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Messages - wallworm

#3661
Bug Reports / Re: 0.996 Gibs Fadetime Error in Gibs
February 27, 2011, 03:40:19 PM
This bug is fixed in the 0.997 update.
#3662
Materials and Textures / Re: Bump map export bug.
February 27, 2011, 03:39:04 PM
I just loaded an update to 0.997 that might make using the texture exporter a little easier. It still only uses top-level Bitmaps with TGAs but the texture export interface is now a little bit more helpful.
#3663
Materials and Textures / Re: Bump map export bug.
February 27, 2011, 09:57:40 AM
Aha... I think that I know the answer. WWMT is only looking for a Bitmap map, not a Normal Bump map. Try using a Bitmap map with the TGA instead of putting it into the Normal Bump map.

I'll look into adding support for other map types... but for now it only looks for Bitmap maps.
#3664
Materials and Textures / Re: Bump map export bug.
February 26, 2011, 07:11:56 PM
So I was testing tonight and the bump map is exporting fine for me...  Did you make sure that ALL the textures are set as TGA in the Render To Texture?

Were all three textures listed in the VTF Texture Exporter window? Were all checked?

I'll look into it more soon as I have tweaks left for the whole texture exporter; it has some quirks I know of... but it's exporting all things that I have checked so far.
#3665
Materials and Textures / Re: Bump map export bug.
February 26, 2011, 02:50:42 PM
Thanks Shinobiwan. I'll look into it this evening. Just as a test... see if it works if you put the bump map into the Displacement map slot.
#3666
Static Props / Re: Beer can.
February 25, 2011, 11:18:48 PM
Excellent!

Yeah I'm sorry the docs are sparse. I have to make choices between building the tool, writing the docs and then sometimes working on my own projects :)

To use it as Prop Physics you must have various settings. You'll want to use settings in the Prop Data and Gibs rollout to set the Base type. You'll also want to set it to $staticprop in the model rollout and probably choose autohull in the collision hull rollout.

You may find, also, that it won't appear in game if you choose a Base (in Prop Data) that doesn't match with the $surfaceprop (if you've set $surfaceprop).

Also, I discovered an inadvertant bug in V0.996 where the fadetime spinner causes a MAXScript error. So don't change that field until the next update.

Thanks for joining the forums here and contributing! Please do share all ideas and let me know of any bugs in the bug report section.
#3667
Bug Reports / 0.996 Gibs Fadetime Error in Gibs
February 25, 2011, 03:56:57 PM
Changing the fadetime on the Gibs rollout causes an error. I've got a fix for this but it isn't online yet since I am currently testing Wunderboy's new SMD Exporter.
#3668
Bug Reports / Re: Export Bug - ALL VERSIONS through 0.995
February 24, 2011, 06:50:52 PM
Version 0.996 is out and fixes this bug.
#3669
Bug Reports / Re: 0.995 Prop Data bugs
February 24, 2011, 06:50:27 PM
Version 0.996 is out and fixes these bugs.
#3670
Wall Worm News / WWMT 0.996 Released
February 24, 2011, 06:49:51 PM
Version 0.996 is here. The main new feature is Custom Gibs support. I haven't done the docs for it yet... so use at your own risk of frustration (there is no error checking... and some settings are required for various other settings to work). See the Valve Developer Community for more info on what the settings might do. I'll hopefully have docs in a week.

I've also updated the Compile Errors page to explain some more problems you can run into.
#3671
Bug Reports / Export Bug - ALL VERSIONS through 0.995
February 24, 2011, 04:12:20 PM
I have discovered a bug in the exporter that makes the export fail when you have the Selection Lock Toggle set in the Max UI. When that button is set (also set via Max Spacebar), only the currently selected item in the Max viewport will get exported (even if it isn't a part of the model).

I have fixed this in the 0.996 (which I haven't loaded yet since I am still testing it). I may load it tonight.

PS. I discovered this since my three-year-old son kept hitting keys while I was working!  ::)
#3672
Bug Reports / 0.995 Prop Data bugs
February 24, 2011, 11:13:16 AM
I know of a few errors in the Prop Data output... at the moment the Physics Mode and Damage Modifiers are incorrect.

I already have a fix for this as well as the Custom Gibs support. But I'm still testing it... I may have it loaded tonight. If not, look for it through the weekend.
#3673
Wall Worm News / WWMT 0.995 Released
February 22, 2011, 09:13:36 PM
Version 0.995 is now out. It adds the Prop Data and Custom Gibs Rollout. As of now you can set all the standard prop_data fields. I will be adding custom gibs support shortly. See the changelog for a list of additions.

I have not yet added any docs to this rollout. I also have not done extensive testing on it... and almost no error checking. Feedback is appreciated.
#3674
Wall Worm News / Custom Gibs Coming Soon
February 22, 2011, 10:38:30 AM
One of the most common emails I've gotten is the request for Custom Gibs. I have looked into what it will take to make custom gibs part of WWMT. I think I'll be able to add that soon.
#3675
Model WIPs / Wall Worm Fred
February 22, 2011, 01:01:13 AM
Here are a couple screen shots of Fred... or what's left of him. No one is really certain what his real name was back on his home world... but he's never argued with being called Fred... especially after the disection.

I'm working on this model for a Hidden: Source map I've got in my mind. I may also use it in a CS Map meant to just show off some work made in Convexity, 3ds Max and Wall Worm Model Tools.

Fred in low poly inside 3ds Max


Fred in high poly inside Mudbox getting detail and textures


I'll add more screen shots as I get further with Fred.
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