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Commercial Tools / Re: Delete Faces Modifier
« Last post by wallworm on May 01, 2020, 08:35:19 am »
Unfortunately, there is no way to have the clean version (devoid of dead verts/faces) and keep face order. The previous implementation deleted the faces from the mesh that you see, but they still existed in the data--and because they still existed, face order was preserved. In the update, the dead faces get cleared--meaning that face IDs that are deleted get filled with previously higher face IDs. There is no way to avoid this.

A workaround is to use the older implementation and clean at the end. But the current implementation is the correct way it should be done so I will keep the current logic in the modifier. It's unfortunate this affects previous usage that has topology-dependent modifiers above, but I didn't notice the issue until you posted about the issue. My habit is to avoid using topology dependent modifiers whenever possible--and the situations I built this for didn't highlight the issue in my own usage.
Commercial Tools / Re: Delete Faces Modifier
« Last post by AeRo on May 01, 2020, 06:44:41 am »
Thanks! Works fine.

But another bug: various versions are not compatible with himself. 

If I try to open one old file with newer version - all edit_poly operation after Delete_Faces mod are broken.  I think newer modifier give back another face order.
General Discussion / Re: Is it possible to import ropes in WallWorm?
« Last post by wallworm on April 26, 2020, 03:40:42 pm »
If you want to make polygonal ropes or wires, simply make splines in Max and set them as renderable splines in the viewport. Those can then export as models with WWMT.

I don't have a function for converting move_rope/keyframe_rope into splines right now. I had thought about this in the past, but I never got around to it. I'll consider it when time opens up.
General Discussion / Is it possible to import ropes in WallWorm?
« Last post by lauris47 on April 21, 2020, 05:51:12 am »
Hi, is it possible to import wires and ropes in WallWorm? Currently I get only keyframe_rope nodes with correct positions.
I could somehow construct these wires in Maya or Unity with scripts, but in either case it is a little bit of work.

It would be great, to just import them and convert them to polygons.
Commercial Tools / Re: Delete Faces Modifier
« Last post by wallworm on April 06, 2020, 10:16:24 pm »
I have loaded an update to Delete Faces that removes dead structs now. This update is included in the plugin for 3ds Max 2018+.
Commercial Tools / Re: Delete Faces Modifier
« Last post by wallworm on April 06, 2020, 12:52:14 pm »
Sorry for the long delay. I have implemented a fix and recompile for Max 2018-2021. I will release that update this evening.
Commercial Tools / Re: Delete Faces Modifier
« Last post by AeRo on April 06, 2020, 12:36:47 pm »
Any news? I am using ca. 100-200 times this modifier in one project.  SelectFaces + Delete Mesh is no Speed-modelling (
WWMT Questions / Re: Can?t get collision hull to work
« Last post by Joris Ceoen on March 14, 2020, 07:57:01 pm »
Do you have the latest version of Wall Worm installed (of which the Pro version is now entirely free!)? If so, importing the .mdl itself through the mdl importer or generating a wwmt helper through a prop_static entity will normally yield the original collision model of the prop. However, this collision model is often hidden by default or even hidden in a seperate layer, so make sure to unhide any hidden objects or layers that possibly contain the collision model. If this model didn't have a collision model to begin with, you'll obviously lack one even when importing properly into 3DS Max. If you're getting one large hull from the Hull Helper, it means that the object of the model is made out of one element (which you can check by going into Element mode, or pressing 5 on the keyboard for the shortcut when you've got the model/editable poly selected). If you want to create a hull that matches your model more accuratly, try seperating the object into multiple elements instead.

There are probably even better ways to generate a hull from the Hull Helper, but I don't remember all of them off the top of my head. If you prefer, you can create a copy of the imported model, and seperate it into multiple elements before actually generating a collision hull. In that case you don't need to break up the imported model and you can experiment more in case you need more accurate results.

More information can always be found here:

WWMT Questions / Can?t get collision hull to work
« Last post by xxthefryxx on March 11, 2020, 11:04:39 pm »
I imported half of a airplane from CS/GO, and cloned it so I could have a full plane. However when I try to turn a copy into a collision mesh, even using the hull helper, it doesn?t work and just makes a generic ?shrink wrapped? version. I tried using basic shapes and they worked fine, perhaps there?s a way for me to import the original collision mesh somehow from the .mdl and clone it? I?m pretty lost here as to what to do to make the collision mesh. Thanks!
Commercial Tools / Re: Delete Faces Modifier
« Last post by wallworm on March 08, 2020, 03:13:47 pm »
I will look into it. For now you may want to use the SelectFaces Modifier with a Delete Mesh modifier above. This will likely solve your problem in the meantime.
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