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Messages - wallworm

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Wall Worm News / Show your support for 3ds Max in new Autodesk Survey
« on: September 18, 2018, 11:20:57 AM »
Show your support for 3ds Max in new Autodesk Survey

NOTE: the survey has a couple bugs: First question choose NONE and when asks for what software you know of, do not click ALL... they will cause the survey to bug out and fail.

General Discussion / Re: Substance Engine 5+ in Max
« on: September 17, 2018, 11:09:14 AM »
I did not see the news about Substance2 Plugin v 2.1.1 . That release fixed many of the bugs that kept me from using it. I have tested the update and it seems to work without production-killing bugs. I'd now install the latest Substance2 plugin if you are using Max 2018+. In those cases, you can also tell any Wall Worm function that utilizes substance to use the newer plugin by turning on the Substance2 setting in the Materials tab of the global setting. Note I suggest only using that setting if you have Substance2 2.1.1+.

General Discussion / Re: continuation with a discussion with shawn olson.
« on: September 17, 2018, 11:06:34 AM »
Can you explain your interest in knowing about my personal background on this topic? I'm not clear on this.

Like many, 3D started out as a hobby for me. It moved to professional several years ago.

Wall Worm News / New Website for Hammered to the Max
« on: September 14, 2018, 09:49:09 AM »
I've launched a new website called Hammered to the Max. It is a companion to the book of the same name. This site is located at .

The site is still a WiP. It isn't styled yet. The intent of this is to be a simple hub of information for Hammer users (and other new Max users) trying to learn Max.

I'm looking for a background image to use. Anyone who has a scene built entirely in Max who wants to let me use a render or screenshot for the site background, please let me know. I'll be looking to get some cool imagery on it in the coming weeks.

Animated Models / Re: Animated Model's Collision Model Rotating 90 Degree
« on: September 14, 2018, 09:14:59 AM »
Try to make sure that the Rotate $origin option is off.

Other than that, make sure all hull pieces and bones are not scaled. Remember that each element of the hull should be skinned 100% to the bone it belongs to.

Also, there was bug with studiomdl.exe I reported to a Valve employee and he confirmed that bug where sometimes hulls are rotated incorrectly in game although they are correct in HLMV and the SMDs/QC are as expected. That was for CSGO. I will see if there was any news on that. Since I think this bug manifested around the time the CSGO studiomdl.exe added support for using FBX, you might consider exporting as FBX instead of SMD in WW (or even DMX if you have WW Pro).

General Discussion / Re: continuation with a discussion with shawn olson.
« on: September 14, 2018, 09:05:06 AM »
I do not understand the nature/intent of the question. Of course all of my customers and users are those who use 3ds Max since that is the DCC on which I focus.

Wall Worm News / Re: Wall Worm 3.78 Released
« on: September 04, 2018, 01:06:26 PM »
Version 3.791 released on 9-4-2018

   * Convert Scene to Model: Fixed the Refresh List button not working in the Miscellaneous tab.
   * Convert Scene to Model: Fixed the Delete Old checkbox not working in the Miscellaneous tab.
   * Convert Scene to Model: Added tooltips to functions in the Miscellaneous tab.

Version 3.790 released on 9-3-2018

   * VMF Exporter: Added the CSGO autocombine parameters into the BSP options list.

General Discussion / Re: continuation with a discussion with shawn olson.
« on: September 03, 2018, 08:11:04 AM »
Thank you for bringing the question here. The page we were discussing on was an all-purpose Max video not related to Wall Worm or Source Engine directly.

Obviously, Source Engine is no longer a major contender for new games. I do not have an exhaustive list of games built using Wall Worm in one fashion or another. Those I do happen to know where the game devs have used WW in their pipelines at some stage in their games' evolution include, off the top of my head:

  • Black Mesa
  • Dear Esther
  • Tactical Intervention
  • Aperture Tag
  • The Ship
  • More that currently slip my mind

There are many thousands of WW users ranging from pros to hobbyists. Here are a few of the pros and prominent hobbyists I know to have used WW in their pipelines for Source:

  • Minh Le (creator of CS when at Tactical Intervention)
  • Shawn "Fmpone" Snelling*
  • Doug "TopHATTwaffle" Hoogland*
  • Rick Underhill*

* These designers have levels in CSGO Operations.

These are just the ones off the top of my head that I suspect you may recognize.

In any event, aside form the dozens of thousands of users of WW Free over the years, there are also thousands of customers of the commercial WW products. While a portion of those are for WW Pro, the bulk of my paying customers purchase geometry plugins and other utilities very often for general purpose design tasks.

As for why I develop for 3ds Max instead of other apps (you mentioned Blender)? This is simple: 3ds Max is the application I have used and Mastered over the last two decades. It has a long history as the Industry Standard design application that has allowed me the opportunity to both accomplish my own design tasks but also the privilege of interacting with countless talented artists. You had mentioned in the earlier post that I would be better off designing for Blender; what you should try to understand is that I truly love working in Max. The project called Wall Worm Model Tools (and Wall Worm Pro) are a direct result of my own personal passion for using Max. I could not easily bring that same level of passion to Blender for several reasons--one being that it would be a lot of work for me to learn Blender and its development tools propping up a project that would likely have very little payoff: as much as I enjoy the Source Engine community, I just don't have the time to build a pipeline for Blender as the future of game design is not going to be in Source. Remember, I started WW in 2010--back when Source was much stronger than it is now.

Only if the development of Max came to an end (which is highly unlikely anytime soon despite the commonly rampant rumors) would I likely move to another application for building my pipelines. If that were to happen, Blender would definitely be the next destination for me.

Hopefully this covers all the questions you had (going back to the YouTube discussion).

Wall Worm News / Labor Day Sale on WW Products
« on: September 02, 2018, 09:33:02 AM »

Wall Worm News / Re: Wall Worm 3.78 Released
« on: September 01, 2018, 11:48:47 AM »
Version 3.789 released on 9-1-2018

   * WWMT: Updated rotate values in $attachment lines of QC to round very tiny values to 0.
   * SMD/DMX Exporter: Updated the SMD/DMX exporter to not offset vertex positions when a Skin modifier has zero bones. Previously, a mesh with a skin modifier having no bones would create incorrect positions of vertices.


Version 3.788 released on 8-28-2018

   * Macros: Fixed bugs in macros to display object dimensions, vertex positions, etc when run in 3ds Max 2019. Relates to several functions in the Nudge UI floater.

Version 3.787 released on 8-28-2018

   * WWMT: Added method for setting illumorigins inside WWMT struct.
   * Macros: Updated illum origin macros to use new WWMT Methods.
   * WWMT Scene Tools: Added button to align origin to Bottom. Fixed spelling errors in existing illumination buttons.

I also forgot to mention another issue there was with your scene--it is in centimeters. However, Max aligns with Source when each unit equals one inch. You should change you setup to use inches.

I have found the issue. When a model is using a Skin modifier, it gets offset because the skin changes the positions of verts based on bones. This is as expected and creates proper results in normal cases (where the Skin has Bones assigned to it).

The reason your prop is incorrect is that the Skin has no bones assigned.

You solution is to either add bones into the skin or to remove the skin modifier.

I will update the exporter to check for the skin having bones before offsetting in an update. However, adding a Skin modifier without bones should not really be something you do. There should always be bones or there should be no Skin.

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