Recent Posts

Pages: [1] 2 3 ... 10
1
Wall Worm News / Re: Wall Worm 4.0.29 Released
« Last post by wallworm on July 16, 2019, 08:59:50 PM »
Version 4.0.40 released on 7-16-2019

   * Settings: Added new setting for Simple Sky List Lookup. When on, the generation for the sky list in the VMF Exporter will only lookup skies in the current game's materials/skybox folder on the file system (skipping extra game paths and VPKs). This will speed up some unusual game configs.

   * VMF Exporter: Updated VMF Exporter to use the global sky list collection function.
   
   * VMT Importer: Fixed the MAXScript VMT Importer from having a MAXScript error on VMT commands starting with "HDR".
   
   * VMF Importer: Fixed MAXScript error when opening the VMF Importer floater and the native NVPX interface is not available.
   
###################################

Version 4.0.38 released on 7-15-2019

   * VMF Exporter: Updated VMF Exporter to have better camera positions derived from the Perspective view.
   
   * Sky Writer: Fixed bug creating a Sky Writer node with the Sky Writer floater.

###################################

Version 4.0.36 released on 7-8-2019

   * Convert Scene to Model: Fixed the Remove Tool Textures function not working.
   
###################################

Version 4.0.35 released on 6-26-2019

   * MDL Importer: Updated MDL to WWMT importer to keep the illuminationorigin helper in same layer as other model components.
   
   * Macorscripts: Added a new macro to read MDL names from a text file and import them to new WWMT Helpers in the scene. Can be run manually via this command: macros.run "wallworm.com" "WallWormImportMDLListFile"

###################################

Version 4.0.34 released on 6-25-2019

   * VMF Importer: Fixed orientation being incorrect on some scaled props using modelscale and uniformscale when importing a VMF.

###################################

Version 4.0.32 released on 6-20-2019

   * VMF Importer: Updated VMF Importer to set prop's scale in the viewport when loading a model that uses modelscale or uniformscale.

###################################

Version 4.0.31 released on 6-18-2019

   * Displacements: Fixed UI error in Displacement flags checkboxes.
   
   * VMF Importer: Fixed VMF Importer not importing displacement flags.
2
WWMT Questions / Re: Problems with ragdoll compilation.
« Last post by wallworm on July 15, 2019, 11:02:21 AM »
I am sorry I did not respond sooner--I was traveling.

Can you explain the steps you took to try and create the ragdoll?

You will need to make sure that the settings do not have $staticprop turned on. Also, you need to make sure to create a collision hull. This entails one convex mesh per bone that you want to use in the ragdoll.

Hopefully this helps get you on your way a little.
3
WWMT Questions / Problems with ragdoll compilation.
« Last post by Yaragondo on July 11, 2019, 01:18:08 PM »
Hi there, im trying to export a ragdoll but when it compiles and i run the game (Garry's mod) and spawn it, it's a static mesh instead of Ragdoll, What can i do to fix it? Who can create a tutorial of how to export a skinned ragdoll mesh.
4
Wall Worm Level Design in 3ds Max / Re: Conform displacements along mesh
« Last post by wallworm on June 29, 2019, 09:35:53 AM »
For questions like this, I prefer the forum because the answers/info have lasting value because of Google, etc.

However, if you do need to contact me or other WW users directly, you can join the WW Discord channel. You can join it from the WW menus under WW > WW Online > WW Discord Channel.
5
Wall Worm Level Design in 3ds Max / Re: Conform displacements along mesh
« Last post by VanderAGSN on June 29, 2019, 09:26:40 AM »
By the way, is there any way to contact you outside the forum personally? It would be great to chat in private messages if you don't against
6
Wall Worm Level Design in 3ds Max / Re: Conform displacements along mesh
« Last post by VanderAGSN on June 29, 2019, 09:24:25 AM »
I dream to put 16-32 GB of RAM :D I do not know how much is enough, but I hope that in the future this will be enough for wallworm. I have enough huge maps to edit them completely in 3ds max
7
Wall Worm Level Design in 3ds Max / Re: Conform displacements along mesh
« Last post by wallworm on June 29, 2019, 09:16:23 AM »
You are welcome.

Note, I do strongly encourage upping your RAM. 8GB is kind of low when working with sculpt meshes. I have a system with 12 that is OK, but my main machine is 64GB. I'd increase it to as much as you can afford.
8
Wall Worm Level Design in 3ds Max / Re: Conform displacements along mesh
« Last post by VanderAGSN on June 29, 2019, 08:56:48 AM »
I didn't know about the polygons commit. It could really help. I have a mesh that consists of 1800 displacements, and I still haven't been able to export it due of the huge RAM usage. Also thanks for the advice with displacement floater
9
Wall Worm Level Design in 3ds Max / Re: Conform displacements along mesh
« Last post by wallworm on June 29, 2019, 08:36:10 AM »
The main problem you had above is that the Conform Compound Object changes the geometry type of objects it's applied to and it also destroys the custom attributes that store the displacement data. As such, it isn't something you can use for displacements.

A more successful method would be to try this:

  • Bake your target mesh into a heightmap.
  • Add a Displace Modifier onto your Sculpt Mesh
  • Use the height map on the displace modifier and adjust strength

As for the RAM issue, you may simply need to accept this high usage for full commits. Here are a few tips:

  • To use less RAM/time, select polygons of sections of the sculpt you edited and then click the "Commit Selected Changes". This will only commit displacements belonging to selected sculpt faces and use less resources
  • If your RAM is running out and not releasing, try entering this into the MAXScript listener:
Code: [Select]
gc lite:false
EDIT: One more tip: I suggest using the Displacement Floater instead of Anvil now for displacements. This is found under WW > WW Level Design > Launch Displacement Floater as well as the displacement looking icon in the new Level Design Toolbars.
10
Wall Worm Level Design in 3ds Max / Re: Conform displacements along mesh
« Last post by VanderAGSN on June 28, 2019, 03:42:31 PM »
Another one question - how can I solve the issue related to memory allocation when displacement commit? I have 8 GB of RAM and 3ds max can easily allocate 6 GB, and then can successfully crash
Pages: [1] 2 3 ... 10