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Topics - KevinLongtime

#1
Static Props / Boxing Ring
January 08, 2014, 04:33:39 PM
Updated boxing ring for our TF2 event server

#2
Static Props / Tic-Tac-Toe & Group Logo
February 28, 2013, 04:07:40 PM
Here are my latest models brought to Source with Wallworm

Fully functioning Tic-Tac-Toe mini-game


Group 3D logo brought into Source:
#3
Static Props / Saxxy Statue Render [SFM]
October 22, 2012, 04:59:25 PM
This model does not belong to me, it belongs to Valve and was edited and scaled by me for use in a map; but this is a render I worked out within SFM using the model imported through WWMT :) Gotta love Source Filmmaker lighting!

#4
WWMT Questions / Wallworm in Max2013
July 16, 2012, 12:03:53 AM
Hey Shawn, sorry if this is a somewhat laziness based question on my end; just started working full time and I have less time that I did before to play around with (I did try and install it in 3DSMax2013, but there doesn't seem to be an SMD exporter for 2013 yet), I was just wondering if the Wall worm Model Tools (or an SMD exporter) was stable or supported on Max 2013 before I begin trying everything possible to get it working. I'm on my laptop computer right now, which doesn't have all my old programs on it, but I'm really dying to import some of my new models into Source for the new Source Filmmaker to create some renders!
#5
WWMT Questions / vstdlib.dll is missing
May 10, 2011, 03:39:33 PM


This error comes as a bit odd to me when I tried to export a model just now for TF2. The weird thing is I have exported MANY models into TF2 already but maybe after the large recent update that just happend something was changed idk?
#6
Static Props / Brige Support
April 11, 2011, 12:47:48 AM
A friend of mine had modeled a bridge support for his TF2 trade_stadium map (a trade and event map) and needed help getting it textured and compiled.


Complete with custom collision mesh too :)

Gotta love wallworm!


#7
WIP Levels / Shadowman Church Scene re-make
April 11, 2011, 12:20:00 AM
Very, very early WIP of a church scene I am trying to do which is a remake of an old n64 game called Shadowman that was released back in 1999. Trying to do a map with fully custom assets (well everything except the fire particles etc lol).

Very voodoo-ish, some props might not make sense if you havent played the game before. Also, the wall textures are placeholders. (they are very low-res as they came right from the shadowman game files on the pc version)

#8
Hey Shawn,

This feature isnt really NEEDED as it is already easy enough to type out the locations pretty quickly but it seems like it might be a handy feature to put in a later-on release if you get the time (yeah, i know what you are thinking - If you make this thing anymore easier to use, it might start making breakfast for you automatically too lol). But I find myself switching to different model/texture folder locations a lot depending on the project i jump to and need to repeatedly type in the new location if im doing a lot of models one after another for something other than the default paths i set. Since the default folder locations will only work for 1 place at a time, maybe some sort of droplist system next to the boxes "model folder path" and "material folder path" could remedy this where it could save what you have typed out as a quick fill in when you click it next from a drop down menu?

Again, this is only an extra luxury type feature and isnt really needed as we are already getting spoiled by your ease-of-use tool :)
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