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Messages - Revizion

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1
Counter-Strike (CS 1.6, CSS, CSGO) / Re: CSGO viewmodel sequences.
« on: January 04, 2017, 12:57:13 AM »
Unfortunately, didn't help (except binding weapon to hand bone, but this removes possibility to reload (i.e. magz binded to their own bones, and if i bind weapon, magazine bindes too), okay, it's not very complicated, ill do animation by my self. Thanks, good luck!

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Counter-Strike (CS 1.6, CSS, CSGO) / Re: CSGO viewmodel sequences.
« on: January 04, 2017, 12:27:50 AM »
Hello, Shawn! At first i want to say a big thanks to you with your previous help,i imported all maps i needed very easy
You are welcome.

Thanks in advance! Happy New Year!
:)
i need your help again. I came to the point, when i can start to make animated movie, but one last thing stops me.
I know, there is way to import  CSGO's viewmodel weapons with it's first person sequences(shots, reloads etc), but, i want to know, how to import them with arms attached. I know there is a way, but i dont know how. Does WW allow you to bind bones to bones or something in this kind? For exampe, i import deagle, through qc, with animation, and then import arms, is there a way to transfer (weapon's bones) animation to arms' bones or actualy BIND arms to weapon?

I don't do much with importing assets into Max, so haven't tried this directly. But the imported scenes are simply standard hierarchies and animations. So all you really need to do is import the arms QC then import the guns QC. The second import should reuse the existing bones and attach that way. But if it doesn't you can import them into two different files... then in the gun scene delete the character bones--then import the gun Max scene into the hand scene and then link the gun bones to the correct bone in the hand system.
Okay, thank you very much, i will try that.

3
Counter-Strike (CS 1.6, CSS, CSGO) / CSGO viewmodel sequences.
« on: January 03, 2017, 08:05:07 AM »
Hello, Shawn! At first i want to say a big thanks to you with your previous help,i imported all maps i needed very easy, and they have almost all geo and textures.
But, today, i need your help again. I came to the point, when i can start to make animated movie, but one last thing stops me.
I know, there is way to import  CSGO's viewmodel weapons with it's first person sequences(shots, reloads etc), but, i want to know, how to import them with arms attached. I know there is a way, but i dont know how. Does WW allow you to bind bones to bones or something in this kind? For exampe, i import deagle, through qc, with animation, and then import arms, is there a way to transfer (weapon's bones) animation to arms' bones or actualy BIND arms to weapon? Thanks in advance! Happy New Year!

4
Counter-Strike (CS 1.6, CSS, CSGO) / Re: Importer Bug
« on: November 07, 2016, 01:33:06 AM »
Get latest WW and see if the bug persists for you: http://www.wallworm.net/index.php/topic,1945.0.html
Holy... Shawn, you're god! I just checked it, at the first IT'S FAST! At the second - it works, and works great! There is result! http://imgur.com/a/RhnSO
Thank you very much!

5
Counter-Strike (CS 1.6, CSS, CSGO) / Re: Importer Bug
« on: November 06, 2016, 11:57:47 AM »
Correct. I've only imported VMF/MAP files that have one or more of these conditions:

  • I made them
  • The original author gave them to me (other from Black Mesa or clients or WW users)
  • The files are included in public sdkcontent folders
Okay, thank you, Shawn. Waiting new build!

6
Counter-Strike (CS 1.6, CSS, CSGO) / Re: Importer Bug
« on: November 06, 2016, 11:16:19 AM »
I've only imported original VMF files. Never a decompiled one.
What do you mean when talk about original VMFs? Are these made by yourself(custom maps in Hammer)? There are no original VMFs of CSGO maps .(or i don't know something?)

7
Counter-Strike (CS 1.6, CSS, CSGO) / Re: Importer Bug
« on: November 06, 2016, 08:37:19 AM »
The problem never happens to me but I've never tested a decompiled map. From the line that is happening, I think the decompiler is skipping smoothing groups (which was just added into the importer). I'll be adding a default value of 0 which should fix it. You can expect an update later today.
And, i apologize for many messages, but, you said that you never tried to import decompiled maps, so how then you imported them to max? (csgo) Is there any specific way to do it? Or only bsp decompilation?

8
Counter-Strike (CS 1.6, CSS, CSGO) / Re: Importer Bug
« on: November 06, 2016, 08:34:47 AM »
The problem never happens to me but I've never tested a decompiled map. From the line that is happening, I think the decompiler is skipping smoothing groups (which was just added into the importer). I'll be adding a default value of 0 which should fix it. You can expect an update later today.
Yes, i'm using BSPSource(everyone use it IMHO). I know only this way to decompile. And for me, it's easier to fix some problems(if they're fixable) after import, i know it wont be accurate, but now importer doesn't work at all(with my decompiled VMFs). I need maps only for 3d animation/design purposes.
Again, thank you very much for fast responses!

9
Counter-Strike (CS 1.6, CSS, CSGO) / Re: Importer Bug
« on: November 06, 2016, 08:22:55 AM »
Thanks you for reporting and sorry for the issue. I will look into it.
Thank You, Shawn. Ill wait your opinion about this issue, and hope you will fix it. Seems like with this new importer we can import maps a lot easier.
P.S. Please, if you fix this, and you'll have time, type a message in this topic. So this will help me and a lot of users.

10
Counter-Strike (CS 1.6, CSS, CSGO) / Importer Bug
« on: November 06, 2016, 05:34:43 AM »
Hello, a few weeks ago i've tried to import maps to 3ds max. You recommended me to wait till new WW version. So, i just installed new WW, and tried to import a map(i tried 2-3 maps).
So now, i'm getting this error on every map i try to import
 D:\CSGO_maps_3dmax\BSPSource_Decompiled\de_dust2_d.vmf data parsed in 49.649 seconds (0.827483 minutes)
-- Error occurred in p loop; filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\VMFImport2.mse; position: 56551; line: 1783
--  Defined in encrypted script
--   called in addMappingFromPlanes(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\VMFImport2.mse; position: 56879; line: 1787
--  Defined in encrypted script
--   called in b loop; filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\VMFImport2.mse; position: 108996; line: 3436
--  Defined in encrypted script
--   called in createBrushes(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\VMFImport2.mse; position: 110459; line: 3482
--  Defined in encrypted script
--   called in ent loop; filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\VMFImport2.mse; position: 112288; line: 3539
--  Defined in encrypted script
--   called in createEntities(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\VMFImport2.mse; position: 138235; line: 4267
--  Defined in encrypted script
--   called in parseAndImport(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\VMFImport2.mse; position: 146441; line: 4532
--  Defined in encrypted script
--   called in btnImport.pressed(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\rollouts\VMFImport.ms; position: 11273; line: 182
--  Frame:
--   started: 54382664
--   mdlObjs: undefined
--   seconds: undefined
--   ns: undefined
--   vmfMemStream: undefined
--   props: undefined
--   fsource: "D:\CSGO_maps_3dmax\BSPSource_Decompiled\de_dust2_d.vmf"
--   minutes: undefined
--   ended: undefined
--   MDLS: undefined
>> MAXScript Rollout Handler Exception:
-- Unable to convert: undefined to type: Integer <<   - this error i'm gettin while i import any map.
Skip Hidden, Import missing from QC and Instances button were disabled and enabled - same result.
P.S. It seems like WW imported some of geometry, NOT FULL, NO PROPS, SOME(a lot of) GEOM MISSING.
P.S. 2  - All pathes set correctly. Materials/Models are converted.
Please, help. Thanks in advance.

11
Counter-Strike (CS 1.6, CSS, CSGO) / Re: Importing Maps Questions
« on: October 17, 2016, 12:49:58 AM »
Ok, thanks. Just want to import all maps i need, including new. But there are no different ways to do it. :)

12
Counter-Strike (CS 1.6, CSS, CSGO) / Re: Importing Maps Questions
« on: October 16, 2016, 10:56:44 AM »
Yes, i'm using Max 2016. So, if there no fix at the moment, ill wait, thank you for the answer.
P.S. You said that new tools will be faster etc, does that mean we will be able to import NEW maps with no problems? Anyway im hyped.

13
Counter-Strike (CS 1.6, CSS, CSGO) / Importing Maps Questions
« on: October 16, 2016, 10:06:47 AM »
Hello everyone. At first, i want to say thanks to developer of this cool plug-in, i don't know programming and c++, but i know that this is hard to do.
So, let me explain my problem.
Recently, i've bought new pc for animation and render purposes, and wanted to make some cool 3d animated movie based on CSGO. The real problem was only maps. So, i started to search how could i import them. Google brought me to WallWorm.
I've watched all your tutorials, and tried to export atleast one map. After waiting about like 15 mins(WW using 1 of 8 cores and 1 of 16 threads only), i got this result. http://imgur.com/a/zSIhj
-
P.S. ALL MODELS DECOMPILED WITH CROWBAR'S LAST VERSION, TEXTURES CONVERTED TO .TGA FORMAT. MatGen set to RAW(non converted) textures, modelsrc to decompiled and materialsrc to converted TGAs. Please, tell me if im wrong, cuz i made all of these following by the tutorial.
And here are my questions:
1 - What are these BLACK/very dark(yes, some textures are visible, but very dark). (also, there are models without any textures on them(look like raw white 3d models) - AND HOW TO FIX THEM?
2 - Is it possible to disable/delete all source engine notifications  on map like multi-colored cubes, and solids with text on them? Cuz it's hard to work with them.
3 - Is it possible to make scene file with all used textures in one file/folder so after i open it there will be full scene (for needs to change textures/scene location etc) / or import map without textures at all? Because i will use VRAY and there are different material types.
4 - There are few brushes, that shouldn't be there, andwhen i select them, they also select another geometry that i need.  - Is it possible to fix?
So, that's all i think.
I apologize for my English, i really tried to make it possible to read !
Thanks in advance!

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