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Wall Worm News / Re: Wall Worm 4.0 Released
« Last post by wallworm on March 06, 2019, 05:54:16 AM »
The 4.0 release has a SMD export bug. Please download 4.0.1 for fix.
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Wall Worm News / Wall Worm 4.0 Released
« Last post by wallworm on March 05, 2019, 09:46:12 AM »
Version 4.0 released on 3-5-2019

   * Installation: Added an installer application for Wall Worm Pro and Wall Worm Free. See updated installation instructions.
   
   * Installation: Updated the update scripts to remove confusing notice about reactivating WW Pro on new installations.
   
   * SMD Exporter: Fixed bug in SMD Exporter for WW Free using versions of Max prior to 3ds Max 2018.2. The was causing meshes with a skin modifier to get deleted.

   * Modifiers: Added new modifier RandomElements for 3ds Max 2016+. This function will allow you to randomize objects per element (position, rotation, scale and UVs).
   
   * Entities: Added new function to display connections between entity inputs/outputs in the viewports.
   
   * Toolbars: Added button to display entity inputs/outputs and button to isolate selection of current entity selection and their inputs/outputs.
   
   * Displacements: Fixed bug with the Create Displacements function that would often create extra unused mesh snapshots of source brushes.
   
   * Settings: Updated default settings for Raw Materials to always use the $images shortcut when the raw path was blank. Previously, it could get set to $maps which is often an unwritable directory.
   
   * Starter Kits: Updated several player entities to spawn 8 units off the ground plane by default instead of 1 unit.
   
   * VMT Browser: Fixed crash when trying to load the game's VMT list and there is an unknown system exception. The exception is now caught. However, if there is an exception, the VMT browser will not actually load the the material list.
   
   * MDL: Added new function to load materials that are missing from MDL nodes. This function is found under Wall Worm > Wall Worm Utilities > Load Missing MDL Materials.
   
   * MDL: Added new function to generate Forest LOD nodes from a WallWormMDL node.
   
   * WWMT: Updated batch WWMT Exporter to export only one copy of a WWMT. Previously there could be a bug where a WWMT helper might export twice in a row.
   
   * LOD Tools: Added function to generate new LOD materials for WWMT Helpers with LODs.
   
   * Help Floater: Added details about whether WW Pro is installed or activated.
   
   * WWMT: Added macro to merge WWMT Helpers that share same material.
   
   * Settings: Fixed global settings for SMD exporter to honor user settings immediately across WW. Previously, the setting was not updating until after Max was restarted.
   
   * SMD Importer: Fixed the SMD importer not importing proper skin weights when the WW Engine is set to Goldsource.
   
   * VMF Importer: Fixed VMF Importer not classifying imported scene nodes.
   
   * Hull Helper: Added button in Hull Helper to align hull pivots to the rootnode for selected WWMT Helpers.
   
   * VMF Exporter: Updated VMF exporter to not duplicate props in export even if the scene manager got out-of-synch.
   
   * WWMT: Updated WWMT to check for Skin/Morpher/Morph-O-Matic modifiers or if picked node is a bone when creating a new WWMT. If any are detected, the new WWMT will not use $staticprop or Rotate Origin options even if global setting is set to use them.
   
   * Updater: Fixed MAXScript bug after updating WW and sometimes getting an error about an undefined function when opening a file.
   
   * Toolbar Installer: Fixed rare case of a MAXScript error when installing the toolbars (if the CUIX files are not writable).
   
   * Toolbars: Moved the Visgroup Manager button from the Level Design toolbar to the Grid and Nudge toolbar which contains other viewport management functions.
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WWMT Questions / Re: Runtime Error when Exporting Model
« Last post by AaronVB on March 04, 2019, 10:17:37 AM »
Updating to 2018.4 worked! I cant afford 2019 and i would have to make a new account to get a new student license for it. Thanks for the Help man!
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Bug Reports / Re: [v3.912] Breakable props clone if physicsmode is 3
« Last post by wallworm on March 04, 2019, 09:20:21 AM »
I have added a function to align pivot in the next update to WW which should come out soon.

I have also added a fix for seeing duplicate entities in next update. The quick fix, however (until I post the update), is to do this before exporting the VMF. Before clicking the export VMF button, click the Reclassify Scene Nodes (Fixes Items Skipped in Export) button below the button to export the VMF. The problem is that some actions/functions in WW will incorrectly classify an object that has already been classified -- causing the scene manager to think there are more instances of an object than should be. Reclassifying a scene will fix this.

Hint: If you Right-Click the Export Scene as Game Level button, it will also reclassify the scene before exporting.
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Bug Reports / Re: [v3.912] Breakable props clone if physicsmode is 3
« Last post by wallworm on March 04, 2019, 08:08:04 AM »
Thanks for the info and the suggestion. I will look into both.
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WWMT Questions / Re: Runtime Error when Exporting Model
« Last post by wallworm on March 04, 2019, 07:55:56 AM »
Yes, please let me know. I do recommend 2019.3 though as it is the most stable version of Max to date.
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WWMT Questions / Re: Models showing as triangles.
« Last post by wallworm on March 04, 2019, 07:53:59 AM »
There are several benefits of using quads because of the shortcuts you can use to select things geometrically. Quads allow selecting loops and rings on your geometry which is not simple to do with triangles without making extra calculations and assumptions. This is why swift loop works only on quads. So make an editable poly in quads and in Polygon sub-object mode you can select a quad then SHIFT-Select and adjacent quad to see how the selection grows; or in Edge sub-object mode double-click an edge to see the selection grow. Those shortcuts are only natively possible with quads.

With a triangulated mesh you need to resort to non-native functions that have to make geometric assumptions (as with Swordslayer's Heuristic Edge Select script ).
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WWMT Questions / Re: Models showing as triangles.
« Last post by Vanhorne on March 04, 2019, 06:08:15 AM »
What the actual benefit of using quads instead of triangles again, Wallworm? I'm just curious.
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Bug Reports / [v3.912] Breakable props clone if physicsmode is 3
« Last post by NG on March 04, 2019, 03:12:14 AM »
using csgo, setting a breakable prop_physics_multiplayer to Non-Solid, Client-side will create a duplicate.

Also, can we get a button to align the collmesh pivot with the model pivot?
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WWMT Questions / Re: Runtime Error when Exporting Model
« Last post by AaronVB on March 04, 2019, 02:33:35 AM »
Im currently updating to 2018.4. Ill ignore 2019.3 Thanks for the help, ill reply if it worked or not.
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