Recent Posts

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Commercial Tools / Re: Normal Tools
« Last post by tuxmask75 on December 07, 2018, 10:42:03 AM »
Actually yeah that could be cool, but ehh, now that you mention that it only stores the normalized vector, than it may not be so useful in the end afterall. I was hoping to be able to view the data broken down as X,Y,and Z value, and than select another normal, and manually type in lets say the X, Y or Z axis values separately Basicly a method, to have complete controls over the normals. (If for example I was happy with the X and Z rotation , but only needed to effect the Y axis)
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Commercial Tools / Re: Normal Tools
« Last post by wallworm on December 07, 2018, 09:23:20 AM »
So you mean to display the currently selected normal's vector? The normals only store a normal (normalized vector) but do not store rotation values. Is this what you would like to see?
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Commercial Tools / Re: Normal Tools
« Last post by tuxmask75 on December 03, 2018, 06:56:05 PM »
Quick Question, Any way to view a selected normal's rotation? If not, than is it possible to add that to the tool?
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Wall Worm News / Wall Worm 3.868 Released
« Last post by wallworm on November 27, 2018, 02:56:56 PM »
Version 3.868 released on 11-27-2018

   * Convert Scene to Model: Fixed the Delete Tool Texture function often missing polys to delete.
   
   * Convert Scene to Model: Fixed some cases where collision hulls sometimes being skipped when converting brushes.
   
   * Hull Helper: Updated the Prepare From Selection function to reset the transform of the meshes to avert issues with scaled meshes.
   
   * WWMT: Added new function to automatically generate a new root bone and skin the hulls to it. Function found in WWMT Scene Tools.
   
   * WWMT: Updated FLEX Rules and Controller names to removed characters that are not alphanumeric.
   
   * Assets: Updated the Zip From Res function to not skip files with spaces in the name.
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Wall Worm Level Design in 3ds Max / Re: Non-Planar Polygons / Brushes to Planar
« Last post by wallworm on November 20, 2018, 08:01:00 PM »
So there are many tools available for this. Without seeing the scene in question, it's hard to be certain that the best tool is being used.

As a rule, most brushes should be built as CorVex or ShellVex objects because they natively enforce several brush rules (like breaking non-planar polygons, turning non-convex quads into convex quads, enforcing all verts on grid, etc).

If not using CorVex and ShellVex, you can apply a Brushify modifier to a brush to enforce and fix many of the same things. (Brushify modifier requires Max 2016 SP2 or later).

All of these (and most other WW plugins are currently on sale through November 25).

If not, you able to use the native brush tools, you can always use a Turn to Poly modifier and turn on Require Planar Polygons and Keep Polygons Convex to fix many situations. Generally speaking, it's best to always move brushes or brush sub-objects with appropriate snapping so that things generally stay on the grid--especially when not using the WW brush tools that will always keep things on the grid when using the Snap Precision options.
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Wall Worm Level Design in 3ds Max / Non-Planar Polygons / Brushes to Planar
« Last post by VanderAGSN on November 20, 2018, 05:58:03 PM »
I have many brushes that are slightly shifted along one axis in a very small direction. When exporting these brushes to vmf, they are not accepted. As far as I know, in the hammer there is protection against this, and after saving the vmf map - re-entering it - the brushes automatically become planar. Is there any way to make polygons / brushes planar in wallworm / 3ds max? Thanks
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General Discussion / Latest Black Mesa Trailer
« Last post by wallworm on November 19, 2018, 01:26:21 PM »
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Wall Worm News / Re: Wall Worm 3.863 Released
« Last post by Joris Ceoen on November 18, 2018, 05:19:34 AM »
Version 3.867 released on 11-14-2018

   * Displacements: Fixed bug where deleting a displacement was leaving its displacement brush orphaned in the scene. Now deletes the displacement brush as well.
Great!
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Wall Worm News / Re: Wall Worm 3.863 Released
« Last post by wallworm on November 14, 2018, 11:34:27 AM »
Version 3.867 released on 11-14-2018

   * Displacements: Fixed bug where deleting a displacement was leaving its displacement brush orphaned in the scene. Now deletes the displacement brush as well.
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Wall Worm Level Design in 3ds Max / Re: Quad mesh to displacements
« Last post by wallworm on November 14, 2018, 05:18:44 AM »
Displacements in WW are very tightly controlled Editable Poly objects that have a very specific structure and custom attribute tied to them. They can only be created directly inside 3ds Max with any kind of sanity. I know that you are hoping to generate and edit these in external apps but that is not going to be an easy quest for you. I know the ins-and-outs of the system like no one else on this planet and I wouldn't bother with even trying it because you are already working inside the world's premier 3D editor in Max anyway.

But to explain the very basic technical requirements:

  • All Displacements and their Displacement Brush (not the actual brush) should always be and remain forever Editable Poly objects. Using other types of object types (editable mesh) will cause errors.
  • Each Displacement is composed of 2-3 objects: 1) Displacement; 2) Displacement Brush; 3) Optional Actual Brush
  • Each Displacement and Displacement Brush must always be identical in vertex count, vertex order and face count.
  • The vertex order in the displacement must ALWAYS match the vertex order of a native Max Plain object that has either 4, 8 or 16 length/width segements that is converted to ediable poly
  • UVs should never be relaxed; ALL UVS in a displacement must remain projected planar to the displacement as if it was flat (before sculpted); UV transformations (rotation, scale, offset) should only be edited uniformly across the entire displacement (like when using a UVW Xform modifier.
  • Displacements will only export if they have the correct custom attributes applied to the displacement and the displacement brush
  • Even if the displacements have custom attributes designating them as displacements, they must properly reference the displacement brush and store valid data relating to the displacement--likewise with the displacement brush
  • If tied to an actual brush, the side it's tied to must always be 4-sided.

There may be even more that I'm not thinking of off the top of my head. All it takes is for anything to change (like vertex order, etc) and the displacement is broken. When exporting to FBX many of the values within the custom attribute and necessary parameters are lost because they are not retained in the FBX.

There isn't much more that I can add that will help at this moment other than I strongly urge you to just use 3ds Max to edit your displacements. Also, I see in your screen shot that you are using Max 2016. I strongly urge that you update to 2019.2 if that is a possibility. There are many speed enhancements that effect working with displacements (both creating and exporting).
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