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Messages - wallworm

#1
Glad it works. Sorry I hadn't re-read more diligently earlier :)
#2
Bug Reports / Re: Conflict with FractureVoronoi script
November 04, 2024, 08:39:13 AM
Glad to hear :)
#3
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.
#4
Sorry, I re-read your posts from the beginning. Obviously I only skimmed some of the posts (probably between meetings at work) as I now realize what you are asking.

  • Use the Selection as Point Entity button you mentioned in OP
  • Once all have the entity, select them all
  • Run following snippet in MAXScript Listener:

for obj in selection do obj.model = obj.name
#5
Wall Worm News / Wall Worm 6.2 Released
November 03, 2024, 12:05:09 PM
Version 6.2.0 released on 11-3-2024

* FGD: Fixed the FGD Parser for CS2 in Max 2022+. There were changes in the CS2 FGD files that had stopped the WW Parser from working.
   
* FGD: Updated the FGD Parser to no longer use a messagebox to inform of parse errors. Now the errors are only put into the MAXScript listener.
   
* Convert Scene to Model: Updated the tool to clear the undo buffer to avoid potential crashes when using Undo with that tool.

* CSV Report: Fixed script error if running the CSV Report when no displacement functions had been loaded.
   
* Materials: Fixed MAXScript error when loading some older scenes created with Wall Worm.
   
* Security: Updated digital signatures for DLLs and EXE.
   
* Security: Updated build system to stop signing MAXScript files since the AdskSignTools.exe does not support modern certificate requirements.
#6
Bug Reports / Re: Conflict with FractureVoronoi script
November 03, 2024, 12:03:16 PM
Those are three lines of code to run in sequence in the MAXScript listener. Or open the MAXScript Editor and paste the entire lines and execute the script in full.
#7
The VMF Exporter is already set up to export the Source Model object type to VMF. Plop one down, set the World Model path in the MDL properties and export. It will include the position and rotations for that entity. The tools above are simply the way you make them.

If you don't have the game configured, the Source Model object will simply appear as a box--which will essentially be what you are looking for if you don't want to load in the MDL in the viewport.

#8
Bug Reports / Re: Conflict with FractureVoronoi script
November 01, 2024, 07:02:14 PM
Additional information:

To permanently turn on the Wall Worm Slice modifier options:

::wallwormSlicemodOps.AutoSliceMod = true
::wallwormSlicemodOps.saveSettings()
::wallwormSlicemodOps.initiateCallbacks()

or to permanently turn it off:

::wallwormSlicemodOps.AutoSliceMod = false
::wallwormSlicemodOps.saveSettings()
::wallwormSlicemodOps.initiateCallbacks()
#9
Anvil Bug Reports / [FIXED] CS2 FGD Parser Broken
November 01, 2024, 06:54:41 PM
There is a problem with the CS2 FGD Parser. I suspect that something has changed with the formats in the CS2 FGD formatting. I will try to get a fix for it soon.

UPDATE: Fixed in WW 6.2.
#10
You can place static prop entities directly in Max already. Simple configure WW for your game in the global settings and then you can add entities via the point entity tools.

game_config.png

Here you can see I configured WW for Black Mesa. Now all the entities are available in the Entity button on the Wall Worm Level Design Toolbar. When configured, you can load entities in via that menu, use the Wall Worm > Wall Worm Importers > Mass Model Fetch, or by going to the Create Tab in the Command Panel, changing the category to Wall Worm, and adding entity objects in the scene with the Source Model object type.

Those model nodes include a field called World Model. That will be the model that will load directly in Max, and the VMF Exporter will place those entities in the world when you export.
#11
Bug Reports / Re: Conflict with FractureVoronoi script
November 01, 2024, 06:41:41 PM
Thanks for reporting. I looked at that script and cannot fathom how WW is interfering with it (it doesn't seem to like the additional tools WW adds to Slice Modifiers).

Before running that script, click F11 and enter this code into the white MAXScript Listener:

callbacks.removeScripts id:#WallWormAutoSliceModID
Now the extra slice modifier properties don't get added to the objects and the script should work. Note that even though this addresses the issue for that script, the slice custom attributes being added are very valuable when manually adding a slide modifier, so once you have disabled that, you will need to re-enable if you want them back in the same session by running this code in the MAXScript Listener:

::wallwormSlicemodOps.initiateCallbacks()
#12
Thanks for your question.

So, as I understand it, you are wanting to select arbitrary meshes in Max (that are not already models in the game engine) and send that as a new VMF with new MDLs? If that is the case, see this document and video:


More info here:

https://dev.wallworm.com/document/218/convert_scene_to_model.html

#13
This defect is now fixed in Wall Worm 6.1.1.
#14
The Commit Sculpt Mesh function is currently broken in some versions of 3ds Max in WW 6.0.0. I'm looking into the problem.
#15
This is the first public release of Wall Worm with Source 2 support. Support is limited to Counter-Strike 2 version of Source 2 formats. Many features are still missing. To export WWMT and Materials to S2, you need to set your game's global settings to Source 2 engine.

Some info on features included on docs site here and here are instructions on setting up for S2.

Below are release highlights.

Version 6.0.0 released on 3-2-2024

   * Engine: Added Source 2 Engine support into several key areas of Wall Worm. Source 2 formats compatible with Counter-Strike 2.
   
   * WWMT: Added support for WWMT to export to VMDL format when the settings are configured for CS2 format of Source 2. Current features supported: Mesh, Hull, LODS, Materials, Textures, Sequences, Skins, Bodygroups,  Attachments and Breakable Gibs.
   
   * Entities: Added support for Source 2 FGD format in Max 2022+. MAXScript FGD parser does not support Source 2 format.
   
   * Materials: Added support for the PBR Material (PBRMetalRough) in Wall Worm. For Source, native support is for base_color_map and normal_map. For Source 2, all maps are supported.
   
   * VMAT: Added support for creating Source 2 materials. Currently limited to shader "csgo_simple.vfx".
   
   * VMAP: Added limited support to export an ASCII VMAP file. Currently only exports entities. The Mesh export is working except for normals.

   * System: Fixed Source compiler problems in many areas of Wall Worm from recent changes in Windows.
   
   * Settings: Updated the settings to automatically try to create missing folders if the settings define them but the folders do not exist.
   
   * Settings: Added new button to open the Wall Worm settings folder in Windows Explorer.
   
   * Settings: Updated the Create Local GameInfo function to get game paths from mount.cfg when creating a new gameinfo.txt file from Garry's Mod.
   
   * Entities: Updated FGD parser in 3ds Max 2022+ to set float spinners to default value of 0 if the FGD provides an empty default value for floats. Fixes malformed FGD issues.
   
   Entities: Updated the link buttons in entities pointing to WallWorm.com and the Valve Developer community to buttons that call a method to open the browser rather than using the Hyperlink control. This alleviates the security warning that happens when using the ShellLaunch() command in embedded scripts as the entity custom attributes are embedded in scenes.
   
   * Materials: Updated Material Exporter to exclude some common tool materials from the export list so that the exporter UI is less cluttered.
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