Thanks a lot! :D
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#1
WWMT Questions / Re: Is there a way to set up other text editor to use with WallWorm (Sublime Text)
March 29, 2017, 04:46:23 PM #2
WWMT Questions / Is there a way to set up other text editor to use with WallWorm (Sublime Text)
March 28, 2017, 03:16:59 PM
I wonder if there is a way I cas setup wallworm to open text data in some other (not notepad or notepad++) text editor, Sublime Text in my case. I tried putting full path to it in WWMT settings "Text editor" field, but it doesn't work, no matter if I put quotes or not, I even tried creating a system variable %SUBLIME_TEXT_3% with a full path to the exe, but it does nothing, no editor appears when clicking things like "Open QC"
#3
Bug Reports / Re: WWMT UI not updating when switching between models
March 23, 2017, 04:01:09 AM
Thanks again! I will check today and let you know.
#4
Bug Reports / Re: WWMT UI not updating when switching between models
March 22, 2017, 09:51:57 PM
Thanks for your support, which is, as always, quick and helpful.
#5
Bug Reports / Re: WWMT UI not updating when switching between models
March 22, 2017, 09:44:13 PM
Yeah, now, when I have two paths, it acts as expected, setting the paths to the first default path in the list, which is "klizmotron", and it updates it in the UI. But previously, when I had only one default path, which is "myproject", seems like it was not setting any path for newly created models at all (that's why I had this slash in name issue by the way), but the UI doesn't update and shows just what it was showing for the previous model. The path in this case should be either erased, so that I know I should select or enter it, or it should be set to "myproject" and update the UI. But that's not the case, it seems to not set any path for the new model (but it should be myproject I guess, since it's an available default one to use) and doesn't update the UI, this confused me at the first place.
#6
Bug Reports / Re: $modelname key has slash as first character
March 22, 2017, 09:38:38 PM
Yeah, seems like the UI is just fooling me once again.
#7
Bug Reports / Re: Bodygroups' origin rotation issue
March 22, 2017, 09:36:20 PM
Thanks a lot, that seems to be a solution for my problem. That is interesting how this behaviour is present in studiomdl though.
#8
Bug Reports / Re: WWMT UI not updating when switching between models
March 22, 2017, 09:35:20 PM
Yes, adding one more default path helped. Though without it it still acts a bit strange.
#9
Bug Reports / $modelname key has slash as first character
March 22, 2017, 09:31:56 PM
Today after using WW for a while I experienced a strange thing I've never seen before. After getting the following warning when compiling a model:
I checked the QC file, here's what I saw:
That's strange, because:
Moreover:
I checked the QC file, here's what I saw:
That's strange, because:
Moreover:
#10
Bug Reports / Re: WWMT UI not updating when switching between models
March 22, 2017, 09:21:57 PM
By the way, just now I noticed that it doesn't update those paths only for the helpers where these were not manually set, either by typing a path or by selecting one from the list. It shows in the menu the path of the last selected helper, though the actual value of it is set to default paths, since if you manually select it and then select something else and select it again, it updates the UI. Here is a demonstration:
#11
Bug Reports / Re: WWMT UI not updating when switching between models
March 22, 2017, 09:12:17 PM
The screenshot you saw with v2.9 is the first post in that thread, in the last post it's v3.04, which I'm currently using.
[EDIT]: Added a screenshot from my Max at this very moment
[EDIT]: Added a screenshot from my Max at this very moment
#12
Bug Reports / WWMT UI not updating when switching between models
March 22, 2017, 08:25:33 PM
When working with multiple models in the same scene and selecting one after working with another, WWMT UI doesn't update properly and confuses pretty often. The attached GIF illustrates the issue in action.
EDIT: More explaination. After working with a tree I choosed a cube to be a new model, it remembered the last model and materials path and showed them in UI when I selected cube "1". After that I selected a new model, cube "2", changed it's paths to "myproject". But when I switched back to cube "1" - surprize, it's paths were "myproject" as well. So I couldn't even understand, what they really are, since the UI didn't seem to update properly and just showed what it was showing for the previous model.
EDIT: More explaination. After working with a tree I choosed a cube to be a new model, it remembered the last model and materials path and showed them in UI when I selected cube "1". After that I selected a new model, cube "2", changed it's paths to "myproject". But when I switched back to cube "1" - surprize, it's paths were "myproject" as well. So I couldn't even understand, what they really are, since the UI didn't seem to update properly and just showed what it was showing for the previous model.
#13
Bug Reports / Re: Poor UI adaption to under-FHD resolution monitors
March 22, 2017, 08:16:12 PM
Still there, "Models" tab doesn't fit my 1400x900 monitor, I can't access the options in the bottom of the window. It would probably be a good idea to make the options window base scrollable and smaller height
#14
Bug Reports / Bodygroups' origin rotation issue
March 22, 2017, 07:59:30 PM
Hello, WallWorm. The reason why I created this thread is because every time I'm dealing with bodygroups in WallWorm, I experience this naughty bug. When I create some simple model without a need of having skeleton (a model which doesn't have any bones) but has bodygroups, even though model's and it's bodygroups' origins are all aligned to the same angles, they compile with difference of 90 degrees by Z axis. I tried tweaking origin settings in WWMT menu, but it doesn't seem to help in any way. If I check "Rotate origin" checkbox, it rotates the origin of both root model and the bodygroups, so in any case they have a difference of 90 degrees by Z axis. It's easy to notice that the bug is related to not applying correct origin settings to model's bodygroups, if you check what the bones of the root model and it's bodyparts look like in HLMV, where the axes are facing. Previously I always just created a root bone and applied skin modifier to the root model and all bodyparts, it helped to align everything with no problems, but it takes time and just isn't always handy, I don't want to have unnecessary skin modifier if I don't need it. I hope there is just something I'm doing wrong, otherwise it is really an annoying bug that needs to be fixed. Here are some illustrations of what I mean, I hope it helps to understand. Thanks.
The layout of origins of the root and bodygroups models in Max:
HLMV view, option 1: "Rotate origin" is unchecked. You can see how the bodygroup is rotated by seeing it in the wrong place and it's origin misaligning with root's origin:
HLMV view, option 2: "Rotate origin" is checked. The same situation, but the whole thing is rotated by 90 degrees.
Changing any other origin parameters didn't make any relevant difference. I hope you can fix this behaviour.
I am using 3ds Max 2016 and the lastest version of WallWorm Pro.
The layout of origins of the root and bodygroups models in Max:
HLMV view, option 1: "Rotate origin" is unchecked. You can see how the bodygroup is rotated by seeing it in the wrong place and it's origin misaligning with root's origin:
HLMV view, option 2: "Rotate origin" is checked. The same situation, but the whole thing is rotated by 90 degrees.
Changing any other origin parameters didn't make any relevant difference. I hope you can fix this behaviour.
I am using 3ds Max 2016 and the lastest version of WallWorm Pro.
#15
Anvil Bug Reports / Re: Vertex precision issue
November 18, 2016, 06:03:54 AM
Thanks for your reply. The reason why I have unprecise coordinates for some brushes, is, as you said, my geometry source. I imported a level from another game and used it as a reference (it's very fast to create brushes snapping to verticies of reference geometry), I think brushify modifier is the best solution for such case. I will link you the scene in a few hours.
SMF spam blocked by CleanTalk