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Messages - Scrotty

#1
Wtf...wtf?? Spot on, func_Mathias! I just tested low graphics settings in-game and it vanished! How in the world did that happen?...it wasn't reported in the compiler..now I'm even more confused, lol.

Also, WW can compile? Whaaaat? How?
#2
After a lot of trial and error with modding TF2 I finally got it but now I've encountered another odd issue, I made some obvious edits to the Phlogistinator to verify it worked in-game. However, the weapon was disappearing from a distance? Did I do something wrong with the smd exporter? I know one would easily start to question why I blame WW for this, but I tested it with blender's plugin as well but didn't encounter this issue.

The compiler program could also be called into question I suppose, though I don't know of any incompatibilities. I use Crowbar (A tool meant to replace all of the other source compilers/decompilers, also a trillion times easier to use).
http://steamcommunity.com/groups/CrowbarTool

As far as showing what I mean, if necessary I could provide a video or the .vpk files. It's visible close up but disappears from a distance.
#3
Bug Reports / Re: smd import
March 26, 2016, 08:58:30 AM
Ah, then I have no other ideas. Btw, I also just tried exporting then importing it back into max. If the "Animated Model (Hierarchy or Sequence)" isn't checked I get an error and the import buttons stop functioning.

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


Though this does work fine in importing the animation...the model doesn't.
#4
Bug Reports / Re: smd import
March 26, 2016, 12:21:55 AM
Yes, in the blender image the little spheres are the bones and the lines are connected to the parent bone (The root or pink bone you see in the Max image). This is how they typically look when a .smd is imported. Including the root, there are a total of 4 bones in the animation. Head, L Hand, R Hand, Root. The 3 additional bones in the image shouldn't exist though I will test your suggestion. Thank you! :)
#5
Bug Reports / Re: smd import
March 25, 2016, 11:28:27 PM
On the settings it says I'm using 2.777, again though, this is from importing with the bones and skin.

Retested the offset issue..it didn't happen this time but it did still turn out glitchy looking?

Max:


Blender (Imported via .smd):


As far as scene setup goes...mmm default? To me it kind of looks like it's duplicating the bones?
#6
Bug Reports / smd import
March 25, 2016, 10:43:11 PM
1: When importing with a skin there are multiple vertices.


*This doesn't happen when you select the option to remove bones.*

There was also another thing...a .smd animation export issue but I'm not sure if it was just caused by me. I used CAT rigging on a head with 2 hands that moved up and down and exported it. Then I tested it by importing it into blender. The head was far above it's position in Max.
#7
Wall Worm Model Tools / Re: SMD Import
December 31, 2015, 04:22:59 PM
Quote from: wallworm on December 31, 2015, 03:50:53 PM
Try importing with the Animated Model checkbox at top turned off AND/OR the Remove Bones checkbox. See if that now welds all your verts. Of course, doing this will remove all skin weights.

So if you need skin weights brought in, then just add a Vertex Weld modifier on top of the skin as mentioned above.

Not sure about the Animated Model checkbox as it was already disabled but yes, the Remove Bones checkbox fixed the multiple vertices. Thank you!
#8
Wall Worm Model Tools / Re: SMD Import
December 31, 2015, 03:25:14 PM
Quote from: wallworm on December 31, 2015, 02:52:07 PM
Is it just this one section or all vertices?

All.
#9
Wall Worm Model Tools / Re: SMD Import
December 31, 2015, 02:50:57 PM
Quote from: wallworm on December 31, 2015, 01:33:02 PM
But in terms of your issue, WW will only weld vertices under these circumstances:

1) Importing a QC and the QC has $staticprop
2) Importing a SMD and the Weld Vertices checkbox is on

It is an SMD and the Weld Vertices checkbox is on though. :/
#10
Wall Worm Model Tools / SMD Import
December 31, 2015, 12:38:46 PM
Not sure where this belongs, but even after the most recent update the issue still exists. Which is that imported SMD models still have multiple vertices while Weld Vertices is enabled.
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