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Messages - warmeup

#31
Wall Worm News / Re: Computer Problems at WW Home Base
February 12, 2016, 06:25:48 AM
Quote from: wallworm on February 11, 2016, 12:23:52 AM
I'm baaaaaaack.... :) Talk about a miserable long day. When your computer doesn't boot up, it can be a nauseating experience! Thank goodness I got it all squared away.

Everything except losing your hard drive.
#32
Old School Contests / Re: OLD SCHOOLERS #1
February 12, 2016, 06:22:10 AM
Quote from: wallworm on February 11, 2016, 10:08:10 AM
You got to participate!! There are still weeks to make something! One of the most popular maps I ever made for CS 1.6 was made on a single afternoon. Two+ weeks is plenty of time to finish a brush-only map! :D

Yes you're right I was over thinking, and spending so much time detailing brushes to look close to models by working on modular assets etc.
#33
Commercial Tools / Re: ProPal 1.0 Released
February 12, 2016, 06:18:13 AM
Nice!
#34
Wall Worm News / Re: Computer Problems at WW Home Base
February 10, 2016, 05:24:23 PM
No problem, and welcome back!
#35
Model WIPs / Hand held radio wip
February 08, 2016, 07:03:38 PM
Here's another model I'm currently working on.
Again everything is made inside 3ds max and exported using wallworm model tool.





The model is basically done. I just need to work on the textures etc
#36
Model WIPs / Metal detector wip
February 08, 2016, 06:45:20 PM
i started working on models since i got more flexible in 3ds max and wallworm.
here is one of my first models to be officially released soon made entirely inside 3ds max and wallworm.
here we go:


and oh btw i used b2m for the materials.





I still have to fix couple of stuff in the geometry smoothing groups etc and then il release it on the workshop!
#37
The more I dive in, the more I learn and encounter new errors.
while i was attempting to export a model "again  :P", I encountered this warning which is caused by the ambient occlusion map.
WARNING: Error! Variable "$AmbientOcclusion" is multiply defined in material "me
tal detector/plastic"!

Anyone knows what's causing this, and how to solve it?
#38
Are we allowed to use entities such as items_healthkit or weapons etc?
#39
In my opinion, if you want to be fast you need to practice and practice, also you need to learn how stuff works inside 3ds max, and learn how to use the hotkeys etc.
Try learning about how to use editable polys or editable meshes...
I started to use 3ds max 1 year ago when i first entered college. In addition to what i learn in school, I use digital tutors it's really helping me out learning about anything.
http://www.digitaltutors.com/software/3ds-Max-tutorials
It's cheap because it's only 30$ a month comparing to what you will learn. IT'S HUUUUUGE!
#40
Thank you for the info. That's why i usually test my models inside garry's mod where all my lighting presets are present.
#41
Whenever i try to export a model that has a material that contains a specular and a normal map i get this warning.

WARNING: material radio/radio_plastic has a normal map and an envmapmask.  Must
use $normalmapalphaenvmapmask


The problem is obviously that i need to use normalmapalphaenvmapmask instead of normal and envmapmask.
Can wallworm somehow combine them, or will I have to do it manually, and how can I do it?
#42
It's so hard to not use models and displacements :P
#43
Materials and Textures / Re: How to use height maps
January 31, 2016, 07:39:49 PM
Nevermind i just remembered  ::)



:P :P :P
#44
I spent the last month trying to discover how i can create textures for my materials. I even tried to make them manually until you mentioned bitmap2material. Thank you so much. You're a lifesaver!
#45
Materials and Textures / How to use height maps
January 31, 2016, 07:20:33 PM
How can i add height maps using wallworm pro and 3ds max?
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