Recent posts

#1
Wall Worm News / Wall Worm 6.3.4 Released
Last post by wallworm - March 27, 2025, 09:02:39 PM
  • Plugins: Added official support for 3ds Max 2026.
  • System: Fixed incorrect Assembly being loaded into 3ds Max 2024/2025 that caused several functions related to mesh data (commiting a sculpt mesh, exporting displacements, etc) to fail with a MAXScript error.
  • Problem Checker: Fixed MAXScript error when some global settings were empty.
  • Problem Checker: Fixed some invalid problem reports regarding newer versions of Max as well as unnecessary game-engine-specific warnings (Source vs Source 2).
  • Batch Tools: Moved several of the USD-related functions into another toolset.

Note about the cryptic USD items that come to changelog here and there. Since the bulk of my work at Autodesk for the last few years has been around USD, I've been slowly doing experiments with USD in WW. At some point I plant to migrate some of the workflows in WW to USD-compatible workflows. None of those have been exposed to the UI/UX. But now that USD is being released officially with Max 2026 (and is available in different flavors for Max 2022+) I will possibly be a little more active in pushing those forward. Namely, it will open up workflows for collaborating across Max/Maya/Houdini directly via USD with an endpoint in Source/Source2.
#2
Anvil Bug Reports / [FIXED] Commit Sculpt Mesh Bro...
Last post by wallworm - March 27, 2025, 05:41:04 PM
Commit Sculpt Mesh broken in Max 2024/2025. I'm working on a fix.

EDIT: Now fixed in WW 6.3.4
#3
Materials and Textures / Re: Specular Effect SMD
Last post by wallworm - March 07, 2025, 09:42:39 PM
So was resident evil on the source engine? The format supported in Wall Worm is entirely for Goldsource, Source and Source 2. The SMD format in these engines do not contain any material information other than the name of the material applied to faces. Instead, the information for opacity and specularity is contained in other formats.
#4
Materials and Textures / Specular Effect SMD
Last post by S98 - March 05, 2025, 05:16:41 PM
Im making a mod for resident evil 4 2005, and this was the only plug-in for 3dsmax that worked for me. But I still having a issue, when I export my model to SMD format it does not retain the Specular or any other map, it only uses map_kd all the others disappear and the model look opaque in-game. How can i preserve the specular when exporting the model? Thanks if anyone can help me!
#5
Source 2 Model Exporting / Re: Source 2 in Wall Worm Deve...
Last post by wallworm - February 12, 2025, 01:36:52 PM
Just a quick update as I've had a few inquiries in the last couple of weeks. I'm still stalled on updating WW for S2 and haven't made appreciable progress since the last post. I still fully intend to continue the S2 work but just haven't had the energy after my day-job these days.

In terms of next steps, I still need to get proper brush/displacements exporting followed by more material exports. Blend materials is high on list and I also plan to add support for the OpenPBR material that is now in Max 2025.3.
#6
Bug Reports / Re: Conflict with fbx Import
Last post by wallworm - December 21, 2024, 07:29:07 PM
There isn't a setting for that ATM, but you could write a startup script to do that. Note if you did do that, a vast percentage of the functions in WW will not work correctly. Ideally I can figure out why the particular FBX imports can cause this as these functions have been running on a large number of computers for years without the issue popping up.
#7
Bug Reports / Re: Conflict with fbx Import
Last post by mark2580 - December 18, 2024, 09:03:57 PM
Quote from: wallworm on December 11, 2024, 11:01:59 AMIf you click Wall Worm > Wall Worm Utilities > Toggle Wall Worm Events the functions that scan nodes added to the scene will become disabled and you won't get the error.
is it possible to disable this permanently somehow? after restarting it turns on again, forgetting about it I import FBX and again get spam from these errors, and they slow down the import a lot
#8
Bug Reports / Re: Conflict with fbx Import
Last post by mark2580 - December 12, 2024, 12:57:53 PM
Quote from: wallworm on December 12, 2024, 11:00:23 AMDid you test it?
Yes, specifically with the last file. I don't know how to create an fbx that causes this problem, so I'll check something else.
#9
Bug Reports / Re: Conflict with fbx Import
Last post by wallworm - December 12, 2024, 11:00:23 AM
Thanks for sharing. I know the line of code that is choking in WW, but I don't know how the specific files can cause the problem. I'll look into an official solution, but for the moment the work around above is the solution. Did you test it?
#10
Bug Reports / Re: Conflict with Batch Export...
Last post by mark2580 - December 11, 2024, 04:16:49 PM
Quote from: wallworm on December 11, 2024, 11:01:59 AMCan you inform me of the file origins?
This is an export of the entire scene from Unreal Editor (UE4).
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