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General Discussion / Re: Texture with transparency does not work in Hammer.
« Last post by wallworm on January 11, 2021, 08:46:59 am »
One more thing: The same bitmap in the material editor needs to be piped into the Opacity slot of the standard material in order for the VMT exporter to set the $translucent flag.
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General Discussion / Re: Texture with transparency does not work in Hammer.
« Last post by Joris Ceoen on January 04, 2021, 03:26:06 am »
It is in the 512x512 dimension
If you're trying to export the textures from 3DS Max to Hammer, make sure that the .vtf's are having at least DXT3 or DXT5 as compression method for the alpha (aka Eight-bit-alpha). You can change this in the bitmap parameters in the Wall Worm Texture Properties rollout (see image). If you don't see this rollout, generate these settings by going to Wall Worm (menu) -> Wall Worm Material -> Give Obj Mats+Tex WW Materials.

You should now see those options and be able to change the compression (DXT3 for 'sharper' alpha's, DXT5 for all other purposes), and then re-export the bitmap and .vmt to overwrite the old settings. For the vmt this means it will now include either $translucent or $alphatest to enable transparancy in Hammer and in-game.
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General Discussion / Re: Texture with transparency does not work in Hammer.
« Last post by rtokuda on December 30, 2020, 04:40:27 pm »
It is in the 512x512 dimension
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General Discussion / Re: Texture with transparency does not work in Hammer.
« Last post by wallworm on December 30, 2020, 03:28:19 pm »
What are the dimensions of your TGA file? The texture compiler requires bitmaps to be standard dimensions (multiples of 2) like 1024x1024, 1024x512, 512x512, etc.
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General Discussion / Texture with transparency does not work in Hammer.
« Last post by rtokuda on December 30, 2020, 01:48:14 pm »

I watch the video several times and I'm having problems exporting the texture with transparency and the valve hamer doesn't recognize it. The texture is in TGA and I have no idea why it doesn't work.

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Wall Worm News / Wall Worm 5.0.42 Released
« Last post by wallworm on November 29, 2020, 12:32:26 pm »
Version 5.0.42 released on 11-29-2020

   * Entities: Updated the Entity function in Max 2019+ to force any entity with a parameter named "radius" to be stored as an integer and to include a new function to display that radius with a radius helper in the scene. Note that this change breaks compatibility with entities that have the type of a radius set to a string value.
   
   * Startup: Removed the notice about having recently updated Wall Worm.
   
   * Startup: Added information in MAXScript listener when starting Max to show startup impact time of Wall Worm.
   
   * WWMT: Updated the function for exporting MDL with the FBX option to use the Material name instead of the Bitmap filename.
   
   * WWMT: Updated the FBX export to honor Use Local Origin as World Origin if exporting a WWMT that meets these conditions: Has $staticprop turned on and only has one mesh assigned to model.
   
   * UI: Added backward-compatible support for newer versions of Max to properly resize rollouts when the command panel is resized.
   
   * CSGO: Fixed VMF Exporter not being able to launch game in CSGO with compiled map. Added these launch parameters that are now required to launch CSGO from outside of Steam:  -insecure -hijack
   
   * MACROS: Added a new macroscript that will try to get missing TGA files in scene from VPK; this is helpful when opening a scene from another user that has loaded VTFs into TGA files from the VPK but those TGA files are not on your current system. Only looks for missing TGA files that happen to be in a path that includes "sceneassets\images". Command to use: macros.run "wallworm.com" "FetchMissingTGAfromVTFinVPK"
   
   * Get Brush By ID: Fixed Get Brush By ID from causing a MAXScript error if a brush element of a concave brush is missing from the ID values embedded in it.
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Bug Reports / Re: Prop_dynamic collision bug
« Last post by wallworm on November 27, 2020, 01:55:59 pm »
I'm not using WW right now, but well

Hopefully you got a fix for this. I'm pretty low on time lately, so except for issues dealing with Max/WW, I generally am slow to respond. Check that your bone hierarchy is same between hull and model.
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I am about to release an update to Wall Worm with this change. Below is a MAXScript that you can run before updating to store the current values that will be affected:

Code: [Select]
/*
struct WallWormEntityDataTypeHelper (
--values stored as strings that will be converted to floats in a custom attribute update and we need to store it because
stringsThatWillBeFloats = #("radius"), --make array in case we add more in future
/*
This script will embed entity parameters that are strings but will be converted to floats in a custom attribute update.
This is necessary because when a custom attribute parameter type is changed, it's current value is not kept (converted) but reverts to parameter default value.
*/
function storeCurrentValues = (
local updatedEnts = #()
for ent in ::WallWormHelperOps.entities WHERE isvalidnode ent do (
local ca = ::WallWormEntityOps.getEntCA ent
if ca != undefined then (
for p in stringsThatWillBeFloats do (
if isProperty ca p then (
local v = (getProperty ca p)
if classof v != float then (
setUserProp ent (("wallworm_entity_store_"+p) as name) (v as string)
append updatedEnts ent
)
)
)
)
)
if updatedEnts.count > 0 then (
selectionSets["Entities that Stored old values"] = updatedEnts
)
),
function retrieveOldValues = (
if ::WallWormHelperOps.entities.count > 0 then (
local paramsToCheck = #()
for p in stringsThatWillBeFloats do (
append paramsToCheck (datapair p (("wallworm_entity_store_"+p) as name))
)
for ent in ::WallWormHelperOps.entities WHERE isvalidnode ent do (
local ca = ::WallWormEntityOps.getEntCA ent
if ca != undefined then (
for p in paramsToCheck do (
local storedVal = getUserProp ent p.v2
if storedVal != undefined AND storeVal != "" then (
if isProperty ca p.v1 then (
--do a try because we cannot guarantee the string value can be converted to the data type
try (
setProperty ca p.v1 (storedVal as (classof (getProperty ca p.v1)))
) catch (
format "ERROR: Could not set % to % in %\n" p.v1 storedVal ent
)
)
)
)
)
)
)
)
)

::WallWormEntityDataTypeHelper = WallWormEntityDataTypeHelper()

To use this
  • click Scripting > New Script
  • Paste that code into your MAXScript File
  • Click Tools > Evaluate All (CTRL+E)
  • In the MAXScript Listener (F11) paste this code and then hit ENTER: ::WallWormEntityDataTypeHelper.storeCurrentValues()

Now the script will store the current values.

To retrieve the values after you update Wall Worm, you can then run this command in the MAXScript listener:
Code: [Select]
::WallWormEntityDataTypeHelper.retrieveOldValues()

IMPORTANT NOTE: You must run this code before updating to Wall Worm 5.0.41+ on each scene that you want to preserve the radius values of entities. If you do not have entities that use the radius parameter (or the radius was already defined as a float in the FGD you are using), you do not need to concern with this script.
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Bug Reports / Re: Prop_dynamic collision bug
« Last post by Kaesar on September 09, 2020, 01:24:59 pm »
Sorry for dump. But there are news about Mr.Fudge's problem?. I'm not using WW right now, but well, I'm making an animated prop for gmod with $collsionjoints and it works pefectly in model viewer but not ingame it spawns 90 degress.
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  • ambient_generic
  • env_physexplosion
  • physics_cannister
  • trigger_proximity
No problem!
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