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Messages - Rapid99

#1
WWMT Questions / Re: Using WW Hull Helper (UVW Data Error)
September 03, 2012, 07:46:21 PM
>.<

Alright. So..

I restarted from scratch in case I made any errors.
Picked the model > input statistics > prepared CM > segmented into elements > created hulls from selected > applied UVW map > Processed CM > added selected to CM

Unhid all, made sure to select original master, deleted from CM, then deleted from scene.

Aligned model with CM (clicked Select CM and Select Model just to make sure they were separate)... ticked off $concave flag... made sure Match $maxconvexpieces to Hull Count was flagged in global settings... exported, as usual, using Wonderboys SMD (if I use the WWMT SMD, nothing happens. I click the button, and then nothing...)

And it gave me the same exact error o.o Same exact 'too many pieces' issue as before...
Double checked it in model viewer, but no joy. Still a wonky CM.



Also, I tried deleting the CM and making a new one... after I did that, THEN it gave me the UVW Map error. So i'm pretty sure I can circumvent that... but yeah. When it comes to making this whole thing come together, it doesn't seem to like me much, lol.

Out of curiosity, has a new version of the tool kit come out recently? I recall when I downloaded it a few weeks ago (like 2 or 3 weeks ago) you were mentioning that a new version with a few small fixes was coming out within the following 2 days or so.
If there is a new version out, would that be worth the shot? o.o

Worst case scenario, maybe you could take a look at it...
#2
WWMT Questions / Re: Using WW Hull Helper (UVW Data Error)
September 03, 2012, 06:54:04 PM
*shakes fist* damn my work for making me work on labor day!

Ok so.. sort of a... circle of hate going on here now. Lol.

Your suggestion seems like it will fix the issue... except now the model won't export ._.

for some insane reason, it's giving me the "one or more of the meshes are missing UVW data" error again. Even though the model is fully textured and the CM has a UVW map applied to it...

Hnnnngh
#3
WWMT Questions / Re: Using WW Hull Helper (UVW Data Error)
September 02, 2012, 10:53:50 PM
Hey sorry for the delayed response. With college classes starting back up soon i've been a little distracted, lol.

Ok so this is driving me crazy o.o I still haven't figured out the issue. I made sure the Master model was deleted from the CM before deleting it from the scene. I've made sure that ONLY the CM created for the model is part of the actual CM Selection. I've lined up the model with the CM, and made sure to Process the CM. I've made sure $concave is flagged.
Still getting the CM of the original model.

I will say this. I am getting a number of warnings in the CMD prompt when I export the model. They probably have everything to do with my dilemma.

WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!

It repeats that in yellow text about 60+ times.

Then below that, it says...

WARNING: COSTLY COLLISION MODEL!!!! (129 parts - 40 allowed)
WARNING: Error with convex elements of FreewaySign2_hull.smd, building single convex!!!!
Model has 66 convex sub-parts
Collision model completed.


Now that I actually read that bit, i'm starting to feel like it's the culprit here... (before I thought it was just telling me the model was poorly optimized, so I ignored it because it was still letting me export)

I'm not 100% sure on what to do about this, however.
#4
Hnnnngh

Ok, lol. I right clicked and selected unhide all. It turns out it was hiding a copy of the original model, and it was named something along the lines of "Billboard9 Hull Master" or something. I deleted that, re-aligned the hull with the model, and exported. And yet, it's STILL looking the way it does in the above picture... no idea what's going on here x.x

This is a picture of the hull that is being created and selected when I click "Select CM"... the model behind it is the original model.
Looking at the selected collision model in the picture... there is no area of collision below the signs, as wanted. But when exporting, it's doing the same thing it's been doing before :/
#5
Well that half worked.
The newly made collision model is exporting, but it's also still trying to use the old model as a reference as well...

#6
Hm... well. This didn't work out as hoped... lol.

Ok so the UVW mapping thing is now fixed, so big thanks there. However, after all that, I still have a screwy collision model ._. it's still acting as if the original model is the collision model.




I'll go through what i'm doing exactly. Maybe i'm missing something here :|

Step 1: Select model and put in it's information. (surface property, scale, static prop, model and material paths, model name.)




Step 2: Click Wall Worm Hull Helper.
Click Prepare From Selection.
Detach the model into 5 different elements using the Detach button.




Step 3: Click Unhide All




Step 4: Click Create Hulls From Selection




Step 5: Apply UVW Map modifier




Step 6: Click Add CM Sel to add selected meshes to collision model.




Step 7: Export model.


(I find that pictures are helpful)

Is it, for some reason, using the original model as a reference for collision IN ADDITION to the new collision model, possibly?
#7
WWMT Questions / Using WW Hull Helper (UVW Data Error)
August 28, 2012, 06:02:44 AM
Hello again :D

While continuing my conversion project, i've run into another small issue that I could use some help with.

One of the models i'm currently converting is a freeway overhanging sign. Since these are passed through, I need to tweak the physics model to make this possible. This is the current model.



I've been following the information outlined in the "Collision Hulls in 3ds Max for Source" tutorial video, and I have to say everything is coming along wonderfully, these tools are great. However, when I go to export the model, I get a pop-up error.

There were problems.

One or more of the meshes are missing UVW data. At the moment, the Wunderboy SMD Exporter will fail if you do not have UVW data for every vertex on a mesh. The objects with missing UVW data have been selected for you.


I'm stuck again ._.

Any clue what this error means, and what I can do to fix it?

Thanks again ahead of time :]
#8
Alright, everything is working on my end :] thanks a million.



Now all I have to do is learn is animated models and textures at some point, and i'll be back in the groove :3

Thanks again, Worm!
#9
I did a ninja edit but you replied too quickly. *shakes fist* lol.

The normal maps ARE working, I was just unticking "Normals" and not "Normal Maps", so mistake on my end.

The Alpha channels ARE in a separate texture file. So I will give that a shot. I'll (hopefully) just load up PS, import the separate texture as the alpha channel, and then re-assign it in 3DS and see if it works.

Thanks! I'll post again if there's another issue (or if it works, either way)

:D
#10
Alright, making progress!

Few more questions that (I hope) should be pretty general.

First of all, by simply ticking off "Legacy VTF" and "Legacy Tex Names", I ended up with the texture being applied to the model properly.


But now I have two different questions:

1. EDIT: I lied, normal maps are working. I was ticking / unticking the wrong checkbox, lol.
2. Opacity maps: Anything special here as well? The opacity map didn't apply at all, nor was it exported with the materials (wasn't even an option)

Without the two, the model now looks like this o.o



I tried unticking "Translucent Only if Diffuse in Opacity", aka adding "$translucent" to the vmt file... instead, that just made the entire model have opacity...



I also tried "$alphatest" but that just made the entire model invisible, lol.

It's probably something i'm doing in 3DS that i'm overseeing (i'm not all too used to 3DS Max, or it's material editor), or maybe something that has to be done after the fact. But if there is anyway you could help, then having this last thing figured out should solve the last of my problems :D
#11
Ah, gotcha. I'll have to give this a try when I get home tonight :] (bout to step out to go to work)

Thank you though, i'll post again of course if I run into any other questions or errors.
#12
Thanks a lot worm! Solved one problem, but now I have another ._.

By setting the game's info directory to cstrike, it allowed me to export the textures.

However, looking at the model, it is still untextured or pink/black.

Looking in my materials folder, it created 4 folders...
"myproject", which is the name of the folder I told it to export to.
And 2 "Map_xx" folders.

Each map folder has a single low res .vtf file in it, and the "myproject" folder has a .vmt

Normally, models have their reference materials inside of single folder in "materials/models/ModelName" or something, with 1 or more .vtfs, and usually each .vtf has it's own .vmt

Does your program export in a different format, or did I mess up something D:
#13
Hi there!

I do a lot of media work for machinimas and such, and used to do a ton of work with Source. I took a break for a while, but i'm starting to come back to working with source (I mainly did a lot of work in Hammer)

Anyway, my most recent project of mine involves converting models ripped from a game using the Unreal engine, and converting them for use in Source.
I have the models ripped, imported, textured and ready to go. Thanks to your fantastic tool, converting these should be a walk in the park, however, I hit a bit of a snag.

When I get to the export stage, I can export the models perfectly. The batch file shows up in my modelsrc folder, and the 7 model files for source pop up in my cstrike models folder (and are working, as I can view them, untextured... with that hideous pink and black checkerboard)

However, whenever I try to export the textures, I get an error...



There were errors. Please read the following notes:

##########################

*The texture was not exported. The main reasons are that MAXScript does not have permission to write to your Materialsrc folder or Steam is not running.

--Runtime error: FileStream cannot create:
\materials\myproject\Material_118.vmt

Make sure that the folder for this material exists in your materialsrc folder in SDK.


So, that's my issue :/

Details I can provide:

1. Steam is, in fact, running.
2. 3DS Max is updated to the most recent version, with all service packs installed.
3. I have created the appropriate folder within 'materialsrc' inside my SDK folder.
4. My current export option paths are set to...
modelsrc: sdk_content\cstrike\modelsrc
materialsrc: sdk_content\cstrike\materialsrc
maprsrc: sdk_content\cstrike\mapsrc
Bin Dir: sourcesdk\bin\orangebox\bin
Game Info: Clear
[NOTE: I have also tried changing the Bin Dir to read from the EP1 bin instead of orange box. No joy.]


I don't know what to do at this point v.v
I'm so close, considering I have the model itself exported. I just need to get it textured...

Jeeze, and this is just my first one. I have a few hundred to convert xD i'm sure once I get my issue sorted out though, the rest will be a breeze.

Thanks again, hope we can get this sorted out!
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