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Messages - wallworm

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1
Wall Worm News / Summer Sale
« on: June 17, 2019, 01:14:17 PM »

2
Wall Worm News / Re: Wall Worm 4.0.29 Released
« on: June 17, 2019, 09:55:19 AM »
Version 4.0.30 released on 6-17-2019

   * Hulls: Added new Macro to create a hull from face selection then hide those selected faces. Found in Hull toolbar.

   * Displacements: Added new text to record date and time a sculpt mesh was last committed.
   
   * Displacements: Updated function to create a sculpt mesh to skip displacements that are in XRef Scenes or Closed Containers.
   
   * Problem Checker: Fixed a bug with the problem checker with some settings.

3
General Discussion / Re: importing light colour and brightness?
« on: June 04, 2019, 09:59:36 AM »
OK, maybe I now understand what you are talking about.

If you are using actual entities inside Max (so created the light via the Point Entity rollout) then you will see the actual Source Engine properties for the light in the Entity Properties rollout. Those will have a 1-to-1 conversion from Max to Source. So you should use this method for the lights and set the values via the Entity Rollout. You will see that for the Color pickier in that rollout there is an intensity spinner below the color.

When setting this value, the native light multiplier will automatically update to mimic what the values should be inside Max (for rendering in Max). Note that because the units are different, to get an expected value you should set the global setting for Light Multiplier in Level Design Settings (global setting) to a value that makes Max light units match Source. You may find this value should be 20 or 200... so you will need to experiment some.

For lights that are not tied to entities, the brightness value will always be the light's light multiplier times the global light multiplier setting. Note, however, that the light multiplier is actually saved in the VMF export settings so if you export once now you will need to change the VMF Export light multiplier setting. (This ensures that different users exporting the same scene with different global settings will still export the same light values for lights not tied to entities).

4
General Discussion / Re: importing light colour and brightness?
« on: June 04, 2019, 09:12:53 AM »
Sorry I took so long to respond. I've been away from my office a lot in the last month.

I haven't got an update for you yet as it's not a problem I'm ever seeing. We may need to do a screen share at some point to get to the bottom of this faster. Contact me via Discord and we will arrange a time. The WW discord channel is accessible via the WW > WW Online > Wall Worm Discord menu in Max.

5
Wall Worm News / Wall Worm 4.0.29 Released
« on: May 22, 2019, 08:48:55 AM »
Version 4.0.29 released on 5-22-2019

   * WWMT: Fixed bug pressing some sequence buttons before a sequence has been made/selected.
   
   * WWMT: Fixed a typo in the Sequence rollout for Event Frame that was labeled incorrectly as Weight.
   
   * WWMT: Fixed an extra space being added to some sequence event commands when picked from the dropdown.
   
###################################

Version 4.0.28 released on 5-21-2019

   * WWMT: Fixed bug adding Sound Events to a Sequence.
   
   * WWMT: Updated the Activity field to trim newlines.
   
   * WWMT: Updated bodygroups to inherit the main WWMT setting for Material Name Method when exporting the main WWMT.
   
###################################

Version 4.0.27 released on 5-9-2019

   * Batch Level Importer: Updated import times when using the Update Only if Newer option.
   
   * Snaps: Updated Auto Snap Mode to switch mode even when snaps are not enabled because a user may enable snaps after switching viewport types.
   
   * Quick Hull: Updated Quick Hull to move the pivot of any hull generated by Quick Hull to the pivot of the WWMT Helper. Previously only worked with $staticprop.

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

Version 4.0.26 released on 5-6-2019

   * VMF Importer: Fixed bug when setting spawnflags if the current spawnflags value in an entity is corrupt.
   
   * Batch Level Importer: Added new option to only import VMF files if the VMF is newer than pre-existing imports.
   
   * VMF Exporter: Fixed VMF Exporter to print correct spawnflag values for WWMT Helpers that have point entities tied to them.

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

Version 4.0.25 released on 5-5-2019

   * VMT Exporter: Fixed bug exporting VRay Material to VMT.
   
###################################

Version 4.0.24 released on 4-19-2019

   * Security: Digitially signed some files that were not signed in recent updates.

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

Version 4.0.23 released on 4-19-2019

   * QC Importer: Fixed the QC Importer MAXScript error on some occassions.
   
   * VTF Exporter: Fixed bug exporting IFL files to animated VTF if the file name was shorter than 4 characters long.
   
###################################

Version 4.0.22 released on 4-18-2019

   * SMD Exporter: Updated SMD Exporter to run the Calculate function on any mesh that has an active ProOptimizer/MultiRes modifier but the modifier isn't currently calculated. Alleviates issue when exporting a model when the scene was re-opened and Calculate hadn't run.
   
   * Materials: Updated the material importer to set proper blend settings for WorldVertexTransition when using later blend shaders.
   
   * SMD Importer: Updated the SMD Importer to no longer use imported meshes as the bones in models.
   
   * SMD Importer: Fixed bug importing SMDs in some versions of Max.
   
   * QC Importer: Fixed the QC Importer not always importing Texturegroups from QC.
   
   * QC Importer: Fixed hitboxes not importing correctly if bones had spaces in their names.
   
###################################

Version 4.0.20 released on 4-8-2019

   * MDL: Updated MDL class to get the $illuminationorigin, $mass, $opaque, $mostlyopaque, $constantdirectionallight from model data (3ds Max 2018+).
   
   * MDL: Updated the MDL-to-WWMT function to properly set the recently added parameters ($opaque, $illuminationorigin, etc) on WWMT Helpers created via a MDL (3ds Max 2018+).
   
   * MDL: Added Bone and Skin import functions from MDL (3ds Max 2018+).
   
   * Settings: Added function to list all available skies in current game to the default sky list (including from VPK for Max 2015+).
   
   * Settings: Updated Settings GameConfig parser to assign a default sky from the actual current game for many games.
   
   * VMF Exporter: Updated VMF Exporter to get sky list from current game (including from VPK for Max 2015+).
   
   * VMF Exporter: Fixed bug exporting a scene to VMF if the scene had previously been exported to a drive that no longer exists.
   
   * SMD Importer: Fixed MAXScript error importing SMDs in Max 2016 and older.
   
   * Alpha Spec: Fixed Alpha Spec not having correct premultiplied alpha setting.
   
   * Displacements: Added new button in Displacement Floater to reset selected displacements to their pre-sculpted/pre-painted states.

6
Thank you for the detailed report.

Since Max 2008, 2017 was the only version that I rarely used because when it came out I had so many graphics-related issues. I only test on it minimally at this point because 2019/2020 are so stellar. My only suggestion would be to make sure you have the latest updates for 2017 (all the product updates).

For Black Mesa, we regularly have thousands of displacements in a scene at once in a sculpt mesh with no issues. But our team is synched onto 2019/2020.

Also, please check your inbox. I've sent you a private IM.

7
General Discussion / Re: importing light colour and brightness?
« on: May 06, 2019, 11:29:09 AM »
I will need to investigate. The colors and settings are always working for me so I will need to have more info and look into it.

* What version of Max (and what service packs).
* What version of WW
* WW Free or WW Pro

8
Thank you for the detailed report on your problem. How much RAM do you have exactly?

This looks like a tricky issue. We may need to try to troubleshoot this via another avenue at the moment. Can you reach out to me via the WW Discord channel (you can join via the Wall Worm > Wall Worm Help floater and click the button labeled Ask for Help on Discord.

9
General Discussion / Re: importing light colour and brightness?
« on: May 01, 2019, 08:45:44 AM »
The colors have always matched for me in all imports. Do you have WW properly configured with CSGO (the FGD pointing to the csgo.fgd in global WW settings)?

Note that in WW, the color implementation is broken into a color picker followed by a brightness spinner.

10
Wall Worm News / Re: Wall Worm Featured on Autodesk Blog
« on: April 23, 2019, 09:16:24 PM »
I had an opportunity to speak for Autodesk at GDC. Video below:

https://vimeo.com/330092252

11
Level Design Contests / Re: Wall Worm Level Design Contests
« on: April 23, 2019, 09:29:40 AM »
I have updated to base contest rules in anticipation of a new contest coming soon. Changes include:

  • Updated the Allowed Plugin List
  • Removed requirement to use sponsor plugins. Now usage adds bonus points for judging instead of being required.
  • Removed requirement to make a 2D sky with Sky Writer. Now usage of Skywriter adds bonus points for judging instead of being required
  • Removed requirement to make a 3D sky with WW Sky functions. Now usage of 3D sky functions adds bonus points for judging instead of being required
  • Reduced percentage of required custom props to 10% of unique props in level

12
You will need to explain more. What is a PMX file?

14
Wall Worm News / Re: Wall Worm 4.0 Released
« on: April 08, 2019, 01:56:01 PM »
**Version 4.0.20 released on 4-8-2019**
* MDL: Updated MDL class to get the $illuminationorigin, $mass, $opaque, $mostlyopaque, $constantdirectionallight from model data (3ds Max 2018+).
* MDL: Updated the MDL-to-WWMT function to properly set the recently added parameters ($opaque, $illuminationorigin, etc) on WWMT Helpers created via a MDL (3ds Max 2018+).
* MDL: Added Bone and Skin import functions from MDL (3ds Max 2018+).
* Settings: Added function to list all available skies in current game to the default sky list (including from VPK for Max 2015+).
* Settings: Updated Settings GameConfig parser to assign a default sky from the actual current game for many games.
* VMF Exporter: Updated VMF Exporter to get sky list from current game (including from VPK for Max 2015+).
* VMF Exporter: Fixed bug exporting a scene to VMF if the scene had previously been exported to a drive that no longer exists.
* SMD Importer: Fixed MAXScript error importing SMDs in Max 2016 and older.
* Alpha Spec: Fixed Alpha Spec not having correct premultiplied alpha setting.
* Displacements: Added new button in Displacement Floater to reset selected displacements to their pre-sculpted/pre-painted states.

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

Version 4.0.14 released on 3-29-2019
* MDL: Added checkbox for the Create WWMT from MDL buttons in MDL modify tab to weld verts. When on, the resulting WWMT mesh will have the vertices welded. ALways welds for staticprop.
* LODS: Updated functions to generate LODs to tie LOD positions to source mesh positions.
* MDL: Updated functions for converting MDL to WWMT to always weld verts if the MDL is a $staticprop.
* WWMT: Updated WWMT function to generate LODs to automatically hide all the LOD meshes. Previously, all LODs were visible in viewport.
* LODS: Fixed a rare MAXscript error in LOD custom attribute.

15
Gamma Correction is the problem.

Your solution is this: In Customize > Preferences > Gamma and LUT, turn OFF the Enable Gamma/LUT Correction.

You may need to re-import the scene into Max to get correct results in Max.

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