FireExt01.tga)
When I open the model in viewer the model comes up black.

Been trying to figure this out now for a couple of days and cant seem to find the issue. everything seems to be correct.
Anyone here know whats up?
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