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Messages - jrocket

#1
Pivots were the same, object was just cloned and moved, which doesn't change the pivot. Pivot shouldn't really matter for brush geo anyways. Untagging and retagging did seem to fix the issue, but i'll post a repro if I see it happening again.
#2
I was able to solve this by untagging the suspect brushes as world geo, and re-tagging. Not sure what was going on there.
#3
I recently got the urge to map again, but I have encountered an issue. What I am seeing in max is different from what I get when compiled and in-game.

I started by creating the center arch and it worked fine, but when I duplicated(ctrl v) and moved it to create the other arches, they don't show up right. The one on the right is offset from where it should be. Most of the parts are simple boxes so nothing complex here. I also double checked to make sure there is no scale or rotation applied.

Any ideas?
#4
Kind of sad that max doesn't get as much love as Maya does these days. I have mostly switched to Maya, except for source engine mapping of course :D
#5
Thanks! The new update has fixed the issue.
#6
For some reason my vertices are all being exported as integers, making everything look blocky. Actually a pretty cool effect, but not the look I'm going for. I opened the smd file, and all of the first 4 values are whole numbers in every triangle.


0 1 -3 69 0.281047 -0.936498 0.209725 0.669415 0.15563
0 1 -3 69 0.262466 -0.94003 0.217844 0.669602 0.144254
0 2 -3 69 0.395326 -0.887931 0.235153 0.677795 0.147238


Happens in both the wallworm smd exporter and the wallworm pro exporter. Any idea what could be causing this?
#7
Anvil Bug Reports / Re: Some Displacements Fail To Export
February 15, 2016, 12:33:06 PM
Thanks for explaining that. :D I'll give it a try when I get home.

#8
Anvil Bug Reports / Some Displacements Fail To Export
February 15, 2016, 12:03:38 AM
When using the Polys to Displacements feature, the polys are converted to displacements, but those displacements fail to export when exporting the vmf.

To repro-
1. open the attached scene.
2. Select all of the faces in the model.
3. In Anvil, press the Polys to Displacements button
4. Export the level to vmf.
5. Open in Hammer and see that nothing is there.

It looks like wall worm doesn't like my mesh, because a box or sphere work fine. All of the faces are planar though :(

I am using the latest 3.93 in Windows 10.
#9
WWMT Questions / Re: Holes in displacements
November 08, 2015, 12:47:53 AM
What about modifying uv's in the sculpt mesh? I tried applying a uv xform to tile my uv's but that doesn't seem to get propagated back when I commit my changes. I'd also like to relax my uv's to even out the vertical distortion caused by the displace modifier.
#10
WWMT Questions / Re: Holes in displacements
November 06, 2015, 09:25:12 PM
It would be either a mesh or a heightmap that I would bring in to max to generate the mesh from with the displace modifier. Then I would convert each poly of that mesh to Source displacements with the "poly to displacement" tool.

I suppose it's possible to simply make a flat plane with a good number of divisions, convert to displacements, and then match my sculpt mesh to my high poly terrain. I'm not sure how that would play into the visibility system in-game though. I'll give it a try.
#11
WWMT Questions / Re: Holes in displacements
November 06, 2015, 06:06:21 PM
Thanks for looking into it. I'm pretty sure that I moved the pivot to the origin at one point, so I don't think that's the issue.

Is there any way to make all of my quads in my mesh planar, even if it moves stuff around?  I don't really care so much about what the underlying brush shape looks like- it's only the displacment verts that will be seen and should have no such planar restrictions.

This wasn't in the file that I sent you, but I am looking into importing terrain data from World Machine(with a custom HLSL shader to render it properly). So, starting with all planar parts and sculpting them isn't really feasible.
#12
WWMT Questions / Re: Holes in displacements
November 06, 2015, 12:00:19 AM
Still happens with precise coords off or on.  :-[ Wall Worm Pro seems to have the same output. Anyways, here is the zip file. It was too big to attach with textures, so I just included my mesh before displacement-ing it, and a skybox/light.
#13
WWMT Questions / Holes in displacements
November 05, 2015, 09:57:41 PM
Hi again! I seem to be getting some gaps in my displacements. I have seen this problem with other maps made in hammer, but from looking around at forum posts it seems that the fix in hammer is to move the verts around to snap them. In 3ds max, my verts all look fine.

I used polygons-to-displacements to generate the displacements. I even tried making sure that the vertex locations are nice whole numbers before using the polygons-to-displacement tool, but the problem persists. Do you have any tips for removing gaps? I'm not too far along that I couldn't re-make my displacements if needed.
#14
WWMT Questions / Re: Bring in from prop library
November 01, 2015, 08:48:56 PM
Oh right- here is the exact error. I think I figured it out though. The file I selected wasn't actually in the library path.. which doesn't actually exist even though I'm pretty sure I exported my prop to the library.

Place entities at the picked points.
w-- Error occurred in wallworm_load_library_prop(); filename: C:\Users\John\AppData\Local\Autodesk\3dsMax\2016 - 64bit\ENU\scripts\WallWorm.com\importers\importer_functions.ms; position: 2134; line: 68
--  Frame:
--   newModel: undefined
--   fgdName: "base"
--   prfile: "C:\Users\John\My Projects\warpath\foliage\redmaple\redmaple.max"
--   localProxPath: "C:\Users\John\Documents\3dsMax\import\WallWormPropLibrary\base\"
--   error: undefined
--   modelPathName: undefined
--   called in loadMeshFromLibrary(); filename: C:\Users\John\AppData\Local\Autodesk\3dsMax\2016 - 64bit\ENU\scripts\WallWorm.com\entities\base_point_entities.ms; position: 2426354; line: 67935
--  Frame:
--   doRotate: false
--   newProp: undefined
--   called in wwmt_model_libwmt_ui.pressed(); filename: C:\Users\John\AppData\Local\Autodesk\3dsMax\2016 - 64bit\ENU\scripts\WallWorm.com\entities\base_point_entities.ms; position: 2431101; line: 68040
--  Frame:
>> MAXScript Rollout Handler Exception:
-- No ""setUserPropBuffer"" function for undefined <<

*edit - I exported my file to the prop library and it's working okay now. Thanks!
#15
WWMT Questions / Re: Bring in from prop library
November 01, 2015, 04:02:26 PM
I tried using the second method and got this error whenever I hit the library button and selected my file.

I am using WWMT 2.713 and Anvil 3.93

I will try using the first method

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