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Messages - wallworm

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1
Wall Worm News / Re: Wall Worm 3.863 Released
« on: November 14, 2018, 11:34:27 AM »
Version 3.867 released on 11-14-2018

   * Displacements: Fixed bug where deleting a displacement was leaving its displacement brush orphaned in the scene. Now deletes the displacement brush as well.

2
Wall Worm Level Design in 3ds Max / Re: Quad mesh to displacements
« on: November 14, 2018, 05:18:44 AM »
Displacements in WW are very tightly controlled Editable Poly objects that have a very specific structure and custom attribute tied to them. They can only be created directly inside 3ds Max with any kind of sanity. I know that you are hoping to generate and edit these in external apps but that is not going to be an easy quest for you. I know the ins-and-outs of the system like no one else on this planet and I wouldn't bother with even trying it because you are already working inside the world's premier 3D editor in Max anyway.

But to explain the very basic technical requirements:

  • All Displacements and their Displacement Brush (not the actual brush) should always be and remain forever Editable Poly objects. Using other types of object types (editable mesh) will cause errors.
  • Each Displacement is composed of 2-3 objects: 1) Displacement; 2) Displacement Brush; 3) Optional Actual Brush
  • Each Displacement and Displacement Brush must always be identical in vertex count, vertex order and face count.
  • The vertex order in the displacement must ALWAYS match the vertex order of a native Max Plain object that has either 4, 8 or 16 length/width segements that is converted to ediable poly
  • UVs should never be relaxed; ALL UVS in a displacement must remain projected planar to the displacement as if it was flat (before sculpted); UV transformations (rotation, scale, offset) should only be edited uniformly across the entire displacement (like when using a UVW Xform modifier.
  • Displacements will only export if they have the correct custom attributes applied to the displacement and the displacement brush
  • Even if the displacements have custom attributes designating them as displacements, they must properly reference the displacement brush and store valid data relating to the displacement--likewise with the displacement brush
  • If tied to an actual brush, the side it's tied to must always be 4-sided.

There may be even more that I'm not thinking of off the top of my head. All it takes is for anything to change (like vertex order, etc) and the displacement is broken. When exporting to FBX many of the values within the custom attribute and necessary parameters are lost because they are not retained in the FBX.

There isn't much more that I can add that will help at this moment other than I strongly urge you to just use 3ds Max to edit your displacements. Also, I see in your screen shot that you are using Max 2016. I strongly urge that you update to 2019.2 if that is a possibility. There are many speed enhancements that effect working with displacements (both creating and exporting).

3
Wall Worm News / Re: Wall Worm 3.863 Released
« on: November 12, 2018, 04:25:11 PM »
Version 3.866 released on 11-12-2018

   * VMF Exporter: Updated the default UV Precision to 6 places.
   
   * VMF Exporter: Updated the UV Precision spinner to have a minimum value 3.
   
   * SMD Exporter: Updated the Vertex Precision spinner to have a minimum value 3.


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

Version 3.865 released on 11-11-2018

   * System: Updated WW initiation script to not load plugins for Max 2016 like BorderSpline unless SP2 or later is installed. Previously, WW assumed user had latest service pack and loaded plugins that were not yet supported for Max 2016 until after SP2.

4
Wall Worm News / Re: Wall Worm 3.863 Released
« on: November 11, 2018, 10:22:38 AM »
Version 3.864 released on 11-10-2018

   * Convert Scene to Model: Added new Node Boolean option when Carver is installed.
   
   * Check For Problems: Fixed bug checking displacements when the source node side count is lower than the side specified in a displacement.
   
   * Entity Manager: Added Layer, Visgroup and Autovisgroup filtering.

5
WWMT Questions / Re: Exporting problem - 'errors in the file'
« on: November 10, 2018, 08:50:27 AM »
Please remind me which version of Max you are using as the mirror tool changed in recent versions.

In newer versions the mirror tool has two methods: Mirror the Transform or mirror the geometry. You should only use mirror geometry. However, if you use the transform version, then you may need to do two things: 1) Reset Xform then use the Normal modifier on it to flip the normals.

To see why the transform method is causing incorrect results initially, do this before adding reset xform: Right Click the object and go to Object Properties and turn on Backface Cull. Now when you apply the reset xform to fix the transform from having a negative scale, you'll see that faces are the wrong way.

Note that if you use the Geometry method instead, newer versions of Max use a Mirror modifier. This will create invalid brush unless you either tag the object as a Concave Brush (in level design menu) or break it into multiple objects.

Hopefully this helps you.

6
Wall Worm News / Wall Worm 3.863 Released
« on: November 07, 2018, 12:52:13 PM »
Version 3.863 released on 11-7-2018

   * Convert Scene to Model: Updated clustering function to not crash when a modifier was on the nodes that was passing a sub-object selection up the stack.
   
   * Convert Scene to Model: Fixed some cases where culled models often losing correct material ID. This fix is limited and you should read the Known Issues for more information.
   
   * Convert Scene to Model: Added right-click option to Restage button to add a delete mesh modifier on mesh with a volume select set to the culling object.
   
   * Convert Scene to Model: Added new Opacity settings for the WWMT Helper.

   * SMD Importer: Updated the "Weld" option to always work.
   
   * Settings: Removed the global setting for whether the SMD Importer Weld function is used on skinned meshes. Now the choice in the SMD Importer UI is always used instead of needing global setting for skinned meshes.
   
   * Settings: Removed legacy buttons for setting paths by system environment variables.
   
   * Create Prop Zoo from VMF: Updated the prop zoo function to get props from func_instances.
   
   * VMF Exporter: Updated VMF Exporter to exclude content from any func_instance entity in scene (requires the Container node to be Open and allowing Edit in Place).
   
   * Auto Visgroups: Added auto visgroup for func_instance nodes as well as most info_node types.
   
   * WWMT: Added new WWMT Macro to Isolate Selected WWMT. When pressed, will select the meshes and WWMT Helpers and enter Isolate Selection mode. If none are selected, Isolates Selection on ALL WWMT Helpers in scene. Found in Wall Worm Model Tools menu.
   

7
Wall Worm Level Design in 3ds Max / Re: Quad mesh to displacements
« on: November 06, 2018, 06:21:31 PM »
If you give me more information on how your brushes are set up or send me a sample scene that is not exporting, then I might be able to help you. The exporter works fine in 2018 with the free version. Make sure you install the 2018.4 update as it is the best version of 2018 for WW.

Generally speaking, when new users explain that something doesn't work, it most often simply means they haven't got Max/WW set up correctly and/or they are unfamiliar with some of the setup/steps. The more I know about your setup the easier it is for me to help guide you through the process.

8
Wall Worm Level Design in 3ds Max / Re: Quad mesh to displacements
« on: November 06, 2018, 10:56:14 AM »
I presumed you were doing meshes like in the opening post where a heightmap is a valid solution.

I think that you are going to have far more luck and less frustration by actually building the displacements inside 3ds Max. I understand this is challenging if you are not familiar with the sculpting tools in Max--but I think that the amount of time it takes to get successful arbitrary meshes into Source Engine displacements will not be worth it in the end. What you are hoping to accomplish has been something I have considered many times and several years of experience and expertise on this topic makes me conclude it's just not worth the hassle because of the very strict vertex and face ordering requirements and the way displacement information is stored in Max/WW.

There is a new video coming out soon that gives a current overview of working with displacements in WW. Perhaps that will help you.

9
WWMT Questions / Re: Exporting problem - 'errors in the file'
« on: November 05, 2018, 12:30:13 AM »
Can you click File > Archive and send me the ZIP file Max creates. I will look at your scene and determine the issue.

10
WWMT Questions / Re: Exporting problem - 'errors in the file'
« on: November 03, 2018, 02:25:23 PM »
Presuming that the objects are all valid ( so the Box primitives have all length segments/width segments / height segments of 1) then this is likely a XForm issue. You should generally not use Mirror function in Max (especially older Max). If you do mirror geometry, use the Reset Xform utility (in the Utility tab of command panel) on them before exporting. The problem is that Mirror often breaks the transformation of an object making it invalid with negative scales which can throw off the exporter.

Let me know if this helps.

11
Wall Worm Level Design in 3ds Max / Re: Quad mesh to displacements
« on: November 03, 2018, 10:00:48 AM »
OK, I see what you mean.

This is not supported and will unlikely to ever be supported. The way displacements work is that they are a tightly controlled type of editable poly with very strict vertex order rules. I have no plans to add support for converting any arbitrary mesh directly into displacements beyond those tools inside Max.

I understand that this is inconvenient for you since you would rather sculpt the displacements in another application.

However, there is a workaround.

  • Create your landscape in your preferred app
  • Bake the landscape into a heightmap and save as a bitmap
  • Create the displacements inside Max with native WW functions*.
  • Convert all your displacements into a Sculpt Mesh in WW
  • Add a Displace modifier to your sculpt mesh
  • Load your heightmap into the displace modifier and increase the strength until the landscape looks right
  • Commit your sculpt mesh

* ADDED NOTE: Since you are going to use a height map, make all of these displacements on one flat plane.

12
Wall Worm Level Design in 3ds Max / Re: Quad mesh to displacements
« on: November 03, 2018, 08:41:41 AM »
You must misunderstand the information above. Editable Poly is supported for displacements. The All Quad Faces function in the displacement floater will convert all Quad Polygons of the selected objects into displacements (so each polygon becomes a displacement).

Unfortunately, an understanding of Max and WW displacements is necessary for successfully using the tools. But what you are looking for is already supported if you want to turn each quad into a single displacement.

13
Wall Worm Level Design in 3ds Max / Re: Quad mesh to displacements
« on: November 03, 2018, 08:06:51 AM »
Welcome to WW.

The Planes to Displacements function only works on Plane primitives.

For other objects use the Polys to Displacements in the Anvil Displacement tab. Note that the Displacement Tab in Anvil is now the legacy tool for displacements. Instead, use Wall Worm > Wall Worm Level Design > Launch Displacement Floater. Then use the All Quads or the Selected Quads buttons to create displacements from the quads of selected objects.

Note that making displacements from Non-Brush surfaces is no longer recommended in WW. You should start with brushes in Max as the base. Not doing this is likely to create some visible tearing between displacements due to rounding errors. Also, you should only create displacements from planar quads. I'm not saying the whole surface needs to be planar, but each quad should be completely flat.

I am working on a new displacement tutorial video. Until that is out, refer to the Displacement Chapter in the Hammered to the Max e-book which you can download from that link.

14
Also, I did not answer all your questions. The Map Folder was not necessary since I added an actual full map path in the map list. The folder is necessary if you are importing multiple maps in the same folder and don't pass a list. It was just already in my defaults.

15
The batch importer may not work in some drive configurations. For example, with my SteamLibrary on the F drive and Max on my C drive, I got the same results as you (CMD flash). So in my case I saved out the batch file instead onto my C drive and executed it from there. So save it to your desktop as importnuke.bat or the likes. It might run with that method.

As for the version I imported, it was just the version that is in my CSGO sdk_content maps. I assumed it was the latest.

It is possible there is some new MDL format that WW isn't prepared to handle that is causing the crash. I'll look into it as time permits.

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