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Messages - the6thmonkey

#1
Thanks for the help, the issue was indeed caused by using the incorrect vtf version for the mod.
#2
Okay I'll try and do it in steps:
1.  I'm making a map and used the material view to make a bitmap into into standard texture for it.
2.  I exported the textures with wallworm and they worked fine in game (normal creation of materials and exporting is fine).
3.  I liked the textures I created and wanted to include them in a different map I was making.  As a result of this I added the textures I wanted to carry over, into a material library in the 3dsmax material view.
4.  I created my new map and went to my material library in 3dsmax where I was storing the textures I liked and dragged into the material view for the new map
5.  At this point I tried exporting the map, but found that the textures I'd used from my library were checkered black and purple in game.
6.  Upon investigation I found that the standard materials carried over had "#1" appended to the end of their names, and so had the ingame exported textures.
7.  To try and resolve this problem I removed the "#1" from the material names and exported again.
8.  At this stage the materials were named correctly and exporting with this correct name, but I was still getting the checkered black and purple error pattern ingame.
9.  Next I decided to test to see if the vtf's that were being exported actually opened in photoshop, using the installed plugin. 
I found that the exported texture I tested was corrupt (It opened with the message "Could not complete your request because v|ImageLoadProc() failed.") and would not open.
11.  I then tested a regular vtf that already existed in the mod and had no issue.

I understand that I could have used the wallworm material library generator to fetch working versions of the textures for other maps if required but I felt simply moving the materials I liked into a library in 3dsmax as I made them, to use elsewhere was more convenient for me.
Obviously this is not the case right now due to this issue but it would nice to have the option, in the future. 
If you need any further clarification of the steps please ask.
#3
I am unfortunately experiencing a problem with corrupted exported vtf's.
The materials that I am having issues were used fine in another map.
I used the material tools in 3dsmax to save the materials into a group so they could be used again in a new project.
Initially the materials were renamed to "the6thmonkeys_material #1" and I figured I'd simply have to rename the material back to "the6thmonkeys_material" when moved into my new project to fix the texture issue.  Unfortunately exporting the renamed texture still yielded corrupted files. 
I tried opening the vtf's in photoshop (I have the photoshop vtf plugin installed) to to see if the files were okay and this yielded an error. 
#4
Level Design Contests / Re: Ideas for Next Contest
March 16, 2017, 04:07:41 AM
I'd suggest a broad category of contest, so that people with a wide variety of interests can take part.
#5
I agree with the power of wallworm.  Of the building I completed, I made the gutters, stone windows, corners and other items with models, so I did use models for detailing as it is very useful, as you stated for getting things to fit seamlessley.

Quote from: Joris Ceoen on January 05, 2017, 04:49:42 AM
The only thing I really do not understand is how everything had to be custom content. Can you direct to the rule that states this?

Just looked over them and it states otherwise.  I must of misread those rules, so obviously I didn't require quite as much custom content as I thought :-[
#6
I encountered three main issues with my entry. 

The first issue was that I found myself frequently frustrated using the wallworm tools for all elements of the level, instead of where the tools excelled (but understandble that you wanted that).  At the time of working on my entry I felt certain that the buildings I was making, with complex roofs and texture alignment, could have been built and textured in 1/10th of the time in hammer, at a higher standard.  For instance if it was allowed for a simple textured structure to be produce and then for it to be detailed in wallworm afterwards with custom models and vertex tweaks, the process time would have been drasticaly reduced with a superior end product.

The second issue for me was the custom content issue, where almost everything has to be custom.  As an example, I had a building in my level that was going to be a house.  To make it believable I would have been required to have produced a massive quantity of custom models for each individual room which is very time consuming.

The third issue, is that whilst the skills may be basic to learn on their own, when there are so many tasks where new knowledge is required, it can get overwhelming.  Especially when half way through the contest I realised that there were far more skills to learn than I anticipated learning (promo tools).

Finally I didn't want to produce a rushed half assed entry, that I didnt think was worthy of the prize.
All these issues meant that the time investment required to produce a quality entry eventually forced me out.
I hope my opinions help.
#7
Hi,

I've been testing out the displacement texturing before I apply it to my entire map and have found that the blend textures are not displaying correctly on the displacements.  Only one texture displays and the second is completly black.  I am using 3dsmax 2014. 

I am curious if the issue is related to this issue you seemed to have had a few years back:

http://forums.autodesk.com/t5/3ds-max-forum/bug-directx-shader-using-packaged-blend-dxsas-fx-is-broken/td-p/4288969

In the shader, there is nothing to select under technique.  I am using blend_dxsas.fx

I have attached an image showing the issue.
#8
I'm actively working on my entry, but havent really had the opportunity to use the mdl plugin because all of the assets for the entry are custom made and haven't required access to the mdl files as all my source files are available.
#9
Commercial Tools / Re: Rocky Plugin
October 28, 2016, 07:38:16 AM
Looks impressive, what versions of max will it work with?
#10
Awesome, can't wait to see it! :)
#11
Okay, thanks for the extension. I'm aiming to finish way in advance of that deadline but hopefully it gives others a chance
#12
I've had a few delays caused by real life etc
I will try and get something playable finished in time
#13
ok thanks for the advice
#14
When I mirror brushes to save work, it appears that it doesn't work properly and produces invalid brushes that don't load in vmf's or game
#15
It may have happened when I tried  creating a proxy the wrong way and then reimported the model.  I'll make sure to follow the proxy instructions next time
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