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Topics - Itszutak

#1
I wanted to teach myself how to map in Source, and decided the best way to do that would be to replicate a map in familiar with to the best of my abilities. So I decided to recreate blood gulch in the newest version of Source-- CSGO.

I had some road blocks early on, but with the help of WWMT I've been able to do things I couldn't have thought of with Source alone.

Here's the map itself. It doesn't play fantastically but it looks really damn good imo.







http://steamcommunity.com/sharedfiles/filedetails/?id=574515071
#2
I'm having a bit of trouble with a map I'm working on, and a feature to round off coordinates of vertices from within 3ds max would be insanely useful. I noticed there's a similar feature already in the map exporter, where it truncates vertex coordinates--but upon loading the map in Hammer I notice it's still far off from something useable. If there was an additional option to round vertices enough that they'd be "on-grid" in Hammer, I'd be saving myself probably...about a month of moving vertices by hand.

Thanks!
#3
Hello,

I've been tearing my hair out trying to figure out how to get around this error. Every time I start Anvil it immediately throws an exception as described in the title on nature/blendcliffgrass001a:DirectX_Shader.

Here's the MaxScript listener report:

-- Error occurred in wallworm_blend_to_DXBlend(); filename: C:\Program Files\Autodesk\3ds Max 2015\scripts\WallWorm.com\common\matfuncs1.ms; position: 53048; line: 1583
--  Frame:
--   VTFImporter: undefined
--   rev: false
--   useStandard: false
--   mat2: nature/blendcliffgrass001a:Blend
--   defaultBitmaps: #()
--   dxmat: nature/blendcliffgrass001a:DirectX_Shader
--   mat: undefined
--   bm1: BitMap:C:\Program Files\Autodesk\3ds Max 2015\scripts\WallWorm.com\WallWormSimpleDisplacement\maps\nature\dirtfloor002a.tga
--   fx11: "C:\Program Files\Autodesk\3ds Max 2015\maps/fx/StandardFX11.fx"
--   om1: undefined
--   bm2: BitMap:C:\Program Files\Autodesk\3ds Max 2015\scripts\WallWorm.com\WallWormSimpleDisplacement\maps\nature\cliffface002a.tga
--   om2: undefined
--   tex2: nature:Bitmap
--   tex1: nature:Bitmap
--   called in anonymous codeblock; filename: C:\Program Files\Autodesk\3ds Max 2015\scripts\WallWorm.com\WallWormSimpleDisplacement\anvil_funcs.ms; position: 9868; line: 335
--  Frame:
-- Error occurred during fileIn in "C:\Program Files\Autodesk\3ds Max 2015\scripts\WallWorm.com\common\matfuncs1.ms"; line number: 1583
-- Error occurred during fileIn in "C:\Program Files\Autodesk\3ds Max 2015\scripts\WallWorm.com\common\matfuncs1.ms"; line number: 1583
-- Error occurred during fileIn in "C:\Program Files\Autodesk\3ds Max 2015\scripts\WallWorm.com\common\matfuncs1.ms"; line number: 1583
--   called in execute(); filename: C:\Program Files\Autodesk\3ds Max 2015\scripts\WallWorm.com\WallWormSimpleDisplacement\anvil_funcs.ms; position: 9802; line: 334
--  Frame:
--   f: "C:\Program Files\Autodesk\3ds Max 2015\scripts/WallWorm.com/WallWormSimpleDisplacement/anvil.ms"
--   called in anonymous codeblock
--  Frame:
--   closeAnvil: closeAnvil()
>> MAXScript MacroScript Error Exception:
-- Unknown property: "TextureTop" in nature/blendcliffgrass001a:DirectX_Shader <<


Any help would be appreciated. I really feel like 3ds max/WWMT/Anvil would speed up my mapmaking process greatly...if I could get it to work.
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