Recent posts
#1
Wall Worm Level Design in 3ds Max / Re: 3ds max model in prop_stat...
Last post by wallworm - November 04, 2024, 08:39:51 AMGlad it works. Sorry I hadn't re-read more diligently earlier :)
#2
Bug Reports / Re: Conflict with FractureVoro...
Last post by wallworm - November 04, 2024, 08:39:13 AMGlad to hear :)
#3
Bug Reports / Re: Conflict with FractureVoro...
Last post by mark2580 - November 03, 2024, 10:58:59 PMQuote from: wallworm on November 03, 2024, 12:03:16 PMThose are three lines of code to run in sequence in the MAXScript listener. Or open the MAXScript Editor and paste the entire lines and execute the script in full.Yes, it seems to have worked. I restarted 3ds max and the script worked fine without entering any commands. 👀
#4
Wall Worm Level Design in 3ds Max / Re: 3ds max model in prop_stat...
Last post by mark2580 - November 03, 2024, 10:50:24 PMQuote from: wallworm on November 03, 2024, 12:14:34 PMSorry, I re-read your posts from the beginning. Obviously I only skimmed some of the posts (probably between meetings at work) as I now realize what you are asking.Hooray hooray hooray!!! Yes, that's exactly what I wanted to do. I could get the coordinates initially, but I also needed a name.
- Use the Selection as Point Entity button you mentioned in OP
- Once all have the entity, select them all
- Run following snippet in MAXScript Listener:
Code Selectfor obj in selection do obj.model = obj.name
Last time I just sat and manually copied the names into the world model field. There were about 200 models there. That's why there was such a long gap in messages, I forgot that I even asked about it x)
We can consider the problem solved. 👍
#5
Source 2 Model Exporting / Re: Source 2 in Wall Worm Deve...
Last post by wallworm - November 03, 2024, 12:38:51 PMI haven't had a lot of time to work on WW for several months. I learned this week that WW had been causing pop-up errors for CS2 because the FGD Parser in WW wasn't supporting some new changes in the FGD.
I took time to address that problem today and put out WW 6.2.
The items I want to look at next are proper Brush/Displacement support and Blend Materials. Those are the two items outstanding to get the full level design workflow in S2 on par with S1. As it stands, the brush export only works for single mesh brushes and the UVs are not correct. Displacement support is currently missing in full. I am hopeful I can find some time over the Christmas holidays to do that.
I took time to address that problem today and put out WW 6.2.
The items I want to look at next are proper Brush/Displacement support and Blend Materials. Those are the two items outstanding to get the full level design workflow in S2 on par with S1. As it stands, the brush export only works for single mesh brushes and the UVs are not correct. Displacement support is currently missing in full. I am hopeful I can find some time over the Christmas holidays to do that.
#6
Wall Worm Level Design in 3ds Max / Re: 3ds max model in prop_stat...
Last post by wallworm - November 03, 2024, 12:14:34 PMSorry, I re-read your posts from the beginning. Obviously I only skimmed some of the posts (probably between meetings at work) as I now realize what you are asking.
- Use the Selection as Point Entity button you mentioned in OP
- Once all have the entity, select them all
- Run following snippet in MAXScript Listener:
Code Select
for obj in selection do obj.model = obj.name
#7
Wall Worm News / Wall Worm 6.2 Released
Last post by wallworm - November 03, 2024, 12:05:09 PMVersion 6.2.0 released on 11-3-2024
* FGD: Fixed the FGD Parser for CS2 in Max 2022+. There were changes in the CS2 FGD files that had stopped the WW Parser from working.
* FGD: Updated the FGD Parser to no longer use a messagebox to inform of parse errors. Now the errors are only put into the MAXScript listener.
* Convert Scene to Model: Updated the tool to clear the undo buffer to avoid potential crashes when using Undo with that tool.
* CSV Report: Fixed script error if running the CSV Report when no displacement functions had been loaded.
* Materials: Fixed MAXScript error when loading some older scenes created with Wall Worm.
* Security: Updated digital signatures for DLLs and EXE.
* Security: Updated build system to stop signing MAXScript files since the AdskSignTools.exe does not support modern certificate requirements.
* FGD: Fixed the FGD Parser for CS2 in Max 2022+. There were changes in the CS2 FGD files that had stopped the WW Parser from working.
* FGD: Updated the FGD Parser to no longer use a messagebox to inform of parse errors. Now the errors are only put into the MAXScript listener.
* Convert Scene to Model: Updated the tool to clear the undo buffer to avoid potential crashes when using Undo with that tool.
* CSV Report: Fixed script error if running the CSV Report when no displacement functions had been loaded.
* Materials: Fixed MAXScript error when loading some older scenes created with Wall Worm.
* Security: Updated digital signatures for DLLs and EXE.
* Security: Updated build system to stop signing MAXScript files since the AdskSignTools.exe does not support modern certificate requirements.
#8
Bug Reports / Re: Conflict with FractureVoro...
Last post by wallworm - November 03, 2024, 12:03:16 PMThose are three lines of code to run in sequence in the MAXScript listener. Or open the MAXScript Editor and paste the entire lines and execute the script in full.
#9
Wall Worm Level Design in 3ds Max / Re: 3ds max model in prop_stat...
Last post by wallworm - November 03, 2024, 12:02:00 PMThe VMF Exporter is already set up to export the Source Model object type to VMF. Plop one down, set the World Model path in the MDL properties and export. It will include the position and rotations for that entity. The tools above are simply the way you make them.
If you don't have the game configured, the Source Model object will simply appear as a box--which will essentially be what you are looking for if you don't want to load in the MDL in the viewport.
If you don't have the game configured, the Source Model object will simply appear as a box--which will essentially be what you are looking for if you don't want to load in the MDL in the viewport.
#10
Bug Reports / Re: Conflict with FractureVoro...
Last post by mark2580 - November 03, 2024, 07:40:11 AMQuote from: wallworm on November 01, 2024, 06:41:41 PMBefore running that script, click F11 and enter this code into the white MAXScript Listener:Okay, this works.Code Selectcallbacks.removeScripts id:#WallWormAutoSliceModID
Quote from: wallworm on November 01, 2024, 07:02:14 PMAdditional information:And this is what I don't understand at all. Should I also send this to MAXScript Lister??? Because it seems it didn't give any result.
To permanently turn on the Wall Worm Slice modifier options:Code Select::wallwormSlicemodOps.AutoSliceMod = true
::wallwormSlicemodOps.saveSettings()
::wallwormSlicemodOps.initiateCallbacks()
or to permanently turn it off:Code Select::wallwormSlicemodOps.AutoSliceMod = false
::wallwormSlicemodOps.saveSettings()
::wallwormSlicemodOps.initiateCallbacks()
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