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it does:( i apologize for starting this topic without fully discovering the problem,
Thank you anyway:)
by the way when i convert text shape to editable poly everything is ok

Could u suggest any trick how can i scatter my props without helpers mb?
and before compile link those to proper WWMT helpers.

2
i have just reinstalled wallworm and checked my scene in 2020.3, everything is transfered properly but i still have this problem
looks like the problem is in my personal computer, before i was searching this issue through internet but couldn't find any help, or common things with other users

3
just installed it yesterday) i will try to jump on it

4
thanks for the reply,
Also my mouse sometimes starts flickering between normal/loading icon while i am using wallworm plugin.
it does not happen without using plugin

5
Hello! i started to add props to my map when i realized that i just cant work anymore, my fps drops down to zero.
the way i am creating props -  Create Tab > Geometry > WallWorm > Source Mode l> import > then press Generate WWMT @ Origin > then making proxies though anvil tab and making instances
i found that every WWMT TEXT helper lowers fps to 50%
even when i reduce interpolation of the text to 0 my fps gets shrink by 5-10 fps
neither display as box option does not help.
When i delete them everything is OK, but how can my props be exported to source without WWMT helpers?
Thank you)

6
General Discussion / Re: Seam between displacements
« on: July 24, 2020, 07:16:37 am »
thank you very much for the detailed explanation!
i haven't said yet, but i really appreciate this plugin.

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General Discussion / Re: Seam between displacements
« on: July 04, 2020, 05:26:10 pm »
hey! i found a realizable solution!

as u said, i combined middle and bottom displacements to one single sculpt mesh. before this i did some math with my total height of the house and UVM map scale according to my brush geometry, then convert to single sculpt, use multi/sub-object material, and assign different materials to desirable displacements with polygon ID, then tweak with UVM Xform modifier (it didnt work on committing sculpt mesh, i used to select all displacements and apply UVM Xform as instance), and it worked well without seam, even painting alpha!

Thank you very much! if u have better option for this method i would appreciate to know:) 

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General Discussion / Re: Seam between displacements
« on: July 04, 2020, 11:09:37 am »
Ty for the reply!
I suppose i dont know how to use different materials on one sculpt mesh, also how to manage uvmap to fit transitions between walls, how to keep tiling, because my bottom wall are 12 units taller then middle one.

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General Discussion / Seam between displacements
« on: July 04, 2020, 09:46:59 am »
Hello, my point was to cover my brush geometry (house) with displacements so i can use WorldVertexTransition on walls
i found desirable texture inside de_dust2_zoo.vmf:
de_dust/hr_dust/hr_dust_plaster_20.vmt, there is 3 types of material - top mid and bottom
so i decided to split my wall into 3 segments by height to apply 3 different textures on a 3 sculpt meshes
i start from making primitive boxes for the bottom wall, align it to the house/grid, attach em, reset transform, affect pivot point, brushify, convert to editable poly, UVM map (box X,Y,Z parameters to fit my height,width), convert to editable poly, face selection - select front faces, launch displacement floater, press "only selected quads", press create sculpt mesh, edit poly on top, select only egde vertices, invert, push modifier - 1, apply texture - bottom
same procedure for the middle scuplt mesh, applying texture - middle. and i got a seam between 2 sculpt meshes.

after some research people advice (INSIDE HAMMER) select bottom verts of the top disp_brush, add to selection top verts of the bottom disp_brush, move them 1 unit down.
i tried this but it helps just a little, it does not make it invisible. also i dont want to make adjustments inside hammer.
then i tried to make clear map only for testing inside hammer, i made brushes same height and width, turn to disp, apply texture, and i noticed that hammer uses world align (when i export from 3ds max it is having face align by default)
anyway i couldnt get rid of seam even in hammer, only on a 'true' box brushes with same height and width using "justify - fit" option.

PS: lightmap was aligned on all these tries. Compile with 1 direct light, cascade shadow, with VRAD -final option

attach pictures:
1 - trying to find solve in TopHATwaffle community
2,3- following the advice to pull vertices down

Please help to find right solution inside 3ds max how to fix that, Thank you!

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