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Messages - StickyfingazFo20

#1
Bug Reports / Re: Bitmap2material Error
October 09, 2016, 02:33:58 PM
Im using version 2.866 and the free version of wallworm.
#2
Bug Reports / Bitmap2material Error
October 09, 2016, 12:53:08 PM
Cant seem to get this setup correctly.. Ive tried with both b2m 2, and 3. when i create materials i get this error.

MAXScript Rollout Handler Exception
---------------------------
Unknown property: "name" in undefined


Heres the full log.

-- Error occurred in mp loop; filename: C:\Users\StickyFingazFo20\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\scripts\WallWorm.com\general_purpose\B2M_materialimports.ms; position: 25623; line: 563
--  Frame:
--   mp: #(textures\E-45 _col:Substance, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined)
--   mat: textures\E-45 _col:Standard
--   COMP: CompositeTexturemap:Composite
--   dMap: undefined
--   b: undefined
--   bbm: undefined
--   dis: undefined
--   height: undefined
--   i: "textures\E-45 _col"
--   b2: undefined
--   called in createMaterials(); filename: C:\Users\StickyFingazFo20\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\scripts\WallWorm.com\general_purpose\B2M_materialimports.ms; position: 27300; line: 619
--  Frame:
--   libraryName: "textures"
--   root: "C:\Users\StickyFingazFo20\OneDrive\New folder\3dmodels\E_45_flying_unit\textures"
--   mmm: undefined
--   sample: true
--   b: undefined
--   makemultimat: false
--   mult: undefined
--   extension: ".jpg"
--   mult_seamless: undefined
--   generateBlendMateialFromStandard: wallworm_texture_tools.generateBlendMateialFromStandard()
--   matlib_seamless: undefined
--   MM: undefined
--   recurse: false
--   tiling: 0
--   matlib: undefined
--   mps: #(#(textures\E-45 _col:Substance, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined), #(textures\E-45 _col_3:Substance, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined), #(textures\E-45-nor_1:Substance, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined), #(textures\E-45-steel detail_2_col:Substance, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined), #(textures\E-45_col_2:Substance, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined), #(textures\E-45_glass_nor_:Substance, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined), #(textures\E-45_REF 1:Substance, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined))
--   folderFilter: "*"
--   sampleSize: 256
--   fileFilter: "*"
--   basename: "textures\"
--   Layer1: "DiffuseBase"
--   size: [2048,2048]
--   rd: 1
--   Layer2: "AmbientOcclusion"
--   Layer3: "Curvature[masked]"
--   sv: false
--   Layer4: "Height[masked]"
--   mmn: undefined
--   called in btnGenerate.pressed(); filename: C:\Users\StickyFingazFo20\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\scripts\WallWorm.com\general_purpose\B2M_materialimports.ms; position: 29421; line: 682
--  Frame:
--   msg: undefined
--   texnum: undefined
--   errors: #()
>> MAXScript Rollout Handler Exception:
-- Unknown property: "name" in undefined <<
#3
WWMT Questions / Re: concave Collision model trouble.
December 07, 2015, 10:34:43 AM
All of the models i used was dynamic tho, but yeah i managed to fix it by the changing xyz of the light_environment. apparently it just needed to be updated somehow.
#4
WWMT Questions / Re: concave Collision model trouble.
December 05, 2015, 05:16:52 PM
It happens as soon as i use the command, and im fairly sure which one of the models is causing it. part5 if i recall correctly. cuz i tested them one at a time and it worked fine until then.
Any idea on how i can fix the lightning? if i go to the other side its lit and looks normal, but there shouldnt be light there. so maybe its light origin is somehow reversed
#5
WWMT Questions / Re: concave Collision model trouble.
December 05, 2015, 11:21:15 AM
finally got the entire thing inside source, however in order for me to make it work i had to add each element at a time, then compile, and if something messed up i had to delete the model, the recompile for the collision model to update. Only issues i seem to have now is half life crashes when i use the command vcollide_wireframe 1 and the shadows on the animated models, tried to fix it with a info_lightning entity but that didnt change nuthin.

#6
WWMT Questions / Re: concave Collision model trouble.
December 04, 2015, 12:12:18 PM
yeah i already did that, removed some pieces that went out of zone and some really small ones, but since i tried with only one model that seemed normal. i doubt thats what caused it.
i skipped it and went for part 4 got same results but only if i assigned certain pieces to the collision model. not really sure whats exactly is wrong with some of the pieces. i still needed a last piece for it to be good enough so i tried replacing a fracture with a normal box and i still get the error .

Edit: this confused me alot. i split a model in order to get the collision right (already working model w collsion). and now im somehow able to add the piece that didnt work earlier to the collision. strange...

#7
WWMT Questions / Re: concave Collision model trouble.
December 03, 2015, 10:11:07 PM
I made it work, however i forgot to turn on concave and apparently it worked anyway, didnt seem to make a difference when i turned it back on. using the fragmented pieces itself as the collision worked too. i succesfully got part 1 and 2 of the animated pieces ingame, however for some reason part 3 wont compile sometimes and when i do get a succesfull compile model viewer crashes when i open it or i get a red error model (this happens with and without collision moddel). i tried only selecting a single piece of the model and i get the same results.

On one of the compiles i got the error, exception stack overflow.
#8
WWMT Questions / concave Collision model trouble.
December 02, 2015, 02:37:15 PM
Already posted this in a previous thread of mine, but got no answer, so hope yall dont mind.

im having trouble with the collision model, ive tried multiple things even tried merging it with parts from a previously working collision model but it still wouldnt work, and yes i have ticked concave, aswell as reset xform then turned it into a editable poly. the problem is that the position of the collision is wrong and it doesnt become concave. Also i read somewhere that if i fragmented with voronoi which i did. i could use the fractured objectcs themselves as the collision model for the animated fracture, but im not at that stage yet.
not sure exactly how to do that tho, do i just add it to collision like you normally would?.



In this scene i processed it with the hull helper in order to get it back to normal, previous to that i had used mass fx rbody modifiers.

https://minbox.com/gi/W0qXHIO/download

[edit] i fixed lighting issue on the model by collapsing it into a single model, however im not sure if i would need the seperate models of it for the collision to work (bones)

its gotten pretty messy in the selection set so heres the selections u might need to use.
Collisionwhole, the entire collsion model.
btriizz, the entire Ref model
part1animation - part4, all the animated fractured pieces.
#9
WWMT Questions / Re: Help! Leaking 1 elements
November 29, 2015, 12:35:23 PM
Got it working. however im now having trouble with the collision model, ive tried multiple things even tried merging it with parts a previously working collision model but it still wouldnt work, and yes i have ticked concave, aswell as reset xform then turned it into a editable poly.  im now at a point where i cant even compile it anymore, (3ds just stops responding) and have no idea what i can do next. Also i read somewhere that if i fragmented with voronoi which i did. i could use the fractured objectcs themselves as the collision model for the animated fracture, but im not at that stage yet.
not sure exactly how to do that tho, do i just add it to collision like you normally would?.



In this scene i processed it with the hull helper in order to get it back to normal, previous to that i had used mass fx rbody modifiers.

https://minbox.com/gi/W0qXHIO/download

[edit] i fixed lighting issue on the model by collapsing it into a single model, however im not sure if i would need the seperate models of it for the collision to work (bones)

its gotten pretty messy in the selection set so heres the selections u might need to use.
Collisionwhole, the entire collsion model.
btriizz, the entire Ref model
part1animation - part4, all the animated fractured pieces.
#10
WWMT Questions / Re: Help! Leaking 1 elements
November 09, 2015, 05:02:32 PM
Thanks, appreciate the detailed help. i managed to make it work by doing what you said however ive come across some new issues. i textured the non destructible model of the bridge and i got incorrect dimensions on some of the textures which where 4095 but importing them manually seemed to work. my main problem now is that i dont know how i would go about texturing the animated bridge since its all fragmented. i cant really texture it, then fragment it. cuz im unable to get similar or proper results. 
#11
WWMT Questions / Help! Leaking 1 elements
November 03, 2015, 03:45:12 PM
Im trying to import an animated bridge that explodes to source.
but when i compile it i get this error message.

Building binary model files...
Working on "Bridge_Demo.qc"
SMD MODEL Bridge_Demo.smd
ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
ERROR: Aborted Processing on 'myproject/Bridge_Demo.mdl'
WARNING: Leaking 1 elements

This happens whether or not i try to compile it with sequences or not.
also if it makes a difference. i made the bridge in hammer then imported the vmf. made the animation on the vmf model and found out i wasnt able to pick it with the wallworm model tool. i then tried placing another model and adding the bridge as a selection. tried to compile and got the error. i then exported it as 3ds. this allowed me to pick it with the ww model tool but i still get same error when i compile.

https://minbox.com/gi/W0qXHIO/download 3ds scene
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