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Messages - Steeldrgn

#1
Ahh I see. I did tag it as as a brush and then made the displacements. That makes sense. Thank you again.
#2
Ok so sealing the whole thing in stopped the displacement issue but now it won't compile at all and has no error. Do you think you have any clue as to what the problem may be? It stops on the WriteBSP step and crashes. It only crashes if displacements are there. Other world brush geometry allows it to run fine.

Edit: So I was actually able to fix the problem by deleting the underlying world brush that I used to create the displacement. Is that what I was suppose to do? I thought you could leave the brush there and just manipulate the displacement/sculpt mesh.
#3
Right now I'm using the Left 4 Dead 2 Authoring tools. I'm not sure if that would be a problem.

I have created only 1 box primitive and divided it into 4x4x1 segments. I then put a poly select modifier onto the box and select the top faces. From there I create the displacements from only the top polygons selected. I export the map out and import into hammer. I see the displacements and when I go to run it, it gives me that error and crashes VBSP.

Here are some pics of the process.



#4
Well the fact that it gives me that error, vbsp.exe just crashes so it never actually finishes creating the BSP file. Any way around that?
#5
So I have used WallWorm tools before for a map that I was working on. I put that project on hold for a while but now I want to start again. I've decided to just start fresh from the beginning.

So my problem right now is just making displacements for the map. I am successful at making displacements from a plane and from a box and just selecting faces. However, when I import into Hammer and try to compile and run, it always gives me the error that it "Found a displacement edge abutting other edges." I haven't modified the displacement in anyway. It only happens when I make a box and selecting polygons and selecting the polys to displacement option. I can make one displacement and it works fine. However, with multiple displacements, this error occurs.

I am not sure what I am doing wrong and I have spent hours just trying different ways of making displacements and googling the problem.

Thanks,
Steeldrgn
#6
Usually this is a problem with pathways to the programs you are trying to access. Here is a solution that is on the official Valve developer site.
https://developer.valvesoftware.com/wiki/Can%27t_find_steam_app_user_info.

I have had problems with it before like you. I would recommend you reinstalling or verifying the cache for the SDK tools if the above does not work.
#7
Bug Reports / WW 2.0 Beta Test
April 21, 2014, 10:47:09 PM
So with WW 2.0 beta, it seems that there were some errors when trying to export my VMF with the displacements.

The first thing I did was use the same scene that exported before but had errors loading in Hammer and re-exported with WW 2.0. This produced an error and looking at the Maxscript listener it seems to be something with the materials. I tried to fix it by making a new material and just placing, clicking send to displacements but that didn't fix the issue.

Issue 1:


Issue 1 Cont:


After that I thought it was just a problem with the previous displacements I had so I deleted it and created new displacements, edited it a bit and just exported that VMF. Again another error occurred but this time it was unknown.

Issue 2:
#8
Oh ok. I'll wait for the update then. I was gonna add you to get the new update but i've been busy with errands and stuff. Thanks again.
#9
Nvm it didn't actually work. After finishing up the displacement it went back to the same problem. It probably is because of the grid. Can i move the displacements on the grid after i've commited changes?
#10
Thanks for the quick reply yet again. That did fix it. I was wondering why too precise coords would be a problem for displacements?
#11
Well it seems like I have yet another problem that I cannot fix.

So I am making a displacement for terrain building and basically it works fine for a while and I'm exporting it out at intervals to check to see if it works. However, eventually at one point when I open it in Hammer, it would freeze up when it is "Reading Chunks" and is stuck at 5% and thus I have to just end it through the task manager. I have let it sit for about 10 minutes to see if it was just a loading issue but it wasn't.

I have tried pinpointing the problem by deleting the displacements and remaking them. Is there a point where u can't deform the displacement as there is too much deformation? What is a workaround for this? I'm going to send you my file again and it's at the point where it would freeze up in Hammer.
#12
Alright, thanks for tips. I'll try it out and let you know how it goes. Thanks again!

I definitely enjoy this tool as it has made map making so much easier than doing it in Hammer. I will definitely share screenshots of what I am doing as I am pretty excited about this map.

You have done the Source modding community a great favor and I thank you for that. I can't wait to try out WW 2.0!

Edit: So after playing around and using your tips, it works beautifully. Thank you so much for the quick reply! This headache has been going on for a couple days and only when I exhausted my knowledge and Google skills did I decide to ask here. You are amazing and keep doing what you are doing. Thanks!
#13
Thanks for the reply. I will send you the archive. I have tried exporting both the WWMT model and the VMF but that did nothing.
#14
Hi,

So I have been trying to export static prop models using Wall Worm model tools but have been having some problems.

The problem is that when I export the static props, the orientation in Hammer world editor is wrong. I have been able to get some of the models to work in the right orientation but other models just don't work.

I have made a standard model and just copying to create a bigger model. Could that be the problem? So I made one tree and copy pasted the tree and grouped them into one object, I then put a WWMT helper on it and exported it. I've tried using xForm to clear the transformation and then converted it back to editable poly but that didn't work. I was wondering what else I could do to make sure the orientation comes out correctly. Here are some pictures to help with the problem.

3ds Max Orientation:
http://imgur.com/7wFDL4y

Hammer Orientation:
http://imgur.com/ffS2YeW
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