Wall Worm 2.728 Released

Started by wallworm, December 11, 2015, 06:12:42 PM

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wallworm

Version 2.728 released on 12-11-2015

   * SMD Exporter: Updated the SMD Exporter to account for texture node transformations in the SMD UVs. Because of this change, existing VMTs with $basetexturetransform based on the texture transforms should be updated to no longer include the $basetexturetransform.
   
   * SMD Exporter: Optimization to increase export times of models.

   * SMD Importer: Fixed bug when importing an SMD into the scene and there is an error saying cannot convert undefined to class Node.
   
   * VMT Exporter: Updated the VMT Exporter to only export texture transforms when the WW Shader Parameters are on a material and the setting for Write Tex Transforms Into VMT is turned on. You must explicitly turn this on if you want it now and there is the WW Shader custom attribute on the material.
   
   * Settings: Added new setting named Write Texture Transforms to VMT in the global settings. When on, materials check for texture transformations when writing the VMT. When off, texture transformations are written only if the WW Shader custom attribute setting for Write Texture Transforms is on.
   
   * Materials: Updated the function to add a WW Source Shader custom attribute to materials. Now will automatically set the shader to VertexLitGeneric unless the object is tagged as a brush. For brushes, default shader is LightmappedGeneric.
   
   * Textures: Fixed vtfpath of WW Pro texture custom attributes sometimes getting a duplicate ".vtf.vtf" value at the end.



The updates above have a significant impact on the output of model UVs if you have transformed the texture coordinates in the bitmap parameters in the material editor. Formerly the material exporter would always account for those transforms in the VMT with $basetexturetransform, etc. Now that is optional (with the new global setting). When using the WW SMD Exporter, you should keep the new global setting for writing transforms off.

If you export a model and the UVS look wrong now, you may need to also re-export the VMT (material) so that the material file doesn't get the texture transforms anymore.

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