Recent posts
#81
General Discussion / Re: Decal uv channel
Last post by wallworm - June 10, 2022, 12:15:11 PMYes, it's something I can add. It's just time. I am one of world's top MAXScript people, but not the best C++ people. The WW plugin for MDL Loading is all C++. It's now been a few years since I did any serious looking into that code. So it would take some time. I very much intend to add Morph, Animation and 2nd UV support ... but whether I will actually get to find the time for that is another issue. I've toyed with hiring someone to help update some of the C++ plugins, but finding someone knowledgeable about Source engine coding and also Max SDK is hard--and those I know are too busy right now to take up any side gigs.
#82
General Discussion / Re: Decal uv channel
Last post by Joris Ceoen - June 10, 2022, 11:36:59 AMQuote from: lauris47 on May 30, 2022, 03:26:15 AMI know it's been a while since you replied, but do I understand it correctly that you are still trying to get the original second UV-channel from official Valve models? I'm really not sure if it's possible. You could actually do an update that allows this, Shawn?
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.
#83
Wall Worm News / Re: Wall Worm 5.1.36 Released
Last post by wallworm - June 06, 2022, 11:19:34 AMVersion 5.1.37 released on 6-6-2022
* WallWormMDL: Fixed several features for getting Game data not working in 3ds Max 2023 (like the MDL browser, texture loader and others).
* WallWormMDL: Fixed several features for getting Game data not working in 3ds Max 2023 (like the MDL browser, texture loader and others).
#84
Wall Worm News / Wall Worm 5.1.36 Released
Last post by wallworm - June 05, 2022, 01:49:21 PMVersion 5.1.36 released on 6-5-2022
* Entities: Fixed a MAXScript error that could happen when copying entities.
* Displacements: Added new function to send displacements to an XRef Scene.
* Assets: Updateed RES File Generator and BSP PAK functions to collect .NUT script files from entities.
* WWMT: Fixed defect in LODs that was copying the root LOD material to all subsequent LODs when exporting a WWMT. Previously affected scenes will need the LOD materials re-assigned because of this defect.
* WallWormMDL: Fixed a MAXScript error when exporting clicking the Orientation Fixup button in the MDL command panel but there the MDL data is missing or not yet assigned.
* Overview Exporter: Fixed overview exporter not working with several game configurations.
* Overview Exporter: Fixed MAXScript error in Overview Exporter.
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Version 5.1.33 released on 5-24-2022
* Tools: Fixed Slice Tools custom attribute to not cause a MAXScript error when the file with the slice modifier is loaded into a version of Max where Wall Worm is not installed.
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Version 5.1.32 released on 5-22-2022
* DMX Exporter: Fixed some MAXScript errors in the DMX exporter caused by exporting meshes with a Physical Material.
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Version 5.1.31 released on 5-22-2022
* PropLine: Added new options to progressively affect scaling of props.
* VMF Exporter: Fixed error in the VMF Exporter batch file that was failing to copy the map BSP to the maps folder on completion.
###################################
Version 5.1.29 released on 5-22-2022
* Entities: Added support for the Get Sound button in entities to browse the game's current sounds.
* VMF Exporter: Updated exporter to delete the temporary log file generated during compile.
* Entities: Fixed a MAXScript error that could happen when copying entities.
* Displacements: Added new function to send displacements to an XRef Scene.
* Assets: Updateed RES File Generator and BSP PAK functions to collect .NUT script files from entities.
* WWMT: Fixed defect in LODs that was copying the root LOD material to all subsequent LODs when exporting a WWMT. Previously affected scenes will need the LOD materials re-assigned because of this defect.
* WallWormMDL: Fixed a MAXScript error when exporting clicking the Orientation Fixup button in the MDL command panel but there the MDL data is missing or not yet assigned.
* Overview Exporter: Fixed overview exporter not working with several game configurations.
* Overview Exporter: Fixed MAXScript error in Overview Exporter.
###################################
Version 5.1.33 released on 5-24-2022
* Tools: Fixed Slice Tools custom attribute to not cause a MAXScript error when the file with the slice modifier is loaded into a version of Max where Wall Worm is not installed.
###################################
Version 5.1.32 released on 5-22-2022
* DMX Exporter: Fixed some MAXScript errors in the DMX exporter caused by exporting meshes with a Physical Material.
###################################
Version 5.1.31 released on 5-22-2022
* PropLine: Added new options to progressively affect scaling of props.
* VMF Exporter: Fixed error in the VMF Exporter batch file that was failing to copy the map BSP to the maps folder on completion.
###################################
Version 5.1.29 released on 5-22-2022
* Entities: Added support for the Get Sound button in entities to browse the game's current sounds.
* VMF Exporter: Updated exporter to delete the temporary log file generated during compile.
#85
General Discussion / Re: Decal uv channel
Last post by lauris47 - May 31, 2022, 02:47:09 AMThat would be great, thank you!
#86
General Discussion / Re: Decal uv channel
Last post by wallworm - May 31, 2022, 01:30:28 AMIt's on my list. I'll try to find time to do this.
#87
General Discussion / Re: Decal uv channel
Last post by lauris47 - May 30, 2022, 03:26:15 AMIs 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.
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.
#88
General Discussion / Re: Decal uv channel
Last post by wallworm - May 26, 2022, 05:56:52 PMYou can export that channel, but it's not currently imported.
#89
General Discussion / Re: Decal uv channel
Last post by lauris47 - May 25, 2022, 09:55:36 AMHi, 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?
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?
#90
Wall Worm News / Wall Worm 5.1.28 Released
Last post by wallworm - May 21, 2022, 07:21:07 PMVersion 5.1.28 released on 5-21-2022
* CorVex: Fixed MAXScript error loading some older scenes with specific spline setups.
* QC Importer: Fixed MAXScript error that happened from too many time tags being generated in rare situations.
* Parse BSP Log: Added check for Bad Surface Extents that will create a spline along bad surface to highlight the problem. The splines are placed into a layer named "Bad Surfaces Layer".
* VMF Exporter: Updated the batch file writer to output a cleaner compile batch.
* VMF Exporter: Fixed the last_compile_.log file to work even when outputting to the console.
* Compile Tools: Fixed MAXScript error in the Load Leak File function if the leak file exists but is empty.
* CorVex: Fixed MAXScript error loading some older scenes with specific spline setups.
* QC Importer: Fixed MAXScript error that happened from too many time tags being generated in rare situations.
* Parse BSP Log: Added check for Bad Surface Extents that will create a spline along bad surface to highlight the problem. The splines are placed into a layer named "Bad Surfaces Layer".
* VMF Exporter: Updated the batch file writer to output a cleaner compile batch.
* VMF Exporter: Fixed the last_compile_.log file to work even when outputting to the console.
* Compile Tools: Fixed MAXScript error in the Load Leak File function if the leak file exists but is empty.
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