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Design Tools => Wall Worm Model Tools => Source 2 Model Exporting => Topic started by: wallworm on October 15, 2023, 10:43:48 AM

Title: Source 2 in Wall Worm Development
Post by: wallworm on October 15, 2023, 10:43:48 AM
I wanted to give everyone a heads up on where I am with Wall Worm in Source 2 along with a general roadmap.

First, I've planned on doing Source 2 for years, but I never felt the need yet because of limited games and documentation. CS2 forced my hand on the issue to a degree.

First, expectations. Although I am passionate about WW and maintaining it, the reality is that the amount of time I have for developing WW these days is relegated to the weekends. And truthfully, I often don't want to be at a computer on weekends. So it's really down to when I feel inspired.

Where I am with S2:

Right now I have tools to export WWMT to DMX and VMDL. The support is currently limited to creating a simple VMDL document that will reference the main meshes and collision hulls. My intent is to make WWMT functionality as robust for S2 as S1 but it will take some time.

Once I get enough personal testing of the current VMDL Export with mesh and hulls, I'll release it for testing.

VMDL Export support


Next:


VMAT Export support

I have not yet started on this. Since my understanding is that S2 is PBR, I might be able to simplify the material authoring with the PBR material that ships with Max.

VMAP Export support

I have looked at the VMAP format briefly and I understand it's a version of DMX. Hopefully I can get that done sometime in 2024.

VMDL Loader

Loading VMDL into Max like the MDL Loader is high on my priority but I would not expect it before the end of 2024.
Title: Re: Source 2 in Wall Worm Development
Post by: wallworm on December 17, 2023, 01:03:59 AM
I have gotten around of updates done internally. At this point here is what is supported:

WWMT:

Materials:

I'm hopeful that by the holidays I'll have Sequences, LODs, Skins and breakable props implemented. Once those basic set of features are done, I'll release an update to the public.
Title: Re: Source 2 in Wall Worm Development
Post by: wallworm on December 21, 2023, 09:47:09 PM
Features I have working as of now in my local build:

Title: Re: Source 2 in Wall Worm Development
Post by: wallworm on December 25, 2023, 08:45:43 AM
I now have support for exporting:

Title: Re: Source 2 in Wall Worm Development
Post by: wallworm on December 26, 2023, 11:52:46 PM
Now WW can export:

Title: Re: Source 2 in Wall Worm Development
Post by: wallworm on December 31, 2023, 08:55:19 PM
Now S2 support in WWMT in my local build for:

Title: Re: Source 2 in Wall Worm Development
Post by: wallworm on January 05, 2024, 09:02:00 PM
In my local build I now can export:

Title: Re: Source 2 in Wall Worm Development
Post by: wallworm on January 21, 2024, 04:51:26 PM
Title: Re: Source 2 in Wall Worm Development
Post by: wallworm on February 19, 2024, 10:50:28 AM
I got stalled out last month with my day job so I didn't make much progress since then. This weekend I troubleshooted some issues with exporting a VMap. Still digging into why some scenes are working and some are not.

Title: Re: Source 2 in Wall Worm Development
Post by: wallworm on November 03, 2024, 12:38:51 PM
I haven't had a lot of time to work on WW for several months. I learned this week that WW had been causing pop-up errors for CS2 because the FGD Parser in WW wasn't supporting some new changes in the FGD.

I took time to address that problem today and put out WW 6.2.

The items I want to look at next are proper Brush/Displacement support and Blend Materials. Those are the two items outstanding to get the full level design workflow in S2 on par with S1. As it stands, the brush export only works for single mesh brushes and the UVs are not correct. Displacement support is currently missing in full. I am hopeful I can find some time over the Christmas holidays to do that.
Title: Re: Source 2 in Wall Worm Development
Post by: wallworm on February 12, 2025, 01:36:52 PM
Just a quick update as I've had a few inquiries in the last couple of weeks. I'm still stalled on updating WW for S2 and haven't made appreciable progress since the last post. I still fully intend to continue the S2 work but just haven't had the energy after my day-job these days.

In terms of next steps, I still need to get proper brush/displacements exporting followed by more material exports. Blend materials is high on list and I also plan to add support for the OpenPBR material that is now in Max 2025.3.