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Messages - VanderAGSN

#1
By the way, is there any way to contact you outside the forum personally? It would be great to chat in private messages if you don't against
#2
I dream to put 16-32 GB of RAM :D I do not know how much is enough, but I hope that in the future this will be enough for wallworm. I have enough huge maps to edit them completely in 3ds max
#3
I didn't know about the polygons commit. It could really help. I have a mesh that consists of 1800 displacements, and I still haven't been able to export it due of the huge RAM usage. Also thanks for the advice with displacement floater
#4
Another one question - how can I solve the issue related to memory allocation when displacement commit? I have 8 GB of RAM and 3ds max can easily allocate 6 GB, and then can successfully crash
#5
Tried conform brush. So far, this is one way out
#6
Hi! I'm trying to replicate the original mesh which is currently a mountain.
At first I tried to conform to the usual meshes, and it worked.









But with displacements it doesn't work at all. So I'm wondering how I could solve this issue

I don't know what else could make the displacements repeat the shape of the original mesh, so I really need your help. Thanks
#7

Oh thanks again! Now all perfect :)
#8
Thanks! That's really better gamma, but for some reason that's looks like a lowres texture when in hammer that's same texture are great in quality
#9
Hi, i have a issue with textures in 3ds max from hammer. Here's how it looks in hammer -


and how looks it in 3ds max.





All textures look like this, however I can provide all the data that can help solve the problem. Why they look this in 3ds max I can not understand, so I ask for your help, thanks.

"WorldVertexTransition"
{
"$basetexture2" "zaton/zaton_terrain_expos"
"$basetexture" "zaton/zaton_terrain_expos"
        "$detail" "z-o-m-b-i-e/STALKER/detail/detail_bitum_det2"
"$detailscale" "125"
"$detailblendfactor" "1.0"
"$detailblendmode" "0"
"$surfaceprop2" "dirt"
"$surfaceprop" "grass"
                "%detailtype" "forest_floor_01"
}
#11
Hello! I am learning a little about 3ds max on your advice, and it really good for me. Thank. But I have one problem that I would like to solve.


I need to make mountains with rocks along displacements or area polygons and etc, but what I just did not try is that I can't clone props so that they stay with the modifier "WallWormMDL". I tried scatter, but it does all the objects in one mesh, and the only way out is to press Editable Poly, but there's no point in it.

Alas, I ask you not to offer me paid plugins, because free money will appear on the purchase of Wallworm Pro and the remaining additions only when I finish the project. Huge thanks
#12
Hi!
Little by little I'm starting to learn 3ds max, and so far I have no opportunity to switch to 3ds max 2019, but everything suits me here except for the annoying bright colors of materials that I think should be normal. How can i do this? And is it even possible to turn off the colors? I want white material with black wireframe





Huge thanks for your answers!
#13
I have many brushes that are slightly shifted along one axis in a very small direction. When exporting these brushes to vmf, they are not accepted. As far as I know, in the hammer there is protection against this, and after saving the vmf map - re-entering it - the brushes automatically become planar. Is there any way to make polygons / brushes planar in wallworm / 3ds max? Thanks
#14
When I import fbx, every WW Displacement becomes an Editable Mesh, after converting it to Editable Poly it's still does not want to be exported as displacement, although I don't understand why. Since the basis of the Brush and everything else is fully present
#15
UPD: For some reason, after exporting and importing the same scene in fbx - displacements are no longer so...
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