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Design Tools => Other Utilities => Topic started by: wallworm on November 22, 2011, 11:25:41 AM

Title: Material Library Generator
Post by: wallworm on November 22, 2011, 11:25:41 AM
Built into WWMT is a Material Library Generator (http://dev.wallworm.com/topic/35/material_library_generator.html) to convert collections of Source Materials into 3ds Max materials.

One thing I am considering changing is the default of creating a DirectX material for all materials. I need DirectX Material for the Blend Materials (for displacements) but I'm beginning to think it was not a good idea for the World brush materials... since I have noticed a lot of viewport display issues using DirectX materials and Nitrous (3ds Max 2012).

Anyone else seeing this? Opinions?
Title: Re: Material Library Generator
Post by: Stef on August 25, 2012, 05:09:46 PM
Hi wallworm,

I am very interested in getting this working but I am getting an error message as shown here...

I am using:

Max 2012 x64 (running as admin)
Windows 7 x64
Steam is running

This is what I get...

Title: Re: Material Library Generator
Post by: wallworm on August 25, 2012, 05:52:10 PM
Do you have the Wunderboy VTA Importer installed? The tool works best if you have that installed.

If not, make sure that all  your VTF files have been converted to TGA files. You can use VTFEdit for that.

Note that I have majorly updated the way WW exports materials in the last couple of weeks... and I have not had time to test how that affects the materials generated by the Material Library Generator. It may just work... but I have not tested since WWMT 1.85 release. I have also not had time to update docs... so best thing is to read the 1.85 changelog and all things since them here (http://dev.wallworm.com/topic/33/wwmt_changelog.html).

Hopefully it works with the recommendations above. If not, let me know.
Title: Re: Material Library Generator
Post by: wallworm on September 05, 2013, 12:56:03 PM
I've updated the link above to the current address for this tool at http://dev.wallworm.com/topic/35/material_library_generator.html

Also, there were many updates to this in the last several months. Mainly, the tool works faster and collects a much larger percentage of settings from VMT files now... and uses the new WW Source Parameters custom attributes in the materials. Enjoy.
Title: No VMTs found in the specified directories...
Post by: CarbonCopyCat on February 24, 2014, 01:28:17 AM
Though earlier today the Material Library Generator was working 100% fine, it somehow broke and no longer recognizes VMTs that exist in the specified folders. I restarted 3ds max numerous times, as well as my computer, and it hasn't fixed, so I'll list out the circumstances to help the troubleshooting.
Thanks in advance.
Title: Re: Material Library Generator
Post by: wallworm on February 24, 2014, 10:24:59 AM
My best guess is that the MatGen Path is wrong. Can you verify that the MatGen path in the global settings is in the correct location?
Title: Re: Material Library Generator
Post by: CarbonCopyCat on February 24, 2014, 07:34:04 PM
The problem seems to have sorted out itself (fortunately because it did, but unfortunately because I don't know what caused it, as the MatGen path was set to the correct location). For anyone who is reading this later, you may also be running into an issue I ran into a while before, where the VMTs won't be detected if you set the MatGen path to the direct location of the files. For example, if you dump all your textures you want in the library into one folder called "Decals" on your desktop, and set your MatGen path to the following:
QuoteC:\Users\username\Desktop\Decals
you will get the said error. To fix this, you just need to create a folder inside the folder, (let's call it "Decals", again), and place the files in the first "Decals" folder into the second "Decals" folder.
Title: Re: Material Library Generator
Post by: wallworm on February 24, 2014, 07:42:06 PM
Yes, the material library generator will not make materials from VMTs that are in the root of the MatGen path. The root mat gen path must be the container for folders where your materials go. It generally matches the way Source organizes materials.

The way I set it up is that I have a folder called materials_csgo that represents the materials folder in the game. Inside that folder are all the subfolders (Brick, Concrete, etc) that match the game (because they were extracted directly from the game). That folder and sub-folders have all of the original VMTs and VTFs. It also has a TGA for each VTF (because VTFs don't work in Max 2013+). My MatGen path is set to the materials_csgo folder.

Using this setup should work for you.

Hopefully this is helpful in explaining how it works.
Title: Re: Material Library Generator
Post by: CarbonCopyCat on August 09, 2014, 07:27:01 PM
Well, it seems I've run into an issue with this when I reorganized my materials earlier today  :-\
Pretty much what I've done is put a folder named "tf.materials" on my desktop, and extracted all the vtf's and vmt's into that folder (of course, converting the vmt's into tga's). However, when I attempt to create a material library for this folder (or any of the folders inside), I get this error:
(https://www.wallworm.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FaWIGlQr.png&hash=6a899ef8268f618d5c5630248625a89fb5983167)
(ignore the name of the library, I forgot you couldn't put /'s into names of files)

Strangely though, some of my older custom textures seem to work, so I have no clue what's going on. Just to make sure, I checked and I had the MatGen path in the correct location, as well as the latest version of Wall Worm. Help would be appreciated.
Title: Re: Material Library Generator
Post by: wallworm on August 09, 2014, 07:52:00 PM
This is probably because a VMT has a syntax error or a syntax I didn't anticipate. If you can figure out the specific VMT choking it, it will help me figure out the problem.

Also, like you mentioned, never use special characters for any of the file names. For the filters it is safe to use things like *,/\ etc.

To help find the VMTs that crash, you can type this into the MAXScript listener (F11):

wallworm_debug = true

then hit Enter. Then re-open the generator and start over. Note that when debug is on, almost ALL WW tools work way slower and outputs a bunch of info in the MAXScript listener. So when done, type: wallworm_debug = false and hit enter.
Title: Re: Material Library Generator
Post by: CarbonCopyCat on August 09, 2014, 10:00:30 PM
I debugged, and the VMT that was choking it was one named "replacements.vmt", which was present in almost every folder. It didn't seem to be linked to a VTF, so I inspected it and it was something to do with pyrovision in TF2 (as far as I could tell). Deleting all instances of it seems to solve the problem. I'm getting some "no VMTs found" in some folders, but I'll check if they do have VMTs (and if so, if those folders are necessary) later. Thanks for the help so far.
Title: Re: Material Library Generator
Post by: wallworm on August 09, 2014, 10:27:46 PM
Can you post the contents of this file?
Title: Re: Material Library Generator
Post by: CarbonCopyCat on August 09, 2014, 11:04:38 PM
The contents differ from what folder it's in, as it seems it's a thing for replacing textures. My guess is that each one corresponds to the files in each folder.

Here's one from the "signs" folder:
replacements
{
templates
{
sign001
{
"LightmappedGeneric"
{
pyro_vision
{
$basetexture "signs/sign001_pyro"
$vertexcolor $vertexcolor
$decal $decal
$translucent $translucent
$vertexalpha $vertexalpha

$EFFECT 1
}
}
}
sign_spiral
{
"LightmappedGeneric"
{
pyro_vision
{
$basetexture "signs/sign002_pyro"
$vertexcolor $vertexcolor
$decal $decal
$translucent $translucent
$vertexalpha $vertexalpha

$EFFECT 1
}
}
}
sign_square
{
"LightmappedGeneric"
{
pyro_vision
{
$basetexture "signs/sign003_pyro"
$vertexcolor $vertexcolor
$decal $decal
$translucent $translucent
$vertexalpha $vertexalpha

$EFFECT 1
}
}
}
sign_triangle
{
"LightmappedGeneric"
{
pyro_vision
{
$basetexture "signs/sign004_pyro"
$vertexcolor $vertexcolor
$decal $decal
$translucent $translucent
$vertexalpha $vertexalpha

$EFFECT 1
}
}
}
sign_strip2to1
{
"LightmappedGeneric"
{
pyro_vision
{
$basetexture "signs/sign005_pyro"
$vertexcolor $vertexcolor
$decal $decal
$translucent $translucent
$vertexalpha $vertexalpha

$EFFECT 1
}
}
}
sign_letterx
{
"LightmappedGeneric"
{
pyro_vision
{
$basetexture "signs/sign006_pyro"
$vertexcolor $vertexcolor
$decal $decal
$translucent $translucent
$vertexalpha $vertexalpha

$EFFECT 1
}
}
}
sign_hash2to1
{
"LightmappedGeneric"
{
pyro_vision
{
$basetexture "signs/sign007_pyro"
$vertexcolor $vertexcolor
$decal $decal
$translucent $translucent
$vertexalpha $vertexalpha

$EFFECT 1
}
}
}
sign_mmphblu
{
"LightmappedGeneric"
{
pyro_vision
{
$basetexture "overlays/patch007"
$vertexcolor $vertexcolor
$decal $decal
$translucent $translucent
$vertexalpha $vertexalpha

$EFFECT 1
}
}
}
sign_mmphred
{
"LightmappedGeneric"
{
pyro_vision
{
$basetexture "overlays/patch007"
$vertexcolor $vertexcolor
$decal $decal
$translucent $translucent
$vertexalpha $vertexalpha

$EFFECT 1
}
}
}
arrow2way
{
"LightmappedGeneric"
{
pyro_vision
{
$basetexture "signs/sign010_pyro"
$vertexcolor $vertexcolor
$decal $decal
$translucent $translucent
$vertexalpha $vertexalpha

$EFFECT 1
}
}
}
arrowrt
{
"LightmappedGeneric"
{
pyro_vision
{
$basetexture "signs/sign011_pyro"
$vertexcolor $vertexcolor
$decal $decal
$translucent $translucent
$vertexalpha $vertexalpha

$EFFECT 1
}
}
}
arrowlf
{
"LightmappedGeneric"
{
pyro_vision
{
$basetexture "signs/sign012_pyro"
$vertexcolor $vertexcolor
$decal $decal
$translucent $translucent
$vertexalpha $vertexalpha

$EFFECT 1
}
}
}
}


patterns
{
sign019
{
template "sign001"
}
sign039
{
template "sign001"
}
sign097
{
template "sign_spiral"
}
sign023
{
template "sign_spiral"
}
signwall_blue001
{
template "sign_square"
}
sign126
{
template "sign_strip2to1"
}
blu_warehouse
{
template "sign_strip2to1"
}
red_barn
{
template "sign_strip2to1"
}
sign140
{
template "sign_strip2to1"
}
sign009
{
template "sign_strip2to1"
}
signwall_001
{
template "sign_strip2to1"
}
signwall_002
{
template "sign_strip2to1"
}
number_
{
template "sign_letterx"
}
sign099
{
template "sign_letterx"
}
sign100
{
template "sign_letterx"
}
sign101
{
template "sign_letterx"
}
sign102
{
template "sign_letterx"
}
sign103
{
template "sign_letterx"
}
sign104
{
template "sign_letterx"
}
sign028
{
template "sign_hash2to1"
}
sign125
{
template "sign_hash2to1"
}
sign113
{
template "sign_hash2to1"
}
sign008
{
template "sign_hash2to1"
}
sign121
{
template "sign_hash2to1"
}
//
thelcs
{
template "sign_mmphred"
}
sign001
{
template "sign_mmphred"
}
sign002
{
template "sign_mmphred"
}
sign003
{
template "sign_mmphred"
}
sign004
{
template "sign_mmphblu"
}
sign005
{
template "sign_mmphred"
}
sign006
{
template "sign_mmphred"
}
sign007
{
template "sign_mmphblu"
}
sign011
{
template "sign_mmphred"
}
sign012
{
template "sign_mmphred"
}
sign013
{
template "sign_mmphred"
}
sign014
{
template "sign_mmphred"
}
sign014
{
template "sign_mmphred"
}
sign016
{
template "sign_mmphblu"
}
sign018
{
template "sign_mmphblu"
}
sign020
{
template "sign_mmphred"
}
sign021
{
template "sign_mmphred"
}
sign022
{
template "sign_mmphred"
}
sd_sign001
{
template "sign_mmphblu"
}
sign033
{
template "sign_mmphred"
}
sign034
{
template "sign_mmphred"
}
sign035
{
template "sign_mmphred"
}
sign038
{
template "sign_mmphred"
}
sign040
{
template "sign_mmphblu"
}
sign041
{
template "sign_mmphblu"
}
sign042
{
template "sign_mmphblu"
}
sign043
{
template "sign_mmphblu"
}
sign044
{
template "sign_mmphblu"
}
sign053
{
template "sign_mmphblu"
}
sign054
{
template "sign_mmphblu"
}
sign055
{
template "sign_mmphred"
}
sign056
{
template "sign_mmphred"
}
sign057
{
template "sign_mmphblu"
}
sign058
{
template "sign_mmphred"
}
sign059
{
template "sign_mmphred"
}
sign060
{
template "sign_mmphblu"
}
sign061
{
template "sign_mmphred"
}
sign062
{
template "sign_mmphblu"
}
sign063
{
template "sign_mmphred"
}
sign064
{
template "sign_mmphred"
}
sign065
{
template "sign_mmphred"
}
sign066
{
template "sign_mmphred"
}
sign067
{
template "sign_mmphred"
}
sign088
{
template "arrowrt"
}
sign089
{
template "arrowlf"
}
sign090
{
template "arrow2way"
}
sign
{
template "sign_mmphred"
}
team
{
template "sign_mmphred"
}
}
}




one from the "models/props_trainyard" folder
replacements
{
templates
{
standard
{
"VertexLitGeneric"
{
pyro_vision
{
$VERTEX_LIT 1

$EFFECT 0

$basetexture $basetexture
$BASE_STEP_RANGE "[ 0.0 1.0 ]"

$CANVAS "rj/colorbar3"
$CANVAS_SCALE "[ 0.002 0.002 0.2 ]"
$CANVAS_STEP_RANGE "[ 0.0 1.0 ]"
$CANVAS_COLOR_START "[ 0.0 1.0 0.0 ]"
$CANVAS_COLOR_END "[ 1.0 1.0 0.0 ]"
}
}
}

cart_base
{
"VertexLitGeneric"
{
pyro_vision
{
$EFFECT 1
$VERTEX_LIT 1

$basetexture "models/props_trainyard/cart_base_pyro"
$vertexcolor $vertexcolor
//$alphatest 1


$DIFFUSE_WHITE 0.9
$GRAY_POWER 0.2
$GRAY_STEP "[ 0.0 1.0 ]"
$LIGHTMAP_GRADIENTS 255
}
}
}
cart_bomb_red
{
"VertexLitGeneric"
{
pyro_vision
{
$EFFECT 1
$VERTEX_LIT 1

$basetexture "models/props_trainyard/cart_bomb_red_pyro"
$vertexcolor $vertexcolor
//$alphatest 1


$DIFFUSE_WHITE 0.9
$GRAY_POWER 0.2
$GRAY_STEP "[ 0.0 1.0 ]"
$LIGHTMAP_GRADIENTS 255
}
}
}
cart_bomb
{
"VertexLitGeneric"
{
pyro_vision
{
$EFFECT 1
$VERTEX_LIT 1

$basetexture "models/props_trainyard/cart_bomb_pyro"
$vertexcolor $vertexcolor
//$alphatest 1


$DIFFUSE_WHITE 0.9
$GRAY_POWER 0.2
$GRAY_STEP "[ 0.0 1.0 ]"
$LIGHTMAP_GRADIENTS 255
}
}
}
cart_dispenser
{
"VertexLitGeneric"
{
pyro_vision
{
$EFFECT 1
$VERTEX_LIT 1

$basetexture "models/props_trainyard/cart_dispenser_pyro"
$vertexcolor $vertexcolor
//$alphatest 1


$DIFFUSE_WHITE 0.9
$GRAY_POWER 0.2
$GRAY_STEP "[ 0.0 1.0 ]"
$LIGHTMAP_GRADIENTS 255
}
}
}

}

patterns
{
cart_base
{
template "cart_base"
}
cart_bomb_red
{
template "cart_bomb_red"
}
cart_bomb
{
template "cart_bomb"
}
cart_dispenser
{
template "cart_dispenser"
}
}
}




and one from the "models/props_foliage" folder
replacements
{
templates
{
standard
{
"VertexLitGeneric"
{
pyro_vision
{
$VERTEX_LIT 1

$EFFECT 0

$basetexture $basetexture
$BASE_STEP_RANGE "[ 0.0 1.0 ]"

$CANVAS "rj/colorbar3"
$CANVAS_SCALE "[ 0.002 0.002 0.2 ]"
$CANVAS_STEP_RANGE "[ 0.0 1.0 ]"
$CANVAS_COLOR_START "[ 0.0 1.0 0.0 ]"
$CANVAS_COLOR_END "[ 1.0 1.0 0.0 ]"
}
}
}


spikeplant
{
"VertexLitGeneric"
{
pyro_vision
{
$EFFECT 1
$VERTEX_LIT 1

$basetexture "models/props_foliage/spikeplant01_pyro"
$vertexcolor $vertexcolor
$alphatest 1

// $STRIPETEXTURE "rj/stripe4"
// $STRIPE_SCALE "[ 0.002 0.002 0.002 ]"
// $STRIPE_COLOR                   "[0.6 0.25 0.20]"
// $STRIPE_LM_SCALE      1.0



$DIFFUSE_WHITE 0.9
$GRAY_POWER 0.2
$GRAY_STEP "[ 0.0 1.0 ]"
$LIGHTMAP_GRADIENTS 255
}
}
}
cactus
{
"VertexLitGeneric"
{
pyro_vision
{
$EFFECT 1
$VERTEX_LIT 1

$basetexture "models/props_foliage/cactus01_pyro"
$vertexcolor $vertexcolor
$alphatest 1


$DIFFUSE_WHITE 0.9
$GRAY_POWER 0.2
$GRAY_STEP "[ 0.0 1.0 ]"
$LIGHTMAP_GRADIENTS 255
}
}
}
joshua
{
"VertexLitGeneric"
{
pyro_vision
{
$EFFECT 1
$VERTEX_LIT 1

$basetexture "models/props_foliage/joshuatree01_pyro"
$vertexcolor $vertexcolor
$alphatest 1

// $STRIPETEXTURE "rj/stripe4"
// $STRIPE_SCALE "[ 0.002 0.002 0.002 ]"
// $STRIPE_COLOR                   "[0.6 0.25 0.20]"
// $STRIPE_LM_SCALE      1.0



$DIFFUSE_WHITE 0.9
$GRAY_POWER 0.2
$GRAY_STEP "[ 0.0 1.0 ]"
$LIGHTMAP_GRADIENTS 255
}
}
}

shrub_03_card_skin2
{
"VertexLitGeneric"
{
pyro_vision
{
$EFFECT 1
$VERTEX_LIT 1

$basetexture "models/props_foliage/shrub_03_card_skin2_pyro"
$vertexcolor $vertexcolor
$alphatest 1

// $STRIPETEXTURE "rj/stripe4"
// $STRIPE_SCALE "[ 0.002 0.002 0.002 ]"
// $STRIPE_COLOR                   "[0.6 0.25 0.20]"
// $STRIPE_LM_SCALE      1.0

// $COLORBAR "rj/colorbar_white01"

$DIFFUSE_WHITE 0.9
$GRAY_POWER 0.2
$GRAY_STEP "[ 0.0 1.0 ]"
$LIGHTMAP_GRADIENTS 255
}
}
}
shrub_03_card_skin3
{
"VertexLitGeneric"
{
pyro_vision
{
$EFFECT 1
$VERTEX_LIT 1

$basetexture "models/props_foliage/shrub_03_card_skin3_pyro"
$vertexcolor $vertexcolor
$alphatest 1

// $STRIPETEXTURE "rj/stripe4"
// $STRIPE_SCALE "[ 0.002 0.002 0.002 ]"
// $STRIPE_COLOR                   "[0.6 0.25 0.20]"
// $STRIPE_LM_SCALE      1.0

// $COLORBAR "rj/colorbar_white01"

$DIFFUSE_WHITE 0.9
$GRAY_POWER 0.2
$GRAY_STEP "[ 0.0 1.0 ]"
$LIGHTMAP_GRADIENTS 255
}
}
}
shrub_03_card
{
"VertexLitGeneric"
{
pyro_vision
{
$EFFECT 1
$VERTEX_LIT 1

$basetexture "models/props_foliage/shrub_03_card_pyro"
$vertexcolor $vertexcolor
$alphatest 1

// $STRIPETEXTURE "rj/stripe4"
// $STRIPE_SCALE "[ 0.002 0.002 0.002 ]"
// $STRIPE_COLOR                   "[0.6 0.25 0.20]"
// $STRIPE_LM_SCALE      1.0

// $COLORBAR "rj/colorbar_white01"

$DIFFUSE_WHITE 0.9
$GRAY_POWER 0.2
$GRAY_STEP "[ 0.0 1.0 ]"
$LIGHTMAP_GRADIENTS 255
}
}
}
shrub_03_model
{
"VertexLitGeneric"
{
pyro_vision
{
$EFFECT 1
$VERTEX_LIT 1

$basetexture "models/props_foliage/shrub_03_pyro"
$vertexcolor $vertexcolor
$alphatest 1

$DIFFUSE_WHITE 0.9
$GRAY_POWER 0.2
$GRAY_STEP "[ 0.0 1.0 ]"
$LIGHTMAP_GRADIENTS 255
}
}
}
darkgreen
{
"VertexLitGeneric"
{
pyro_vision
{
$EFFECT 1
$VERTEX_LIT 1

$basetexture $basetexture
$vertexcolor $vertexcolor
$alphatest 1

$STRIPETEXTURE "rj/stripe4"
$STRIPE_SCALE "[ 0.002 0.002 0.002 ]"
$STRIPE_COLOR                   "[0.6 0.25 0.20]"
$STRIPE_LM_SCALE      1.0

$COLORBAR "rj/colorbar_darkgreen01"

$DIFFUSE_WHITE 0.9
$GRAY_POWER 0.4
$GRAY_STEP "[ 0.0 1.0 ]"
$LIGHTMAP_GRADIENTS 255
}
}
}

}

patterns
{
spikeplant01
{
template "spikeplant"
}
shrub_03_card_skin2
{
template "shrub_03_card_skin2"
}
shrub_03_card_skin3
{
template "shrub_03_card_skin3"
}
shrub_03_card
{
template "shrub_03_card"
}
shrub_03
{
template "shrub_03_model"
}
grass
{
template "darkgreen"
}
cactus
{
template "cactus"
}
joshua
{
template "joshua"
}
}
}



I would include more, but there's about 20-or-so of these and it would be a bit time consuming to paste them all in. However, I could attach the rest if these are not enough.
Title: Re: Material Library Generator
Post by: wallworm on August 09, 2014, 11:11:45 PM
No, that was good enough. The error is that WW chokes on this line:

$basetexture $basetexture

I will have to update the VMT parser to deal with that.
Title: Re: Material Library Generator
Post by: the6thmonkey on November 23, 2014, 07:42:59 AM
Hey currently having problems trying to get materials into 3dsmax.  I have used vtflib to extract the tga's and then import.  Everything seems to import fine and the materials appear to be in there but they all appear to be grey textures.  Any suggestions?
Oh and the materials are blend textures if that would cause a problem
Title: Re: Material Library Generator
Post by: wallworm on November 23, 2014, 11:23:29 AM
I've not had problems with importing blend textures. Are you able to make a library of standard brush materials? Can you paste one of the VMT files that are failing?
Title: Re: Material Library Generator
Post by: the6thmonkey on November 23, 2014, 06:11:05 PM
Here you go:
http://www.filedropper.com/cbblendgrassclean

Brush textures seem to work fine :)
Title: Re: Material Library Generator
Post by: wallworm on November 23, 2014, 06:39:13 PM
That file looks like it should work.

Do the TGAs:

nmrih/grass/cb_grass01.tga
nmrih/grass/cb_grass02.tga

exist in the Material Library Generator path?

Also, what version of Max are you using. And are you using Nitrous. For Max 2014+ you must be using Nitrous for the blend material to work correctly in the viewport. Otherwise, the DX material in WW won't work if using D3D display driver. Perhaps that is the case?
Title: Re: Material Library Generator
Post by: the6thmonkey on November 23, 2014, 07:31:41 PM
Cheers, haven't really played with textures that much.  I assumed they'd all be in the same folder or 2 layers to one tga etc
I hadn't extracted tga's in another folder, thanks again.  Also my textures on the displacements seem to scale to incredibly small levels but I'll find a way to solve that by reading up :)

Edit: Solved the scale issue, my textures were defaulting to real world scale because I use 3ds max design.  Changed that it and it works perfectly now
Title: Re: Material Library Generator
Post by: CarbonCopyCat on December 01, 2014, 08:20:39 PM
I'm not sure if this is due to a bug in WWMT or an issue with the way I have my files set up, but all materials generated from the Material Library Generator have the .tga files pointed to the wrong path, setting the folder they're in as the root folder.
For example, I'm trying to use TF2's brick textures, so I extract the textures and convert them and then place them in the "Team Fortress 2\tf\materials" folder. Then I set the MatGen path in WWMT to "E:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials\brick," which is the folder the brick textures are located. However, the .tga paths are wrong, so the Diffuse bitmap in the material "brickwall001" points to "\Brick\brickwall.tga" instead of "E:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\materials\brick\brickwall.tga." (Same goes for the Bump map.)
If further clarification is needed about the issue, feel free to ask. Hope this gets fixed (or I figure out what I'm doing wrong), as setting up material libraries manually is a huge pain.
Title: Re: Material Library Generator
Post by: wallworm on December 01, 2014, 08:28:36 PM
Quote from: CarbonCopyCat on December 01, 2014, 08:20:39 PM
I'm not sure if this is due to a bug in WWMT or an issue with the way I have my files set up, but all materials generated from the Material Library Generator have the .tga files pointed to the wrong path, setting the folder they're in as the root folder.
For example, I'm trying to use TF2's brick textures, so I extract the textures and convert them and then place them in the "Team Fortress 2\tf\materials" folder. Then I set the MatGen path in WWMT to "E:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials\brick," which is the folder the brick textures are located. However, the .tga paths are wrong, so the Diffuse bitmap in the material "brickwall001" points to "\Brick\brickwall.tga" instead of "E:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\materials\brick\brickwall.tga." (Same goes for the Bump map.)
If further clarification is needed about the issue, feel free to ask. Hope this gets fixed (or I figure out what I'm doing wrong), as setting up material libraries manually is a huge pain.

A couple of things. I would not personally copy all of the assets into the actual game folder paths. There is nothing stopping this, but I would avoid it because you may want to do a file purge in the future and if you put the assets into that path, you may not know what was needed and what was copied.

That being said, with the info you provided above, the Mat Gen Root should be E:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials

(What I personally do is extract the VMTs/VTFs to another folder altogether. In my case, the MatGen path is: C:\Users\Shawn\Documents\Vault\Demonstration\sceneassets\images\materials_csgo\materials ... and that folder is the extracted materials folder from the VPK/GCF with VTFs converted to TGA.).

Orvid King and I are currently working on Wall Worm Pro that has a lot of improvements to the material library importer. Orvid has cut the import time down very dramatically. Stay tuned on that version.
Title: Re: Material Library Generator
Post by: CarbonCopyCat on December 02, 2014, 03:22:25 AM
Turns out the problem was caused by not checking "Recursive" in the Material Library Generator. Sometimes it's just the smallest things that cause the biggest problems  :-\
Title: Re: Material Library Generator
Post by: CarbonCopyCat on July 15, 2015, 09:24:30 PM
I've been having some issues with this lately. I've been trying to import materials from a custom Gmod gamemode into WW, and whenever I do, it chokes up around 1/6th of the way through and displays this message:
-- Unable to convert: undefined to type: Float
It also shows this:
(https://www.wallworm.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FAeQKa5i.png&hash=6e7da9ccfdea08fc529e2400d34a0e9ecb6bfb7c)
Title: Re: Material Library Generator
Post by: wallworm on July 15, 2015, 09:29:58 PM
Sorry about that. I think this was something we fixed in the WW Pro material importer... I'll fix it in normal WW in update this week. I think if you find the file it is choking on and post it, I can tell you how to edit the VMT to work in the meantime.
Title: Re: Material Library Generator
Post by: wallworm on July 16, 2015, 03:45:35 PM
This should be fixed in the current WW just loaded. Thanks for reporting.
Title: Re: Material Library Generator
Post by: lokkdokk on May 01, 2016, 01:45:29 PM
When i try to  "Import WADs from Folder", i see that mesage in console.  It is not an internal or external command operable program or batch file
But when i try "Import WADs from MAP " , i see that message.  (https://www.wallworm.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYFLX3Lr.png&hash=d1164c951e61ae5cd870a1fc9860f4422652be5d)

My settings screen: (https://www.wallworm.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F6KmZrAd.png&hash=e9452b942b5d731b5a0d13269e2c022e0905b5c7)
Title: Re: Material Library Generator
Post by: wallworm on May 02, 2016, 01:59:16 PM
A couple things: 1) I updated WW Today that will check to make sure XWAD is installed when importing WADS. 2) I've updated the Documentation on Importing WAD Files (http://dev.wallworm.com/document/164/importing_wad_files.html). Take note of the new section at the bottom.