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Messages - wallworm

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1
Wall Worm News / New Level Design Video
« on: September 15, 2019, 07:55:00 PM »

2
Wall Worm News / Wall Worm 4.0.52 Released
« on: September 13, 2019, 12:11:26 PM »
Version 4.0.52 released on 9-13-2019

   * Settings: Fixed settings not keeping separate default model/material path lists between presets.
   
   * VMF Exporter: Updated default non-textured UVs on brushes to use UV coordinates that align to world X/Y/Z axis.
   
   * VMF Exporter: Updated VMF Exporter to not always make material names upper case. Breaks with Hammer-convention but makes VMF data match case of actual assets.
   
   * VMF Exporter: Fixed missing entity data when tying an entity to some native brush objects like CorVex, ShellVex and Arch. Requires Entity Definition reparse.
   
   * VMF Exporter: Fixed Arch Primitive being excluded in VMF Exporter.
   
   * Entities: Fixed error when using the button to add brushes to an existing brush entity and picking the original entity.

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Version 4.0.50 released on 9-10-2019

   * Settings: Added settings checks when loading up settings. Looks for missing paths and prints in the MAXScript listener if there are problems when loading settings.
   
   * VMF Importer: Added verification of proper game settings to make sure that the global settings have proper values for required settings like the FGD, etc. Fixes errors when importing a scene and data is missing because of incorrect settings.
   
   * VMF Importer: Added support to import cameras made in Hammer.
   
   * Sky Writer: Fixed Sky Writer not rendering textures if the sky name had a newline in the name.
   
   * Sky Writer: Fixed MAXSript error when hitting compile cubemaps and the reflect map storing the cube sides was missing textures.
   
   * System: Fixed problem with the WW Map Paths for the session getting cleared on scene reset.
   
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Version 4.0.49 released on 9-3-2019

   * Sky Writer: Updated Sky Writer batch files to use /D to change drives, fixing some problems with the compiler sometimes not running based on installation paths.

   * VMF Exporter: Added materials/texture transforms caches so that names/texture transforms/sizes are not calculated per object but just once per material in scene.
   
   * VMT Browser: Updated VMT Browser to not add ".vmt" to end of material names when adding to the scene.

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Version 4.0.48 released on 9-2-2019

   * UVW: Updated VMF/SMD exporters to use proper UV settings with the BitmapTexture Crop setting. Previously, most V offsets were incorrect when using BitmapTexture Crop.
   
   * MDL Import Utilities: Added function to select props in current scene based on specified parameters.

3
Wall Worm News / Re: Wall Worm 4.0.29 Released
« on: August 27, 2019, 09:22:17 PM »
Version 4.0.46 released on 8-27-2019

   * System: Updated several batch file generators to use /D to change drives, fixing some problems with some functions not running based on installation paths.
   
   * MDL to WWMT: Updated function to create a WWMT from MDL to always weld vertices of hulls for a staticprop.
   
   * Importers: Added MDL Import Utilities to load MDLs from VMF/Text files for mass editing.
   
   * VMF Exporter: Updated colors in VMF Exporter's compile console window to be more readable.
   
   * System: Added functions to automatically checkin/commit files for Git/SVN/Vault. No UI to administer yet.
   
   * Convert Scene to Model: Updated the Explode by Material function to properly set all new WWMT helpers to use the same Material Name Method as the original WWMT.

   * Plugins: Added new Tunnel Block settings for the Arch Primitive (WW Pro Pack).

4
Wall Worm Level Design in 3ds Max / Re: Brush not in same place in-game
« on: August 21, 2019, 04:35:06 PM »
Are you still having this problem? I've not seen this happen and would like to know if there are any specific steps that may have caused it.

5
Wall Worm News / Re: Wall Worm Pro Pack
« on: August 07, 2019, 05:17:16 PM »

6
Wall Worm News / Wall Worm Pro Pack
« on: August 06, 2019, 04:47:50 PM »
There is now a version of Wall Worm Pro called Wall Worm Pack. It includes Wall Worm Pro with all the extra plugins from Wall Worm, like CorVex, Normal Tools, Brushify etc. It even includes a plugin called Rocky that was never released individually.

Get you complete level design kit now with Wall Worm Pro Pack!

7
Wall Worm News / Re: Wall Worm 4.0.29 Released
« on: August 06, 2019, 04:45:25 PM »
Version 4.0.43 released on 8-6-2019

   * Convert Scene to Model: Added option to set Surface Property.
   
   * Convert Scene to Model: Added better compatibility with RailClone nodes.
   
   * Export WWMT To Source Models: Updated function to turn off opening props in HLMV if more than 16 WWMT models are exporting. This alleviates massive system lag when there are dozens of HLMV windows open.
   
   * Utilities: Added a Railclone Pro script to make multiple versions of a railclone per selected spline. Found under WallWormUtilities/3rdPartyDependent.

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Version 4.0.41 released on 7-19-2019

   * MDL Importer: Updated MDL Importer to always place props' layers inside the Imported Models layer (Max 2015+). Previously, a MDL's layer would only get put into the Imported Models layer if the Imported Models layer did not already exist.
   
   * MDL Importer: Updated MDL Importer to always nest imported assets into layers representing the MDL folder paths (Max 2015+). Previously, a MDL's layer would not always include a full folder tree in the layers.
   
   * VMF Importer: Updated the VMF Importer to set WallWormMDL nodes' names to include the MDL file used for that node if the node is using a model. For example, a node previously named "prop_static001" will now be named prop_static_modelname_001" (where modelname would have been modelname.mdl in the game).

8
General Discussion / 3ds Max Indie now available
« on: August 01, 2019, 12:14:07 PM »
For years now I've been promoting 3ds Max to the masses. I've always had a love affair with 3ds Max, so it's natural for me. However, many students, hobbyists and freelancers have always balked at Max because of the cost. Max has never been a small investment. So many have avoided Max on cost alone. That appears to be changing.

Autodesk announced at Siggraph this year the release of 3ds Max Indie. This version is a fully-functioning version of Max for anyone living in certain regions and making less than $100k per year on design work. At this time it's limited to Australia, Canada, New Zealand, the UK or the US. Hopefully this initiative will expand to other regions.

So if you ever wanted to work with a commercial license of Max at an Indie rate, now is your time!

And while you're at it, don't forget to add some Wall Worm tools/plugins to your collection of tools :)

9
Thanks Joris for helping out.

Normally when it comes to importing a VMF, all the materials and textures should appear correctly in the viewport for you automatically. If the materials/textures are missing, it most likely means one of two things:

  • If using Max 2014 and older, you did not extract the VMT/VTFs from VPK and convert VTFs to TGA files.
  • If using Max 2015+, it likely means WW is not properly set up to find all your assets for your game.

To set up WW correctly in Max 2015+, see Anatomy of a Design Team for a comprehensive breakdown. If you are working in GMod, make sure to also read Gmod and Wall Worm.



In terms of the UVs, brush UVs can import incorrectly if the textures are not found. So check the documents above.

In terms of converting your VMF imports into props, look into this document: Convert Scene to Model

10
Wall Worm News / Re: Wall Worm 4.0.29 Released
« 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.

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Version 4.0.36 released on 7-8-2019

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

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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.

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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.

11
WWMT Questions / Re: Problems with ragdoll compilation.
« 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.

12
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.

13
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.

14
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.

15
Wall Worm News / Summer Sale
« on: June 17, 2019, 01:14:17 PM »

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