3ds max model in prop_static in vmf

Started by mark2580, July 17, 2024, 12:17:46 PM

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mark2580

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???

wallworm

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


mark2580

#2
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.

wallworm

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.

mark2580

#4
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.

wallworm

The 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.


wallworm

Sorry, 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:

for obj in selection do obj.model = obj.name

mark2580

Quote 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.

  • 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:

for obj in selection do obj.model = obj.name
Hooray hooray hooray!!! Yes, that's exactly what I wanted to do. I could get the coordinates initially, but I also needed a 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. 👍

wallworm

Glad it works. Sorry I hadn't re-read more diligently earlier :)

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