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Messages - lauris47

#1
General Discussion / Re: Decal uv channel
July 26, 2022, 03:32:51 AM
Hey, did you have time looking into this?
I saw Wall Worm 5.1.41 was released, the update log is not yet updated.

Edit: Just found out you have Discord channel, the update log is there.

#2
General Discussion / Re: Decal uv channel
June 22, 2022, 04:27:35 AM
I just started doing c++, it is so complex and broad in comparison to c# (which I was doing work with, the last 7 years).
#3
General Discussion / Re: Decal uv channel
May 31, 2022, 02:47:09 AM
That would be great, thank you!
#4
General Discussion / Re: Decal uv channel
May 30, 2022, 03:26:15 AM
Is it possible for you to do the update on WallWorm plugin?
I know you are probably busy with Autodesk and stuff.

There are probably other ways I can try to get this channel out, but it would be most comfortable via WallWorm.
I tried MilkShape, MESA for Maya, also Valve's Model Viewer . No luck. I will try HammUEr for Unreal now. There is also some Blender method, that I am not familiar with yet.
#5
General Discussion / Re: Decal uv channel
May 25, 2022, 09:55:36 AM
Hi, some maps rely a lot on details, hence I tried to do this again. I couldn't

When I import whole map, secondary channel UVs are squeezed into one corner,
and when I import separately via Model Importer Wall Worm "Import MDL", it only has one channel.

In either case second channel is destroyed.

Any update on this?
#6
I reinstalled 3ds Max and now it works!

The next problem I have, which I also never had is that instance models are not exported into fbx.
The waring on export is: "The plug-in does not supported XRef scenes. The following XRef scenes will be lost"
#7
I am using 3dsMax 2020, with latest Wall Worm Version: 5.0.96 plugin.
The map: is Red Bull Flick - Wing 5: https://steamcommunity.com/sharedfiles/filedetails/?id=2433687832

And yes,  I was also referring to func_instance

I tried going trough all notifications of saving .maxc files when Instances is marked. but eventually it goes to an error.
#8
Hi,
I am trying to import custom map, I have original models in folders, but they are not imported. The "Import Missing Models from QC" and "Instances" are ticked, but instead of importing these models, I get notification to save .maxc files instead.
I never experienced this before.

If this fails and there is no workaround, is it possible to import models manually, based on instance id (keeping good transforms of each model in map)?

Thank you.
#9
General Discussion / Re: Decal uv channel
May 10, 2021, 08:07:12 AM
Thanks. That actually answers the part that I wanted to hear - currently not possible, dependent on Valve.

#10
General Discussion / Decal uv channel
May 05, 2021, 07:07:32 AM
Hi, I am learning about decals and how they work in Source.
Is it correct that via Wall Worm decals are extracted to meshes and then this decal is applied to it? While in Source, decal is embeded on the model, using the second UV channel?

When importing the map of CSGO, I can see that some models have this second UV channel, but all UVs are squeezed to the bottom left corner. Was this intended, under-implementation or something else that I do not understand?

What about round objects, like Silo's in De_Nuke, they have decals on top. When decal is converted from UV space to mesh, there is no way to wrap around that decal around the silo.

I might got some info wrong, but I guess it is clear what I want to do - use second uv channel for decals.

Any input appreciated.
Thanks.
#11
General Discussion / Re: Future of WallWorm
June 22, 2020, 05:23:44 AM
I did that for this case. Although, some of the props in our client needs to be exactly as it is in CSGO. I will see how it is with the next CSGO update on maps. Thank you.
#12
General Discussion / Re: Future of WallWorm
June 16, 2020, 04:39:12 AM
I got my problem partly solved, apparently I was not extracting embedded media from the map file itself when using BspSrc. However, not all models are imported or they are imported but misplaced.
I see random floating props in the map - wrong transforms I assume as some objects are not in their correct positions.
This is not dependent on extracting emended models, as I have seen this before using this option. They are not hidden test objects, but objects from random buildings.
I also tried importing props only via Create a Prop Zoo From VMF File, 3dsMax also crashes (On Dust 2).
#13
General Discussion / Re: Future of WallWorm
June 15, 2020, 06:53:24 AM
I always wait, and it crashes eventually if that option is marked. It wasn't happening on older maps with that option on. Specifically it is De Dust 2, released on 2020 10th of June. It worked fine with De Mirage, and I will need to do this on De Train as well.
I tried adding all extracted models (with their sub folders) to Counter-Strike Global Offensive\csgo\models and changed to this directory in WallWorm settings too. After import, models appear as yellow squares on this map anyway.

I'll keep investigating, maybe I am doing something wrong.
#14
General Discussion / Re: Future of WallWorm
June 12, 2020, 04:39:03 AM
I figured that crash happens when I mark "Import Missing Models From QC (SLOW)". I cannot get log as whole 3DsMax crashes clean and while it is importing, program is always not responding.
I will try to extract models to CSGO directory and see what happens - as without importing missing models from QC, some models are appearing as boxes.
#15
General Discussion / Re: Future of WallWorm
June 11, 2020, 09:43:06 AM
After 3 crashes it got imported, but not fully, props were missing and/or out of their positions. After, I am keep trying to import, but it crashes again and again.
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