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Messages - wallworm

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The FGD data made the radius be a string (with text input) for several entities :

Code: [Select]
radius(string) : "Max Audible Distance" : "1250" : "Maximum distance at which this sound is audible."
Here are the entities that I see this problem going to occur from base.fgd :

  • ambient_generic
  • env_physexplosion
  • physics_cannister
  • trigger_proximity

I'm going to add an update to WW soon that has a visual helper for the radius of some entity parameters (like for env_soundscape and ambient_generic). The problem is that to do this correctly, I need to make sure that the parameters for these functions are float values. Unfortunately, due to the way the FGD files are written, the radius parameter for some entities (ambient_generic, for example) were stored as strings instead of floats. In my update, these will convert to floats. But here is the catch--the update to Custom Attributes that changes a parameter type does not allow the current value to propagate. This means that any existing scenes will get the default value applied to all ambient_generic radius values.

I can write a function that can embed the current value that can later be retrieved into the updated entities, but it must be done on a scene BEFORE updating to the version of WW that has these entity updates.

I want to try and get an idea about how many people this will affect as well as how many scenes. I need to know if it's worth my time to built this function.

Bug Reports / Re: Max 2018 - Module not found
« on: August 24, 2020, 10:56:51 am »
What version of Windows are you on?

Bug Reports / Re: Max 2018 - Module not found
« on: August 21, 2020, 06:22:44 pm »
Can you retry installing Wall Worm now you are on latest version of Max 2018?

Bug Reports / Re: Max 2018 - Module not found
« on: August 17, 2020, 08:18:16 pm »
I'm sorry about the issues you are having. Can you confirm you have the latest version of Max 2018 installed? That should be 3ds Max 2018.4 . If you do not have that update version installed, please install the latest update to Wall Worm 2018.4 and let me know if this fixes your issue.

Additional note about this: A WWMT Helper is actually just a Text shape with a piece of data attached to it in something called a Custom Attribute.

Can you see if adding simple Text shape objects into the scene replicates this for you?

I cannot reproduce this on my computers. I will still try to investigate if there is some setting inside Max that might cause it.

Thank you for the information. I will look into this tonight and test on 2019.3.

In the meantime, do you have access to 3ds Max 2020.3 ? That is the preferred/recommended version for using WW at this time.

That is certainly not how it should work as we have scenes in Black Mesa that have hundreds of WWMT Helpers without an issue.

What version of WW and what version (and update version) of Max are you using? Also, how much System RAM and what Video Card do you have?

General Discussion / Re: Seam between displacements
« on: July 25, 2020, 10:21:52 pm »

General Discussion / Re: Seam between displacements
« on: July 10, 2020, 07:23:03 pm »
Sorry I did not reply sooner. I've been a little swamped. Note you should be able to use UV Xform on sculpt mesh--but it isn't enabled by default. By default, the sculpt commit does not commit UV changes from the sculpt to the displacements. The reason for this is I want users to be very sure they understand how the UVs work (because if you use a Unwrap UVW and relax, for example, you will invalidate the UVs because that is not how displacement UVs can work).

To be able to commit the UVs, you can open the Modify tab of the sculpt mesh and turn on the Commit UVs option in the Commit group of the Wall Worm Functions rollout. When enabled, UV changes will be sent down to the committed displacements.

Again, you must be careful to only use a modifier like the UV Xform modifier for UVs. Other modifiers are likely to invalidate. Also, if doing sections, make sure you select all polygons that belong to a displacement before passing up the stack to the UV XForm modifier because all faces representing the same displacement tile should always get the same treatment. You can ensure this by selecting a face or set of faces then hit the Expand to Displacement(s) button in the Selection... group of the Wall Worm Functions rollout.

General Discussion / Re: Seam between displacements
« on: July 04, 2020, 10:27:09 am »
I am sorry you are having this issue.

I am curious about why you used separate sculpt meshes? Unless you have some needed modifiers, I would revert the sculpts back to normal displacements, then sew them, then create a large single sculpt mesh. This will make it easier to manager and help keep the borders aligned.

Please let me know if this helps.

Feel free to post on Discord and I might have some time today to do a video call with WW group to solve problems or answer questions.

General Discussion / Re: Future of WallWorm
« on: June 20, 2020, 09:55:39 am »
WIthout access to all the assets, I'm not sure about the issue. I generally do not spend time troubleshooting decompiled assets, though. For those props that are misplaced, you may need to manually fix their locations.

General Discussion / Re: Future of WallWorm
« on: June 14, 2020, 10:56:07 am »
Just because it is not responding does not mean it has crashed. The option to import from QC can be extremely slow and appear to have crashed Max... but if left to its own devices, may actually complete (in a long time).

I would not use that option. Instead, I'd do it without that option, then select the props that do not import correctly to find out what models are failing. I suspect that these might be models that were paked into the BSP (which WW cannot read). If so, extract the MDLs from the BSP and place onto your file system in the path the model is needed.

General Discussion / Re: Future of WallWorm
« on: June 11, 2020, 12:34:55 pm »
Is there an error message that comes with this crash? Hit f11 and get the entire error message (red text) and send to me. My best guess is that there is some bad data from the decompile. I never work with decompiled maps.

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