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Messages - wallworm

#1
Wall Worm News / Re: Wall Worm 6.3.4 Released
April 03, 2025, 03:44:08 PM
Version 6.3.5 released on 4-3-2025

Materials: Fixed the VMT and VMat writer not working in some scenarios.
#2
Wall Worm News / Wall Worm 6.3.4 Released
March 27, 2025, 09:02:39 PM
  • Plugins: Added official support for 3ds Max 2026.
  • System: Fixed incorrect Assembly being loaded into 3ds Max 2024/2025 that caused several functions related to mesh data (commiting a sculpt mesh, exporting displacements, etc) to fail with a MAXScript error.
  • Problem Checker: Fixed MAXScript error when some global settings were empty.
  • Problem Checker: Fixed some invalid problem reports regarding newer versions of Max as well as unnecessary game-engine-specific warnings (Source vs Source 2).
  • Batch Tools: Moved several of the USD-related functions into another toolset.

Note about the cryptic USD items that come to changelog here and there. Since the bulk of my work at Autodesk for the last few years has been around USD, I've been slowly doing experiments with USD in WW. At some point I plant to migrate some of the workflows in WW to USD-compatible workflows. None of those have been exposed to the UI/UX. But now that USD is being released officially with Max 2026 (and is available in different flavors for Max 2022+) I will possibly be a little more active in pushing those forward. Namely, it will open up workflows for collaborating across Max/Maya/Houdini directly via USD with an endpoint in Source/Source2.
#3
Commit Sculpt Mesh broken in Max 2024/2025. I'm working on a fix.

EDIT: Now fixed in WW 6.3.4
#4
Materials and Textures / Re: Specular Effect SMD
March 07, 2025, 09:42:39 PM
So was resident evil on the source engine? The format supported in Wall Worm is entirely for Goldsource, Source and Source 2. The SMD format in these engines do not contain any material information other than the name of the material applied to faces. Instead, the information for opacity and specularity is contained in other formats.
#5
Just a quick update as I've had a few inquiries in the last couple of weeks. I'm still stalled on updating WW for S2 and haven't made appreciable progress since the last post. I still fully intend to continue the S2 work but just haven't had the energy after my day-job these days.

In terms of next steps, I still need to get proper brush/displacements exporting followed by more material exports. Blend materials is high on list and I also plan to add support for the OpenPBR material that is now in Max 2025.3.
#6
Bug Reports / Re: Conflict with fbx Import
December 21, 2024, 07:29:07 PM
There isn't a setting for that ATM, but you could write a startup script to do that. Note if you did do that, a vast percentage of the functions in WW will not work correctly. Ideally I can figure out why the particular FBX imports can cause this as these functions have been running on a large number of computers for years without the issue popping up.
#7
Bug Reports / Re: Conflict with fbx Import
December 12, 2024, 11:00:23 AM
Thanks for sharing. I know the line of code that is choking in WW, but I don't know how the specific files can cause the problem. I'll look into an official solution, but for the moment the work around above is the solution. Did you test it?
#8
Thanks. So I looked at the code and literally have no clue how the FBX importer is creating this problem with some specific files. It looks to me that the FBX Importer itself is creating some unexpected nodes from these specific files. Can you inform me of the file origins?

I did find a workaround for you in the meantime.

If you click Wall Worm > Wall Worm Utilities > Toggle Wall Worm Events the functions that scan nodes added to the scene will become disabled and you won't get the error.

toggle_ww_events.png

Do note that this effectively turns off Wall Worm management system and many things won't work correctly in WW (like VMF Export, etc) until you turn it on and reload a scene or restart Max.
#9
I verified the problem but it's totally baffling me as to why the error is happening. It's straight vanilla MAXScript wrapped in some validation and this code has been running for years across countless environments without issue. So I'm not clear on the issue. I've asked a fellow MAXScripter for some extra eyes on the issue. I'll let you know if I find anything.
#10
Thank you for reporting. I will try to investigate this.
#11
General Discussion / Re: USD Talk
December 05, 2024, 10:48:11 AM
The Max USD plugin is now Open Source on Github.
#12
Glad it works. Sorry I hadn't re-read more diligently earlier :)
#13
Bug Reports / Re: Conflict with FractureVoronoi script
November 04, 2024, 08:39:13 AM
Glad to hear :)
#14
I haven't had a lot of time to work on WW for several months. I learned this week that WW had been causing pop-up errors for CS2 because the FGD Parser in WW wasn't supporting some new changes in the FGD.

I took time to address that problem today and put out WW 6.2.

The items I want to look at next are proper Brush/Displacement support and Blend Materials. Those are the two items outstanding to get the full level design workflow in S2 on par with S1. As it stands, the brush export only works for single mesh brushes and the UVs are not correct. Displacement support is currently missing in full. I am hopeful I can find some time over the Christmas holidays to do that.
#15
Sorry, I re-read your posts from the beginning. Obviously I only skimmed some of the posts (probably between meetings at work) as I now realize what you are asking.

  • Use the Selection as Point Entity button you mentioned in OP
  • Once all have the entity, select them all
  • Run following snippet in MAXScript Listener:

for obj in selection do obj.model = obj.name
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