prerogative

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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!
3
The FGD data made the radius be a string (with text input) for several entities :

Code: [Select]
radius(string) : "Max Audible Distance" : "1250" : "Maximum distance at which this sound is audible."
Here are the entities that I see this problem going to occur from base.fgd :

  • ambient_generic
  • env_physexplosion
  • physics_cannister
  • trigger_proximity
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I want to try and get an idea about how many people this will affect as well as how many scenes. I need to know if it's worth my time to built this function.
For me, specifically for Daigo, won't be a problem because I hadn't any ambient_generic entities. Not sure about other entities (prop_static also have a radius option for visibility optimization), but I'm 100% positive I haven't dabbled with any of the radius values on any possible entity in my scene, aka they're all the default as it is in Hammer.
5
I'm going to add an update to WW soon that has a visual helper for the radius of some entity parameters (like for env_soundscape and ambient_generic). The problem is that to do this correctly, I need to make sure that the parameters for these functions are float values. Unfortunately, due to the way the FGD files are written, the radius parameter for some entities (ambient_generic, for example) were stored as strings instead of floats. In my update, these will convert to floats. But here is the catch--the update to Custom Attributes that changes a parameter type does not allow the current value to propagate. This means that any existing scenes will get the default value applied to all ambient_generic radius values.

I can write a function that can embed the current value that can later be retrieved into the updated entities, but it must be done on a scene BEFORE updating to the version of WW that has these entity updates.

I want to try and get an idea about how many people this will affect as well as how many scenes. I need to know if it's worth my time to built this function.
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Bug Reports / Re: Max 2018 - Module not found
« Last post by wallworm on August 24, 2020, 10:56:51 am »
What version of Windows are you on?
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Bug Reports / Re: Max 2018 - Module not found
« Last post by xderpx on August 21, 2020, 07:25:18 pm »
No luck :(. I uninsalled wallworm pro, searched for any left over files and removed them. I downloaded wallwormpro 5.0.36 and installed it. The same issue remains.
The version of Max it says I am using is "2018.4 Update" and below it "20.0 - 20.4.0.4254"
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Bug Reports / Re: Max 2018 - Module not found
« Last post by wallworm on August 21, 2020, 06:22:44 pm »
Can you retry installing Wall Worm now you are on latest version of Max 2018?
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Bug Reports / Re: Max 2018 - Module not found
« Last post by xderpx on August 20, 2020, 12:20:02 am »
No luck. I just updated max to 2018.4 but the error remains.
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General Discussion / Re: WWMT Helper significantly slows down the FPS of the viewport
« Last post by Feel on August 18, 2020, 05:14:46 am »
it does:( i apologize for starting this topic without fully discovering the problem,
Thank you anyway:)
by the way when i convert text shape to editable poly everything is ok

Could u suggest any trick how can i scatter my props without helpers mb?
and before compile link those to proper WWMT helpers.
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