I have made a model in a max file that I have added to my prop library. How do I then bring this guy into my other scene so that each instance exported as a prop_static? Is there any way to see what's in my prop library?
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#17
Materials and Textures / Re: Substance Designer
October 31, 2015, 01:25:08 AM
It's a nice tool, especially for workflows that use a lot of maps, and for PBR stuff. It's a little more manageable than putting all your different maps(normal, diffuse, spec, Ect) in separate layer groups in Photoshop.
Since there's a native 3ds max integration, it (I think) it could be possible to script it to export right to vtf/vmt, but simply saving out bitmaps works fine as well :)
Since there's a native 3ds max integration, it (I think) it could be possible to script it to export right to vtf/vmt, but simply saving out bitmaps works fine as well :)
#18
Bug Reports / Parsing entities from this fgd doesn't work
October 29, 2015, 12:03:30 AM
I've added this attached file to the global fgd and reparsed, but my point entities list is completely empty :( It doesn't seem to do anything when parsing, not even hanging max for a few seconds/minutes like it should be doing. This is a custom fgd so I'm not sure if it's a problem with the fgd or with wall-worm, or something else. It does work in Hammer. Any idea what's wrong here?
#19
Wall Worm Level Design in 3ds Max / Re: Light Orientation Bug
June 26, 2015, 08:11:17 PM
Thanks! Looks like I got everything working now. Hopefully I can share some awesome maps soon.
#20
Wall Worm Level Design in 3ds Max / Re: Weird lighting of props in Skybox
June 25, 2015, 10:28:34 PM
I've attached an image of the problem. It looks like its being lit from the side, which is why I posted that original post about the light angles. But I have actually noclipped into the skybox and I think something else is going on that's difficult to describe. I'll try to post a video soon. Regardless, it goes away if I go into hammer, and without changing anything, recompile from there. Its almost like hammer is silently correcting something in the vmt. Or possibly the render settings are different...
I haven't tried without the skybox model, but I imagine that it would do the same in non-skybox land. I'm using the normal 3d skybox stuff, no leaks.
I haven't tried without the skybox model, but I imagine that it would do the same in non-skybox land. I'm using the normal 3d skybox stuff, no leaks.
#21
Wall Worm Level Design in 3ds Max / Weird lighting of props in Skybox
June 25, 2015, 04:11:36 PM
Hmm, I'm experiencing some weird results. it looks like the world geometry may be lit correctly, but my static prop models in the 3d skybox are not. May be a source engine bug. Will look into it further.
#22
Wall Worm Level Design in 3ds Max / Light Orientation Bug
June 25, 2015, 09:20:34 AM
One other issue I've had is that the light rotation doesn't match between 3ds max and source. Even making a simple Free Direct light in max pointing down( rotation 0,0,0) comes out pointing sideways in the light_environment. The pitch is correct at -90, but the Pitch Yaw Roll(y,z,x) is (0,90,0). It should be (-90,90,0) to point straight down. I am using Source Multiplayer Base 2013.
#23
Wall Worm Level Design in 3ds Max / Re: How do control light_environment brightness?
June 23, 2015, 10:50:47 PM
Okay that makes sense. The scale of light values are also different- A value of 10 light units in max is quite high, while in source that's barely anything. I think my confusion came from the presence of the brightness color picker in the entity properties.
#24
Wall Worm Level Design in 3ds Max / How do control light_environment brightness?
June 23, 2015, 10:12:33 PM
In Source, the there is a brightness property in the light_environment that takes 4 values- the first 3 is the rgb value of the light, and the last is the brightness of the light. How do I set this last value in 3ds max? It's always coming out as "20" and the color slider only lets me select the color of the light. I noticed that there is a brightness scale, but that only seems to set the HDR Brightness scale.
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