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Messages - wallworm

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General Discussion / Re: WallWorm 1.78 Free Importing whole CSGO map?
« on: October 30, 2019, 06:35:08 PM »
Run the Updater app or download latest installer. The bug causing your error should now be gone.

General Discussion / Re: WallWorm 1.78 Free Importing whole CSGO map?
« on: October 30, 2019, 11:44:16 AM »
OK, I've opened the file and imported locally. I see the problem.

In recent versions the VMF importer updated to use actual Visgroups in import rather than just layers. The visgroup IDs are expected to start at 1. This VMF has them starting at 0. I will fix WW to fix this later today. It's possible all the visgroups will be offset by one, but at least it will import.

General Discussion / Re: WallWorm 1.78 Free Importing whole CSGO map?
« on: October 30, 2019, 11:32:33 AM »
Oh. I don't ever support decompiled maps.

One of the main things that causes the compiler to fail is line endings. The VMF file should have \r\n line endings and should have one at the end of the file. That will fix a parse error.

However, there may be some actual data structure error in the VMF. I would not be able to know without having the VMF. If you email it to me I'll at least see what in it is causing WW to crash with the invalid array index.

General Discussion / Re: WallWorm 1.78 Free Importing whole CSGO map?
« on: October 30, 2019, 11:26:28 AM »
You can email it to me through your email program, correct?

Where can you get the Vertigo vmf file. It's not in my CSGO sdk maps folder.

General Discussion / Re: WallWorm 1.78 Free Importing whole CSGO map?
« on: October 30, 2019, 11:19:35 AM »
Can you send me your VMF so that I can discover where this error comes from. My email is included in the WW Readme file in your ww installation path.

General Discussion / Re: WallWorm 1.78 Free Importing whole CSGO map?
« on: October 30, 2019, 11:12:58 AM »
My guess is the VMF parser is failing. In the VMF Parser Import Options, set the Retry Limit to something like 5. See if you get any notice in the MAXSript listener about a parse error after doing this.

General Discussion / Re: WallWorm 1.78 Free Importing whole CSGO map?
« on: October 30, 2019, 10:59:44 AM »
Can you tell me what version of Max you are using and if you have the Game Info Path, FGD and Bin folders set in your global settings.

General Discussion / Re: WallWorm 1.78 Free Importing whole CSGO map?
« on: October 30, 2019, 10:46:34 AM »
The main change between VMF Importer 1.75 and 1.78 is that you can now set options to import or exclude specific subsets of objects like brushes, displacements and entities. There should be no other difference. Turn on Brushes, Entities, Displacements and Instances and it should bring in everything. If not, hit F11 and see if there is an error message or helpful notice.

Are the props coming in as cubes instead of models, or are they simply missing altogether?

There is no archive of older versions because it's too much effort to keep people on latest as is. Send me your VMF file and I will see if there is something in it that confuses the importer.

Wall Worm News / Forum Registration Update
« on: October 18, 2019, 08:39:01 PM »
Due to the number of spammers joining the site lately, I have opted to set registration to Admin Approval only. Sorry for legitimate users who want to join and ask a question--for the time being you will have to wait until approved. In the meantime you can join the Discord server which you can find from the Wall Worm menus under Wall Worm > Wall Worm Get Help > Ask for Help on Discord.

Wall Worm News / Wall Worm 4.2.0 Released
« on: October 14, 2019, 05:07:50 PM »
Version 4.2.0 released on 10-14-2019

   * Wall Worm Pro Pack: Added new parametric Spline shape called CorVex Spline that creates splines from specified sections of CorVex nodes. Found under Shapes > Wall Worm category in Command Panel.
   * Wall Worm Pro Pack: Added several new Material ID options for CorVex nodes that are using the multi-floor setting.
   * Wall Worm Pro Pack: Fixed a MAXScript error when trying to assign a spline to a CorVex node that would cause a dependency loop.
   * Wall Worm Pro Pack: Added support for CorVexSpline to both CorVex and PropLine nodes.
   * Wall Worm Pro Pack: Updated PropLine to have better support for BorderSpline, allowing usage of more than just Knot mode and one sub-spline.
   * Wall Worm Pro Pack: Updated PropLine macros to work on PropLine nodes that have modifiers.

   * Visgroup Manager: Updated some visgroup functions to call forcecompleteredraw() because the visibility state was not always displaying in the viewport immediately.
   * Visgroup Manager: Added button in Visgroup Manager to create Visgroups from current scene layers.
   * Visgroup Manager: Added new button to delete selected visgroup.
   * Visgroup Manager: Added option to delete all empty visgroups.

   * VMF Exporter: Added support to export Visgroups (instead of Layers) as visgroups into VMF.
   * VMF Exporter: Added support for exporting objects into multiple visgroups.
   * VMF Importer: Added support for objects to import to multiple visgroups instead of just one.
   * VMF Importer: Updated VMF Importer to cache instance import paths and Container definition paths to import more quickly.
   * Settings: Added new setting to determine whether Visgroups or Layers are used for exporting into VMF visgroups. New default is to use Visgroups but legacy scenes will default to layers.
   * CSGO: Added support for TAR (Terri's Auto Radar) in Wall Worm. Found in Overview Exporter UI. Must have TAR installed to work.
   * Starter Kits: Updated Starter Kit brush generation to use CorVex if installed for generating brush entities.
   * Starter Kits: Added Day of Defeat tools to Starter Kits.
   * Starter Kits: Added a Tonemap Setup button to generate a logic_auto entity with outputs to a env_tonemap_controller entity.
   * Border Spline: Moved the Border Spline from the generic Splines category in the create tab of the Command Panel to a new cetegory called "Wall Worm".

Wall Worm News / Re: Wall Worm Book: Hammered to the Max
« on: October 14, 2019, 09:01:20 AM »
I am working on a major revision of Hammered to the Max. Please let me know if there are topics you'd like to see covered or enhanced.

Sorry for the late reply.

I am glad to see that you have a good grasp on the problem. This same scenario has been brought to me many times over the years and generally people don't understand the fundamental challenges of doing this in BSP (especially in Goldsource).

When starting with a premade mesh, you are always going to run into a problem with a lot of work needing to be done for this level of complexity. There are three solutions:

  • Manually build BSP around sections
  • Use ShellVex
  • Use V-HACD

Manual Brushes

By manual, I'm not saying completely manual. But you could attempt to use the Hull functions in WW to select sections of your mesh that should collapse to a single brush and use Create Hull From Selected Faces and Hide to go through and make convex brushes as needed. This would take some time and would probably want to apply a Brushify modifier with Snap to Grid setting turned on in the modifier.

Use ShellVex

Shellvex will make a brush for each polygon of the source geometry with functions for snapping to grid, etc. While it will likely be cleaner than the method you mentioned, it will still create one brush per original polygon. It's probably better to use this on carefully designed source geometry than fully sculpted landscapes.


There is a function in Hull Helper to create a convex decomposition of a mesh with V-HACD. This requires a lot of tweaking and testing of the values. It may end up creating geometry too complex for Goldsource brushes, but it may be worth a try. I'd always add a Brushify modifier when done with grid snapping turned on in the modifier.

In all cases, to make an object export as a brush, it needs to be tagged as a brush. In the level design toolbar, it's the icon with brick texture. In the menus it is WW > WW Level Design > Set Selection as Brush Geometry. Note if you have an object that has multiple elements (where each element is a brush) you need to tag it as a concave brush.

Here are a few helpful links:

Some info may be out-of-date so don't be afraid to ask for clarification. Hopefully this helps some in your adventure. Please share your journey here.

Wall Worm News / Re: Wall Worm 4.1.0 Released
« on: October 01, 2019, 10:19:09 AM »
Version 4.1.3 released on 10-1-2019

   * MDL: Fixed MDL hull setting to propagate to the attached entity attributes when value changes.
   * VMF Exporter: Fixed entity collision setting being missing if the baseobject is a WallWormMDL node.
   * WWMT: Fixed dependency loop error when collecting skins from proxies and there was an invalid circular material assignment.
   * CSGO Tools: Added support for setting multiple weapon restrictions into the game config generator.

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