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Messages - wallworm

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1
Wall Worm News / Re: Wall Worm 4.0.29 Released
« on: July 16, 2019, 08:59:50 PM »
Version 4.0.40 released on 7-16-2019

   * Settings: Added new setting for Simple Sky List Lookup. When on, the generation for the sky list in the VMF Exporter will only lookup skies in the current game's materials/skybox folder on the file system (skipping extra game paths and VPKs). This will speed up some unusual game configs.

   * VMF Exporter: Updated VMF Exporter to use the global sky list collection function.
   
   * VMT Importer: Fixed the MAXScript VMT Importer from having a MAXScript error on VMT commands starting with "HDR".
   
   * VMF Importer: Fixed MAXScript error when opening the VMF Importer floater and the native NVPX interface is not available.
   
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Version 4.0.38 released on 7-15-2019

   * VMF Exporter: Updated VMF Exporter to have better camera positions derived from the Perspective view.
   
   * Sky Writer: Fixed bug creating a Sky Writer node with the Sky Writer floater.

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Version 4.0.36 released on 7-8-2019

   * Convert Scene to Model: Fixed the Remove Tool Textures function not working.
   
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Version 4.0.35 released on 6-26-2019

   * MDL Importer: Updated MDL to WWMT importer to keep the illuminationorigin helper in same layer as other model components.
   
   * Macorscripts: Added a new macro to read MDL names from a text file and import them to new WWMT Helpers in the scene. Can be run manually via this command: macros.run "wallworm.com" "WallWormImportMDLListFile"

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Version 4.0.34 released on 6-25-2019

   * VMF Importer: Fixed orientation being incorrect on some scaled props using modelscale and uniformscale when importing a VMF.

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Version 4.0.32 released on 6-20-2019

   * VMF Importer: Updated VMF Importer to set prop's scale in the viewport when loading a model that uses modelscale or uniformscale.

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Version 4.0.31 released on 6-18-2019

   * Displacements: Fixed UI error in Displacement flags checkboxes.
   
   * VMF Importer: Fixed VMF Importer not importing displacement flags.

2
WWMT Questions / Re: Problems with ragdoll compilation.
« on: July 15, 2019, 11:02:21 AM »
I am sorry I did not respond sooner--I was traveling.

Can you explain the steps you took to try and create the ragdoll?

You will need to make sure that the settings do not have $staticprop turned on. Also, you need to make sure to create a collision hull. This entails one convex mesh per bone that you want to use in the ragdoll.

Hopefully this helps get you on your way a little.

3
For questions like this, I prefer the forum because the answers/info have lasting value because of Google, etc.

However, if you do need to contact me or other WW users directly, you can join the WW Discord channel. You can join it from the WW menus under WW > WW Online > WW Discord Channel.

4
You are welcome.

Note, I do strongly encourage upping your RAM. 8GB is kind of low when working with sculpt meshes. I have a system with 12 that is OK, but my main machine is 64GB. I'd increase it to as much as you can afford.

5
The main problem you had above is that the Conform Compound Object changes the geometry type of objects it's applied to and it also destroys the custom attributes that store the displacement data. As such, it isn't something you can use for displacements.

A more successful method would be to try this:

  • Bake your target mesh into a heightmap.
  • Add a Displace Modifier onto your Sculpt Mesh
  • Use the height map on the displace modifier and adjust strength

As for the RAM issue, you may simply need to accept this high usage for full commits. Here are a few tips:

  • To use less RAM/time, select polygons of sections of the sculpt you edited and then click the "Commit Selected Changes". This will only commit displacements belonging to selected sculpt faces and use less resources
  • If your RAM is running out and not releasing, try entering this into the MAXScript listener:
Code: [Select]
gc lite:false
EDIT: One more tip: I suggest using the Displacement Floater instead of Anvil now for displacements. This is found under WW > WW Level Design > Launch Displacement Floater as well as the displacement looking icon in the new Level Design Toolbars.

6
Wall Worm News / Summer Sale
« on: June 17, 2019, 01:14:17 PM »

7
Wall Worm News / Re: Wall Worm 4.0.29 Released
« on: June 17, 2019, 09:55:19 AM »
Version 4.0.30 released on 6-17-2019

   * Hulls: Added new Macro to create a hull from face selection then hide those selected faces. Found in Hull toolbar.

   * Displacements: Added new text to record date and time a sculpt mesh was last committed.
   
   * Displacements: Updated function to create a sculpt mesh to skip displacements that are in XRef Scenes or Closed Containers.
   
   * Problem Checker: Fixed a bug with the problem checker with some settings.

8
General Discussion / Re: importing light colour and brightness?
« on: June 04, 2019, 09:59:36 AM »
OK, maybe I now understand what you are talking about.

If you are using actual entities inside Max (so created the light via the Point Entity rollout) then you will see the actual Source Engine properties for the light in the Entity Properties rollout. Those will have a 1-to-1 conversion from Max to Source. So you should use this method for the lights and set the values via the Entity Rollout. You will see that for the Color pickier in that rollout there is an intensity spinner below the color.

When setting this value, the native light multiplier will automatically update to mimic what the values should be inside Max (for rendering in Max). Note that because the units are different, to get an expected value you should set the global setting for Light Multiplier in Level Design Settings (global setting) to a value that makes Max light units match Source. You may find this value should be 20 or 200... so you will need to experiment some.

For lights that are not tied to entities, the brightness value will always be the light's light multiplier times the global light multiplier setting. Note, however, that the light multiplier is actually saved in the VMF export settings so if you export once now you will need to change the VMF Export light multiplier setting. (This ensures that different users exporting the same scene with different global settings will still export the same light values for lights not tied to entities).

9
General Discussion / Re: importing light colour and brightness?
« on: June 04, 2019, 09:12:53 AM »
Sorry I took so long to respond. I've been away from my office a lot in the last month.

I haven't got an update for you yet as it's not a problem I'm ever seeing. We may need to do a screen share at some point to get to the bottom of this faster. Contact me via Discord and we will arrange a time. The WW discord channel is accessible via the WW > WW Online > Wall Worm Discord menu in Max.

10
Wall Worm News / Wall Worm 4.0.29 Released
« on: May 22, 2019, 08:48:55 AM »
Version 4.0.29 released on 5-22-2019

   * WWMT: Fixed bug pressing some sequence buttons before a sequence has been made/selected.
   
   * WWMT: Fixed a typo in the Sequence rollout for Event Frame that was labeled incorrectly as Weight.
   
   * WWMT: Fixed an extra space being added to some sequence event commands when picked from the dropdown.
   
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Version 4.0.28 released on 5-21-2019

   * WWMT: Fixed bug adding Sound Events to a Sequence.
   
   * WWMT: Updated the Activity field to trim newlines.
   
   * WWMT: Updated bodygroups to inherit the main WWMT setting for Material Name Method when exporting the main WWMT.
   
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Version 4.0.27 released on 5-9-2019

   * Batch Level Importer: Updated import times when using the Update Only if Newer option.
   
   * Snaps: Updated Auto Snap Mode to switch mode even when snaps are not enabled because a user may enable snaps after switching viewport types.
   
   * Quick Hull: Updated Quick Hull to move the pivot of any hull generated by Quick Hull to the pivot of the WWMT Helper. Previously only worked with $staticprop.

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Version 4.0.26 released on 5-6-2019

   * VMF Importer: Fixed bug when setting spawnflags if the current spawnflags value in an entity is corrupt.
   
   * Batch Level Importer: Added new option to only import VMF files if the VMF is newer than pre-existing imports.
   
   * VMF Exporter: Fixed VMF Exporter to print correct spawnflag values for WWMT Helpers that have point entities tied to them.

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Version 4.0.25 released on 5-5-2019

   * VMT Exporter: Fixed bug exporting VRay Material to VMT.
   
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Version 4.0.24 released on 4-19-2019

   * Security: Digitially signed some files that were not signed in recent updates.

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Version 4.0.23 released on 4-19-2019

   * QC Importer: Fixed the QC Importer MAXScript error on some occassions.
   
   * VTF Exporter: Fixed bug exporting IFL files to animated VTF if the file name was shorter than 4 characters long.
   
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Version 4.0.22 released on 4-18-2019

   * SMD Exporter: Updated SMD Exporter to run the Calculate function on any mesh that has an active ProOptimizer/MultiRes modifier but the modifier isn't currently calculated. Alleviates issue when exporting a model when the scene was re-opened and Calculate hadn't run.
   
   * Materials: Updated the material importer to set proper blend settings for WorldVertexTransition when using later blend shaders.
   
   * SMD Importer: Updated the SMD Importer to no longer use imported meshes as the bones in models.
   
   * SMD Importer: Fixed bug importing SMDs in some versions of Max.
   
   * QC Importer: Fixed the QC Importer not always importing Texturegroups from QC.
   
   * QC Importer: Fixed hitboxes not importing correctly if bones had spaces in their names.
   
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Version 4.0.20 released on 4-8-2019

   * MDL: Updated MDL class to get the $illuminationorigin, $mass, $opaque, $mostlyopaque, $constantdirectionallight from model data (3ds Max 2018+).
   
   * MDL: Updated the MDL-to-WWMT function to properly set the recently added parameters ($opaque, $illuminationorigin, etc) on WWMT Helpers created via a MDL (3ds Max 2018+).
   
   * MDL: Added Bone and Skin import functions from MDL (3ds Max 2018+).
   
   * Settings: Added function to list all available skies in current game to the default sky list (including from VPK for Max 2015+).
   
   * Settings: Updated Settings GameConfig parser to assign a default sky from the actual current game for many games.
   
   * VMF Exporter: Updated VMF Exporter to get sky list from current game (including from VPK for Max 2015+).
   
   * VMF Exporter: Fixed bug exporting a scene to VMF if the scene had previously been exported to a drive that no longer exists.
   
   * SMD Importer: Fixed MAXScript error importing SMDs in Max 2016 and older.
   
   * Alpha Spec: Fixed Alpha Spec not having correct premultiplied alpha setting.
   
   * Displacements: Added new button in Displacement Floater to reset selected displacements to their pre-sculpted/pre-painted states.

11
Thank you for the detailed report.

Since Max 2008, 2017 was the only version that I rarely used because when it came out I had so many graphics-related issues. I only test on it minimally at this point because 2019/2020 are so stellar. My only suggestion would be to make sure you have the latest updates for 2017 (all the product updates).

For Black Mesa, we regularly have thousands of displacements in a scene at once in a sculpt mesh with no issues. But our team is synched onto 2019/2020.

Also, please check your inbox. I've sent you a private IM.

12
General Discussion / Re: importing light colour and brightness?
« on: May 06, 2019, 11:29:09 AM »
I will need to investigate. The colors and settings are always working for me so I will need to have more info and look into it.

* What version of Max (and what service packs).
* What version of WW
* WW Free or WW Pro

13
Thank you for the detailed report on your problem. How much RAM do you have exactly?

This looks like a tricky issue. We may need to try to troubleshoot this via another avenue at the moment. Can you reach out to me via the WW Discord channel (you can join via the Wall Worm > Wall Worm Help floater and click the button labeled Ask for Help on Discord.

14
General Discussion / Re: importing light colour and brightness?
« on: May 01, 2019, 08:45:44 AM »
The colors have always matched for me in all imports. Do you have WW properly configured with CSGO (the FGD pointing to the csgo.fgd in global WW settings)?

Note that in WW, the color implementation is broken into a color picker followed by a brightness spinner.

15
Wall Worm News / Re: Wall Worm Featured on Autodesk Blog
« on: April 23, 2019, 09:16:24 PM »
I had an opportunity to speak for Autodesk at GDC. Video below:

https://vimeo.com/330092252

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