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General Discussion / Re: Missing Instance models .maxc file ?
« Last post by wallworm on October 10, 2021, 11:30:04 am »
Sorry I did not respond sooner.

When it comes to exporting FBX, there are many limitations. You will have to merge xrefs into the current scene before saving as FBX.
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General Discussion / Re: Missing Instance models .maxc file ?
« Last post by lauris47 on October 05, 2021, 07:17:06 am »
I reinstalled 3ds Max and now it works!

The next problem I have, which I also never had is that instance models are not exported into fbx.
The waring on export is: "The plug-in does not supported XRef scenes. The following XRef scenes will be lost"
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General Discussion / Re: Missing Instance models .maxc file ?
« Last post by lauris47 on October 05, 2021, 03:42:36 am »
I am using 3dsMax 2020, with latest Wall Worm Version: 5.0.96 plugin.
The map: is Red Bull Flick - Wing 5: https://steamcommunity.com/sharedfiles/filedetails/?id=2433687832

And yes,  I was also referring to func_instance

I tried going trough all notifications of saving .maxc files when Instances is marked. but eventually it goes to an error.
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General Discussion / Re: Missing Instance models .maxc file ?
« Last post by wallworm on October 05, 2021, 01:51:11 am »
Also, as a note, the instances option refers to func_instance entities and not the models.
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General Discussion / Re: Missing Instance models .maxc file ?
« Last post by wallworm on October 05, 2021, 01:49:55 am »
What version of Max are you using? In latest versions of Max, you should not be using the import from QC option because WW can natively load MDL files. If WW is properly configured for your game, and the MDL/VMT/VTF files exist in your game paths, WW will load them directly in Max.
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General Discussion / Missing Instance models .maxc file ?
« Last post by lauris47 on October 04, 2021, 08:30:27 am »
Hi,
I am trying to import custom map, I have original models in folders, but they are not imported. The "Import Missing Models from QC" and "Instances" are ticked, but instead of importing these models, I get notification to save .maxc files instead.
I never experienced this before.

If this fails and there is no workaround, is it possible to import models manually, based on instance id (keeping good transforms of each model in map)?

Thank you.
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General Discussion / Re: Decal uv channel
« Last post by wallworm on September 20, 2021, 10:36:52 pm »
Sorry it took so long for me to actually reply. Lauris, it is possible to export the decals. You must use UV channel 2 the decals, and you must export the model using the FBX option in the WWMT floater UI.
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Wall Worm News / Wall Worm 5.0.92 Released
« Last post by wallworm on August 17, 2021, 11:45:02 pm »
Version 5.0.92 released on 8-17-2021

   * VMT Browser: Fixed very slow-loading VMT browser. Refactored VMT browser to open much faster. In local tests, the VMT browser went from several minutes to open down to 34 seconds.
   
   * VMT Browser: Updated VMT Browser to remember last selected image in a folder. When changing folders, current selection is reset unless a material was already selected in folder, in which case that material is selected automatically.
   
   * Plugins: Fixed snap icon previews not working during object creation for several scripted plugins in Wall Worm for 3ds Max 2019+. Note that the Arch primitive still doesn't fully support snap icons in Max 2019+ but this is due to a defect in 3ds Max 2019+ that requires a fix from Autodesk.
   
   * Startup: Updated startup scripts to properly record Wall Worm startup times that were previously thrown off if 3rd party plugins took a long time to load after Wall Worm.
   
   * ProPal: Fixed MAXScript error creating a ProPal object.
   
###################################

Version 5.0.91 released on 8-10-2021

   * Settings: Fixed error in the Settings when using 3ds Max 2017.
   
   * WallWormMDL: Fixed a MAXScript error loading some unexpected MDL files.

###################################

Version 5.0.89 released on 7-27-2021

   * Settings: Shortened some long labels to fix overlapping labels when viewed in Chinese versions of 3ds Max.
   
   * Settings: Added a few extra tooltips to items missing tooltips.
   
   * Settings: Updated the default value of "Use World Aligned on Known Tool Textures" to On.
   
   * Settings: Changed default Displacement Power from 2 to 3 for new installs of Wall Worm.
   
   * Settings: Added a button labeled "Default Game Settings" that will set some game settings to values known to be essential for currently loaded game. These will set some game-specific values such as DMX version for some games, sky writer defaults, QC settings, etc.

   * Displacements: Fixed issue opening a scene with a sculpt mesh when some other tools in Wall Worm had not been used yet.
   
   * Displacements: Fixed the Remove to New Sculpt function not working.
   
   * Displacements: Updated the default power of new displacements to 3 instead of 2.
   
   * Problem Checker: Added a new option to automatically set some of Max's settings to Source-friendly settings, such as turning off Gamma and LUT, using a power of 2 grid spacing, generic units where 1 unit = 1 inch, etc.
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Version 5.0.87 released on 7-24-2021

   * Installer: Fixed error installing Wall Worm into Chinese versions of 3ds Max.
   
   * Sky Writer: Fixed Sky Writer error when loaded into Chinese versions of 3ds Max.

   * Modifiers: Fixed the name of the ChannelMod, SelectFaces and DeleteFaces modifiers showing up as "Object" in the modify list in 3ds Max 2022. Now names are correct.
   
   * VMF Exporter: Fixed MAXScript error when exporting some materials with a texture having a "coords" or "coordinates" property that does not match the native coords/coordinates signature inside default Max textures.
   
###################################

Version 5.0.86 released on 7-16-2021

   * Materials: Fixed MAXScript error in the Convert Blend to DX Blend when the materials involved are not Standard materials.
   
###################################

Version 5.0.83 released on 5-16-2021

   * Bevel Modifier: Added a new Bevel Faces modifier. This modifier is similar to Extrude modifier except it will bevel from each polygon rather than the average of all. Works only in 3ds Max 2016+.
   
###################################

Version 5.0.82 released on 5-16-2021

   * Displacements: Updated the functions that create a sculpt mesh to show the ribbon after creation to make the push/pull tools available.
   
   * Displacements: Fixed errors creating a sculpt mesh in some scenarios.
   
   * Displacements: Updated the Multi-Step Displacement Terrain function to not create unnecessary sides then creating a displacement from a set of objects with different materials.

###################################

Version 5.0.81 released on 5-15-2021

   * VMT Exporter: Fixed error in VMT Exporter when launched before some other tools.
   
   * VMT Exporter: Fixed error in VMT Exporter when pressing the path button and the material is set to export in the root material folder.
   
   * Displacements: Fixed error when trying to use the Terrain or Corridor buttons to create complex displacements from objects that have no materials.

###################################

Version 5.0.79 released on 5-15-2021

   * SMD Exporter: Fixed export error when trying to export SMD files with meshes that have no materials.
   
###################################

Version 5.0.78 released on 5-10-2021

   * ProPalBoard: Fixed MAXScript error when opening a scene with ProPalBoard with some renderers.
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Materials and Textures / Re: VTF Loaders for 3ds Max in WW Pro
« Last post by wallworm on July 19, 2021, 10:55:03 pm »
For more recent versions of WW that use the installer, this can still sometimes happen where there is an error loading vtf.bmi in Max. The solution is the same as above but the paths are probably different.

Copy:
C:\Program Files\Wall Worm\Wall Worm Pro Pack\WallWorm.com\VTFLib\bin\x64\VTFLib.dll

To:
C:\Program Files\Autodesk\3ds Max 2022\

(If using a different version of Max, copy to that version.)
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