WWMT 1.75 Released

Started by wallworm, February 03, 2012, 04:38:45 PM

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wallworm

I have made a very large update to the Worm Toolset. Here is the changelog:

Version 1.75 released on 2-3-2012

• Added alternative WWMT SMD Exporter, which is a new MAXScript implementation not dependant on an external SMD exporter. Not as fast as the SDK exporters (Wunderboy and Cannonfodder). This new exporter allows you to export arbitrary mapping channels (see below) and will also supports the Shell Material (It will use the Baked Material in the Shell for export).

When Wunderboy SMD Exporter 1.7 is released, I will recommend you use that one as it will accomodate the same new features I've added here and will work faster. However, until it is released, you can utilize this exporter if you need the features in it.

You can always switch between the exporters in the WWMT Settings floater.

• Added UVW Channel control. You can now choose which UVW channel the SMD Exporter will use. (Only works with Wunderboy SMD Exporter 1.7+ and WWMT SMD Exporter 1.0+).

• Added Quick Hull functionality to the Collision Hull rollout. This function is dependant on you having either Convexity or a version of Max that includes MassFX and/or the nVidia PhysX plugin.

• Fixed some MAXScript exceptions that happened when picking some buttons in the Collision Hull rollout in some circumstances.

• Updated materials on SMDs. You can now use any arbitrary Material. Note that for any material other than Standard (and Standard in slots of a Multi/Sub-Object Material) and the Shell* Material, the name of the material translates to the SMD face material name. (*Note: the Shell Material acquires the face material from the Standard Material in the Baked Material of the Shell Material and is only supported in this manner with the WWMT SMD Exporter. The Wunderboy SMD Exporter 1.6 will still only use the name of the Shell Material but may change in the near future when 1.7 is released.)

• Changed the naming convention of Sequence SMD files. Previously, the file name was simply based off of the name of the Sequence in the UI. Because that could lead to files being over-written if two models in the same path used the same sequence name... the sequence file names are now updated to follow this pattern: ModelName + "_sequence_" + sequenceName + ".smd".

Example: If your model name is "myModel" and it has a sequence called "startMove" the associated sequence SMD file is now named myModel_sequence_startMove.smd .

• Updated Sky Writer to create HDR bitmaps (as EXR/DDS files that you can turn into PFM files in Photoshop). Still need to update cameras to take shots in the same cardinal directions as in Max. At the moment, North comes out as South, East as West. The image is fine but if you need the sun angle to be identical in direction, you need to be aware of this. A fix will come soon.

• Updated Select/Show/Hide Hull buttons to redraw views upon being clicked. Previously, the show/hide would not display until a button was clicked or the viewport changed in Max 2012.

• Updated the functions for applying smoothing groups to the collision hulls. Previously, the functions would only work accurately on hulls that are an editable poly--and it unnecessarily applied a Smooth modifier to other types of geometry. The current implementation will work on both Editable Poly and Editable Mesh. It will also only add smoothing if there are multiple Elements in any individual hull objects.

• Added new global setting to make new models default to $staticprop when turned on in the WWMT configuration floater.

• Added basic brush export support to VMF Exporter. No UVW mapping yet.

The VMF Exporter will currently export the following things:

◦Brush Geometry* (with Smoothing Groups, Material Name applied).
◦All WWMT models as props
◦Your Sky Writer as VMF sky
◦WW Displacements
◦Cameras
◦Convexity Point Entities
◦Convexity Brush Entities

*The brush exporter will only export items that you have assigned as Brush Geometry with the Add Brush Geometry button in the WW Displacement Tool UI or Convexity Walls/Floors.

There are several features that need to be implemented. The two main features are brush geometry UVW and lights.

• Added a Tool Brush Material Library into the WWMT package. You will find it in the WWMT download in a folder called materiallibraries. The file is "wallworm_source_tools.mat" which you can open with the Max Material Editor. Applying the material (like NoDRAW, Sky, etc) will translate into the VMF.

• Added a new submenu in the main WW menu in Max for exporters. You will need to go to the WWMT settings and click Add To Menu to get the updated menu. It includes a button to export scene as VMF and one to export all selected WWMT models to Source.



Like usual, the documentation for this update is currently limited to the changelog. In other words, you have to play around with it to learn something if I haven't yet documented it. I do plan on updating the entire Wall Worm website soon to be easier to navigate and keep up-to-date.

A few words, though.

First, I want to point out that the new SMD Exporter is a result of wanting some new options than the current SMD Exporters have not yet offered. All of the features I've added will actually be in the next release of Wunderboy's SMD Exporter... and I have been collaborating with Wunderboy on the new version. This new addition is not my attempt to usurp anything from Wunderboy as I hold him in high regard and love collaborating with him. The change is made simply because he has had limited time and the new features were ones that I've been wanting for WWMT for a year now. When Wunderboy gets 1.7 released, my recommendation is that you'll want to use his because it is a compiled plugin that works faster than the MAXScript version I've included in WWMT.

One benefit of this addition will be the next time an update to the Max SDK breaks compatibility with plugins--it will mean that WWMT will continue to work in the interim before Wunderboy is able to compile a new version. If the current trends continue, that will probably happen in 3ds Max 2014.

Secondly, the new VMF exporter is not finished. It's almost there... but the UVW coordinates on brush faces are incorrect. At the moment, until I've fixed that, any VMFs exported with the Worm exporter will need to have the texture coordinates fixed. You can do this in Hammer by clicking Map > Check for Problems and selecting/fixing all items that say that there is a texture perpendicular to its face.

If you happen to have technical understanding of Max/MaxScript/VMFs... feel free to help me solve this dilemma. I've posted more details over on the Area Forums. Although I have a lot of experience programming, my 3d math skills are not what the kids would call epic... so solving this has proven frustrating.

If you happen to own Convexity, you will get the added benefit of being able to create point entities and brush entities inside your Max seen too and the exporter works just fine. I may add Entity Input/Output too... but honestly I'd probably need more motivational donations to take that task up anytime soon :) I'm already grumbling to myself because the next version of Max is around the corner and there is that Subscription fee no one looks forward to...

Please report any bugs you find. It's best to submit them here is the forums so that other users can see/discuss. And it is easier on me to respond to a thread once or twice than six different emails :)

Enjoy!

K@rt

Absolutely amazing workftp://. You people have to try this, you really won't believe the possibilities it opens up... If nothing else it means you can make models whilst still having a social life. So next time you're relaxing in a bar because you didnt have to make the .qc, the mesh, the lods etc, etc etc, just remember Shawn hard work and donate a little so he can  have a. beer too. Oh, did I mention?! You can also make you maps in max!!!!!

wallworm

Quote from: K@rt on February 03, 2012, 10:23:26 PM
you can make models whilst still having a social life...

Gulli... you must not have read the FAQs--that is common knowledge (see last item)! :)

TO be fair, there has been a way to make maps in Max for years with Maple3D's Convexity (one of my all-time-favorite tools). Even though the Wall Worm VMF Exporter is overlapping the Convexity VMF Exporter... it is not supplanting Convexity in any way, either. The real benefit of the Wall Worm VMF Exporter is that it will export all the displacements and models along with convex world geoemtry and entities (whereas the CVX version doesn't send out the displacements and models).

And until I've figured out the Brush Face UVW mapping, CVX has an advantage for getting brush geometry into Hammer.

I want to make it clear to everyone that even though this exporter may supercede the Convexity VMF exporter when finished (for Wall Worm users at least), it doesn't mean that you shouldn't get Convexity. Far from it! You explicitly need Convexity if you want to add point/brush entities inside 3ds Max; furthermore, the design tools of Convexity are unmatched. I recommend that all Wall Worm users buy a copy of Convexity as it is one of my favorite tools that I hope grows with more users.

I have added Lights, Visgroups and Grid Spacing to the latest local version of the toolset (1.751)... which I will load to the Internet as soon as I've tested it more.

wallworm

Loaded 1.751 today. Added lights, layers and grid spacing to the VMF Exporter.

Still banging my head on the world brush UV axis calculation.

wallworm

I released 1.752 today. Added MR Sun to the light exporter in VMF Exporter.

Also... fixed Sky writer to output in the correct sky orientation.

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