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#11
Wall Worm Level Design in 3ds Max / Re: 3ds max model in prop_stat...
Last post by mark2580 - November 03, 2024, 07:23:07 AM
Quote from: wallworm on November 01, 2024, 06:52:51 PMYou can place static prop entities directly in Max already. Simple configure WW for your game in the global settings and then you can add entities via the point entity tools.

game_config.png

Here you can see I configured WW for Black Mesa. Now all the entities are available in the Entity button on the Wall Worm Level Design Toolbar. When configured, you can load entities in via that menu, use the Wall Worm > Wall Worm Importers > Mass Model Fetch, or by going to the Create Tab in the Command Panel, changing the category to Wall Worm, and adding entity objects in the scene with the Source Model object type.

Those model nodes include a field called World Model. That will be the model that will load directly in Max, and the VMF Exporter will place those entities in the world when you export.
I don't understand how else to explain what I want to do. I'm not interested in mapping in 3ds max at all, I don't need to create any models from the game like prop_static.

Imagine. I have a 3ds max scene with objects from somewhere. Doesn't matter. I just want to get a vmf with their coordinates and name. I don't need anything else. Is it really that hard to understand?

I don't care at all whether it will be prop_static or prop_physics or prop_dynamic, even npc_alyx, as long as I have xyz coordinates + rotation angle and the name of the original mesh that was in 3ds max. The rest I will edit myself using a text editor.
#12
Bug Reports / Re: Conflict with FractureVoro...
Last post by wallworm - November 01, 2024, 07:02:14 PM
Additional information:

To permanently turn on the Wall Worm Slice modifier options:

::wallwormSlicemodOps.AutoSliceMod = true
::wallwormSlicemodOps.saveSettings()
::wallwormSlicemodOps.initiateCallbacks()

or to permanently turn it off:

::wallwormSlicemodOps.AutoSliceMod = false
::wallwormSlicemodOps.saveSettings()
::wallwormSlicemodOps.initiateCallbacks()
#13
Anvil Bug Reports / [FIXED] CS2 FGD Parser Broken
Last post by wallworm - November 01, 2024, 06:54:41 PM
There is a problem with the CS2 FGD Parser. I suspect that something has changed with the formats in the CS2 FGD formatting. I will try to get a fix for it soon.

UPDATE: Fixed in WW 6.2.
#14
Wall Worm Level Design in 3ds Max / Re: 3ds max model in prop_stat...
Last post by wallworm - November 01, 2024, 06:52:51 PM
You can place static prop entities directly in Max already. Simple configure WW for your game in the global settings and then you can add entities via the point entity tools.

game_config.png

Here you can see I configured WW for Black Mesa. Now all the entities are available in the Entity button on the Wall Worm Level Design Toolbar. When configured, you can load entities in via that menu, use the Wall Worm > Wall Worm Importers > Mass Model Fetch, or by going to the Create Tab in the Command Panel, changing the category to Wall Worm, and adding entity objects in the scene with the Source Model object type.

Those model nodes include a field called World Model. That will be the model that will load directly in Max, and the VMF Exporter will place those entities in the world when you export.
#15
Bug Reports / Re: Conflict with FractureVoro...
Last post by wallworm - November 01, 2024, 06:41:41 PM
Thanks for reporting. I looked at that script and cannot fathom how WW is interfering with it (it doesn't seem to like the additional tools WW adds to Slice Modifiers).

Before running that script, click F11 and enter this code into the white MAXScript Listener:

callbacks.removeScripts id:#WallWormAutoSliceModID
Now the extra slice modifier properties don't get added to the objects and the script should work. Note that even though this addresses the issue for that script, the slice custom attributes being added are very valuable when manually adding a slide modifier, so once you have disabled that, you will need to re-enable if you want them back in the same session by running this code in the MAXScript Listener:

::wallwormSlicemodOps.initiateCallbacks()
#16
Wall Worm Level Design in 3ds Max / Re: 3ds max model in prop_stat...
Last post by mark2580 - October 31, 2024, 03:04:52 AM
It seems that this is not it. As I understand it, here you are talking about something like combining models, for example, the CSGO compiler did this at one time, combining a bunch of identical models into one whole model.

I mean that I need to do the following: for example, I have CUBE1 and CUBE2 meshes in the scene. I just want prop_static entities to appear there after exporting to VMF, in the properties of which in the World Model field it will be written "CUBE1" and "CUBE2". I don't want to merge anything, I just need to transfer the coordinates of the meshes and their names, I will do the rest myself.
Example - https://puu.sh/KhLTI/17676d9176.zip

When I asked this question, I had to manually enter the name into the properties of each model, there were about 100 such models, it was hellish work.
#17
Bug Reports / Conflict with FractureVoronoi ...
Last post by mark2580 - October 31, 2024, 02:47:57 AM
There was a need to use the FractureVoronoi script. I was surprised to find that it completely breaks when WallWorm is installed in 3ds max.
I have 3ds max 2012 and 2020 installed. Both have this bug. Is there any way to fix it?

#18
Thanks for your question.

So, as I understand it, you are wanting to select arbitrary meshes in Max (that are not already models in the game engine) and send that as a new VMF with new MDLs? If that is the case, see this document and video:


More info here:

https://dev.wallworm.com/document/218/convert_scene_to_model.html

#19
Hello.
I've looked all over the internet and can't find the following information on WallWorm anywhere:

For example I have a scene with a bunch of different models. I simply want to export VMFs with their coordinates (xyz and angles). I don't need to compile anything or create mdl from them.

That is, for example, I open WallWorm - WallWorm Level Design - Point Entities. I select the required meshes in the scene, select prop_static and click the "Selection As Point Entity" button. After which, yes, the meshes turn into prop_static and are exported to vmf, but not a single entity has at least a model name in the World Model field. How can I make the field "world model" at least fit the name of the original mesh from the scene???
#20
Anvil Bug Reports / Re: Commit Sculpt Mesh Broken ...
Last post by wallworm - April 02, 2024, 09:06:47 PM
This defect is now fixed in Wall Worm 6.1.1.
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