Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Anonyma

#1
WWMT Questions / Re: Collision model weirdness?
August 09, 2017, 01:01:12 AM
Thanks, I was wondering if it was my workflow that was flawed.

I've basically had to self-teach myself working in the source engine
#2
WWMT Questions / Collision model weirdness?
August 07, 2017, 10:24:51 PM
So after downloading wall worm v3.196 on 3ds max 2017 after a bit of a hiatus, I started modeling for Garry's Mod only to find that now all of my collision models seem way, way off.

My typical workflow is:
Make reference model > skin to static_prop > export > make collision model > delete reference model > skin to static_prop > export

So I'm really unsure if this is a fault of my own or a bug with wall worm.

Here's some images to help explain




Oddly enough, the static_prop is moved to directly below the collision model.
What's stranger, is that the second image conflicts with how it actually acts ingame, as ingame the reference model hovers an inch above the ground, yet my save of my reference model is below the collision?

My guess is that the exporter is wildly changing the models somehow.
I hope there's some way I can fix this, thanks for your time either way.
#3
That would be a wonderful feature, as I generally use other imported SMDs as a size reference, and then keep the old bone for my new model.
#4
So I'm using Wall Worm free on v2.964 on 3ds Max 2014, but I've had this problem for quite a few versions of wall worm as well.

I tried to open up a simple reference smd model, with one bone, but I still need the bone in order to modify a model.
What happens is that the bone is nowhere to be found, and the mesh itself seems to have taken on the name of the bone?

Here's an image for example:



This has been troubling me for quite a while now, and I have noticed this even on models I made from scratch, and have decided to reimport as SMD. Thanks in advance if anyone could help me!
#5
WWMT Questions / Re: Smoothing in 1.8
July 18, 2015, 11:42:37 AM
Well, it still had smoothing problems in renders, but your suggestion of using Vertex Weld fixed everything! I can finally apply smooth again! Thanks!
#6
WWMT Questions / Smoothing in 1.8
July 18, 2015, 08:21:14 AM
Hey, I have been using 1.8 for quite a while and came across a strange problem.

Any model I import can then never be smoothed!
Any use of Turbosmooth or Autosmooth, even set to 180 has no visual impact on the model.
Here's an image of what my model looks like regardless of what I do with typical smoothing techniques.
Each piece of geometry in this image was imported from an SMD:

I have also been able to create a simple cube and find results using the same smoothing modifiers.


Could it be a bug that was patched within the last month or two?
I would download the latest version, but it appears that the download is broken?


Thanks for your time!
#7
WWMT Questions / Re: SMD Exporting breaks UV maps?
June 15, 2015, 11:08:42 AM
Awesome!
After updating to 1.8, all of my problems vanished. Thanks!
#8
WWMT Questions / Re: SMD Exporting breaks UV maps?
June 14, 2015, 03:42:38 PM
Well, I'm trying to say that on a model with texture positioning for one single texture to be applied onto a model, after the exporting process, it instead overlays that texture onto each individual polygon.

I think I will give the new version of wall worm a try tomorrow. Thanks for letting me know that a new release was available.

Here is a before image. It has only been decompiled from an mdl into SMD, and imported with wallworm.


Here is the image above. It is the same model, but re-exported back into an SMD.
#9
WWMT Questions / SMD Exporting breaks UV maps?
June 14, 2015, 06:20:17 AM
After exporting an SMD, for some odd reason all of my polygons keep getting stretched over the entire texture. As per this image:

Here's what it looks like ingame on a slightly different model:


I'm sure it's the exporting process, as my UVs seem to be fine right before I export, but the first image occurs if I import the exported model back in.

Here's my settings for the exporter.

Could it be that I have some wrong setting in my exporter? I'm using 3ds max 2014, by the way. 64 bit.
Thanks for your time.
SMF spam blocked by CleanTalk