thanks lol, sorted, i didnt notice the wwmt watermark mesh thingy and when i deleted it it went back to normal :p
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#2
WWMT Questions / massive bounding box and funky axis?
March 02, 2015, 05:53:05 PM
sorry for posting twice in one day.
i shrank my model in the correct way by turning it into an editable poly and scaling it at the sub object level, I shrank it so it was five hundred times smaller which worked and now it is perfectly sized in hammer but it is very hard to see and move because its bounding box stayed massive.
I would like to understand this more, the bounding box didnt even stay at the size the model was before i shrank it, instead it is correct in one direction, ten units, then it is two random massive numbers in the other directions. the axis in hammer dont seem to match up with the ones in max, in max when i go to the object properties it says it is ten units in they y axis even though it is upright in the viewports and should be ten units in the z axis by the looks of it. In hammer it is lying on its side by default and is indeed ten units in the y axis.
I am guessing this has something to do with absolute and local coordinates, a topic which flew right over my head in the tutorial videos and i was hoping i wouldnt have to revisit.
as for the bounding box i found a qc paramater called bbox but i am unsure of what values to enter if i am required to fix this in the qci. it says y min y max x min x max z min z max but am i supposed to just put numbers in there or what? Any help is greatly appreciated :)
i shrank my model in the correct way by turning it into an editable poly and scaling it at the sub object level, I shrank it so it was five hundred times smaller which worked and now it is perfectly sized in hammer but it is very hard to see and move because its bounding box stayed massive.
I would like to understand this more, the bounding box didnt even stay at the size the model was before i shrank it, instead it is correct in one direction, ten units, then it is two random massive numbers in the other directions. the axis in hammer dont seem to match up with the ones in max, in max when i go to the object properties it says it is ten units in they y axis even though it is upright in the viewports and should be ten units in the z axis by the looks of it. In hammer it is lying on its side by default and is indeed ten units in the y axis.
I am guessing this has something to do with absolute and local coordinates, a topic which flew right over my head in the tutorial videos and i was hoping i wouldnt have to revisit.
as for the bounding box i found a qc paramater called bbox but i am unsure of what values to enter if i am required to fix this in the qci. it says y min y max x min x max z min z max but am i supposed to just put numbers in there or what? Any help is greatly appreciated :)
#3
Materials and Textures / Re: Cant export vtfs
March 02, 2015, 08:55:10 AM
ok i have downloaded it again to make sure, i think it might be different from my last one, but now it wont let me install the script, sorry if this is stupid, i don't know how to remove or uninstall the old one. i deleted the previous wallworm.com folder from the scripts foler, put the new one there, and went to run the new install.ms but it comes up with this error
http://i.imgur.com/IrjC5nk.jpg
http://i.imgur.com/IrjC5nk.jpg
#4
Materials and Textures / Re: Cant export vtfs
March 02, 2015, 08:34:00 AM
Thanks for such a fast reply! i am using max 2013 and yes I am using the latest version of wwm tools because i only downloaded it from the ww website about three days ago. No errors pop up infact it says it was succesful. I looked in the command prompt but everything just seems normal although i dont really know what i am looking for.
the vmt that is exported to csgo/materials/myproject reads
"VertexLitGeneric"
{
$basetexture "Map _0/testgoldglass"
}
the folder Map_0 in sdkcontent/materalssrc seems to get automatically generated no matter how many times i delete it and set the folder path to something else. the .bat and .txt appear in there.
but the folder Map_0 in csgo/materials, which I assume is where the vmt is pointing to, is not generated, and I have tried creating it myself, but it remains empty.
the vmt that is exported to csgo/materials/myproject reads
"VertexLitGeneric"
{
$basetexture "Map _0/testgoldglass"
}
the folder Map_0 in sdkcontent/materalssrc seems to get automatically generated no matter how many times i delete it and set the folder path to something else. the .bat and .txt appear in there.
but the folder Map_0 in csgo/materials, which I assume is where the vmt is pointing to, is not generated, and I have tried creating it myself, but it remains empty.
#5
Materials and Textures / Cant export vtfs
March 02, 2015, 08:11:55 AM
Now, I have made sure i set up my paths and root folders correctly and read all the documentation so now i am resorting to posting.
I am modelling for cs go. I used a standard material on my model, gave the diffuse colour a bitmap tga, gave the object a uvwmap modifier, the channel is one, and cant be changed. models export and compile perfectly but when i go to export vtfs, it is going all fishy.
i have all the right settings and ive tried a complete recompile.
i tick all the boxes and it exports a copy of the (256x256) tga file to sdkcontent\materialssrc\myproject. Instead of creating a .bat and .txt file alongside the copy of the .tga, it creates a new folder called Map_0 next to myproject, and puts them in there. Even if I specify a different folder in the export vtf window that pops up just before you click export, it still creates this folder. I tried changing the map to one in the rollout but it didn't make a difference.
As for the actual materials, it creates a .vmt in csgo\materials\myproject. The vmt reads vertex lit generic and then specifies the base texture as the name of the .vtf that should have been exported to the same location, but it is nowhere to be found. It pops up saying textures have been exported but I have done an entire search of my hard drive for the correct .vtf and it is just not there, please help
It didnt stop working, it has never worked for me, I did a lot of messing around with the folder paths to try and get it working, in the process I think I have messed it up more, because I seem to remember in the last few days seeing a .pwl or something and maybe a .vtf somewhere, but when I search for these now I cannot find them.
I am really sorry if the answer is really obvious but I am a beginner and a bit of a silly one.
I am modelling for cs go. I used a standard material on my model, gave the diffuse colour a bitmap tga, gave the object a uvwmap modifier, the channel is one, and cant be changed. models export and compile perfectly but when i go to export vtfs, it is going all fishy.
i have all the right settings and ive tried a complete recompile.
i tick all the boxes and it exports a copy of the (256x256) tga file to sdkcontent\materialssrc\myproject. Instead of creating a .bat and .txt file alongside the copy of the .tga, it creates a new folder called Map_0 next to myproject, and puts them in there. Even if I specify a different folder in the export vtf window that pops up just before you click export, it still creates this folder. I tried changing the map to one in the rollout but it didn't make a difference.
As for the actual materials, it creates a .vmt in csgo\materials\myproject. The vmt reads vertex lit generic and then specifies the base texture as the name of the .vtf that should have been exported to the same location, but it is nowhere to be found. It pops up saying textures have been exported but I have done an entire search of my hard drive for the correct .vtf and it is just not there, please help
It didnt stop working, it has never worked for me, I did a lot of messing around with the folder paths to try and get it working, in the process I think I have messed it up more, because I seem to remember in the last few days seeing a .pwl or something and maybe a .vtf somewhere, but when I search for these now I cannot find them.
I am really sorry if the answer is really obvious but I am a beginner and a bit of a silly one.
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