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Topics - lauris47

#1
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.
#2
General Discussion / Decal uv channel
May 05, 2021, 07:07:32 AM
Hi, I am learning about decals and how they work in Source.
Is it correct that via Wall Worm decals are extracted to meshes and then this decal is applied to it? While in Source, decal is embeded on the model, using the second UV channel?

When importing the map of CSGO, I can see that some models have this second UV channel, but all UVs are squeezed to the bottom left corner. Was this intended, under-implementation or something else that I do not understand?

What about round objects, like Silo's in De_Nuke, they have decals on top. When decal is converted from UV space to mesh, there is no way to wrap around that decal around the silo.

I might got some info wrong, but I guess it is clear what I want to do - use second uv channel for decals.

Any input appreciated.
Thanks.
#3
General Discussion / Future of WallWorm
June 11, 2020, 06:26:10 AM
Hi, I am wondering if WallWom will be updated in the future. I have a theory that this tool is heavily related to Black Mesa development?
Since the great Black Mesa is released, will there be a need for WallWorm developers to go further with updates?

This concern is deriving from that I try to import just-released CSGO updated maps. 3Ds Max 2018 and 2019 crashes.
#4
Hi, is it possible to import wires and ropes in WallWorm? Currently I get only keyframe_rope nodes with correct positions.
I could somehow construct these wires in Maya or Unity with scripts, but in either case it is a little bit of work.

It would be great, to just import them and convert them to polygons.
#5
Hi,
I just updated Wall Worm to newest version, and CSGO map that I just imported with earlier versions (I think it was 1.75) does not import fully. For example, props are not imported, I think overlays and lights as well are not imparted too. In general file size of the imported map just before update was ~1gb, and after update ~200 mb. Although, interface changed slightly, I tried to set the options that were set in the previous version.

Is it a normal behaviour of free version, or something is not right?

Is there an archive, where I can download previous version?

Thank you.
#6
Finished Levels / CS GO Dust 2
September 25, 2019, 03:32:06 AM
All finished Dust 2 map. I also have all other maps that are in competitive pool done.
I am working for company skybox.gg
Some challenges still remains on this map - I need to get more precise lights that are similar to actual game, light baking and postprocessing.

#7
Hi, is it possible to import CS:GO light colour and brightness to 3Ds Max? I see that lights are successfully tr transfered, however brightness and colour do not match across Hammer editor and 3Ds Max.

Thank you.
#8
Hello,
I tried with two version of 3ds Max 2018 and 2019.
In both cases program will crash whenever I try to import models with Prop Zoo From VMF File.

I do not necessarily need to import props like that, but it is only way to get materials working on map. program will not crash if I only import whole map, however models won't be with materials.

I have imported around 8 maps like that and Max has not crashed, it happens only on this map.
Anyone has any idea of why this is happening?

Thank you.
#9
General Discussion / 3ds Max to FBX to Maya Lag
July 10, 2018, 03:13:47 AM
Hi,
I am not familiar with 3ds Max at all, so I exported everything to more familiar Maya trough fbx.
I am experiencing huge lag, especially with some tools as snapping, changing pivot, uv is not usable at all 2 - window lags extremely, scene loads very slow, part by part which I never experienced before.
I have created bigger maps, with 10 million polygons, which did not lag like that.

I was narrowing down the problem, tried to replicate the same amount of polygons in an empty scene, disconnect textures, materials, combining meshes, deleting various histories etc. However, it still lags.
Does anyone have any idea why this is happening?

PC is i7 9nth gen 12 threads, 16gb ram, 1080 ti, ssd...
Maya 2018.3

Thank you
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