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shawnolson
11-23-2010, 08:47 PM
I've just released a new tool ( the Wall Worm Model Tools (http://wallworm.com/projects/utilities/docs/)) to expedite the process of sending models from 3ds Max to the Valve Source Game Engine. The tool has the following features:


Automatically generates a QC text file for your model
Allows you to pick your own custom collision model if you don't want to use the auto-generated model (see planned features)
Auto-generate LOD models of your model
Gives you a visual representation inside Max of the limits (range) tied to each LOD model which is especially helpful if you are also building your level design inside of Max (with Convexity (http://www.maple3d.com/))
Visually set the $illumposition position
Assign a surface property to your model from inside the Max interface
Set various model flags including $staticprop, $opaque and $mostlyopaque
Automatically makes layers in the layer manager for the model, hull, LODs and helpers
You can select LOD objects in layer manager and tweak their Multi-Res settings or edit the LODs to your liking after they are created
Visually assign the $masscenter property
Make Sequences
Send SMDs straight to compiler
Compile VTFs from materials
Planned Features include:

Can automatically generate convex collision hulls for your model (not yet implemented)
General Overview
http://www.youtube.com/watch?v=z74zF4W1fVg

Quick Demo exporting Prop
http://www.youtube.com/watch?v=TEnYtBr-isg


Docs and downloads at http://wallworm.com/projects/utilities/docs/

http://wallworm.com/projects/utilities/docs/media/pick_models_rollout.png
http://wallworm.com/projects/utilities/docs/media/lod_generator_rollout.png
http://wallworm.com/projects/utilities/docs/media/lod_list_rollout.png
http://wallworm.com/projects/utilities/docs/media/sequences_rollout.png
http://wallworm.com/projects/utilities/docs/media/export_rollout.png


I look forward to any feedback from any Source modelers that use the tool.

Emil Mujanovic
11-23-2010, 10:53 PM
Dude! This is dope!

Minos
11-24-2010, 10:02 AM
That's amazing. If only you had released it like 3 years ago... D:

fonfa
11-24-2010, 10:11 AM
seriously. would've avoided so much headache! gonna tell my friends about this.

shawnolson
11-24-2010, 11:40 AM
Thanks for all the positive hype. Please share any and all experience with it. I have only tested it in Max 2011. I know for a fact it won't work in Max 5 but a friend who has been helping guide my work on it may end up converting it to be usable in older versions of Max.

CrazyMatt
11-24-2010, 11:57 AM
Great stuff mate, I will try this when I get home!

shawnolson
11-24-2010, 12:01 PM
If you happen to encounter any bugs or problems, please make sure to send them to me. I have only developed it on Max 2011 but a friend who still does coding all the way back to Max 5 is going to do some tweaking so it will work in older versions. So if you have a problem share what version of Max you are using.

sprunghunt
11-24-2010, 01:46 PM
great stuff.

I'm suprised that valve hasn't already released something like this.

shawnolson
11-29-2010, 07:35 AM
The tool has been updated to version 0.82.

http://wallworm.com/projects/utilities/wallworm_model_tools.html

The latest update includes a fix where the LOD distance helpers select buttons where not working when you first create an LOD group. Now the LOD distance helper select buttons work when initialized.

Av7xrocker97
11-29-2010, 03:25 PM
If only there was such a tool for blender. :(
A standalone one would be nice too. Were you just pull in a universal file format like .dae or .obj and have it pump out a .qc, an .mdl and All would be well. Good tool nonetheless. :)

shawnolson
12-04-2010, 10:03 AM
I've updated the tool. Thanks for the positive feedback, especially all the emails with ideas, suggestions and bug reports.

Here is a list of the latest fixes in version 0.83:


Fixed the problem with QC files having quotation marks at the beginning and end of the file.
Fixed the QC file bug where model paths and material paths has backslashes (\) when they needed forward slashes (/).
Made the Model Path and Material Path fields in the UI work regardless of whether forward slashes or back slashes are used.
Fixed bug where LOD would not generate if the LOD spinner was never changed from the default value of 1.
Commented out the $shadowlod property in the QC file. If you want that setting, simply uncomment the $shadowlod lines in the QC.

MattLichy
12-04-2010, 11:19 AM
Valve employees are gonna freakout, in a good way, haha. I don't think they even have this...?

Valve does cool shit.. but god damn I hated working with those .qc files.

shawnolson
12-07-2010, 06:50 PM
Version 0.84 released on 12-07-2010

Added $automass flag.
Added Mass value setting.
Fixed bug with getting the $opaque setting of a model's attributes when reloaded in Max. $opaque was always being set to true.

Yozora
12-07-2010, 08:55 PM
I just tried these out, here are my comments/thoughts;

* I dislike the autio creation of those layers and their names, and also all the objects.
What I'd like is after I've set up my default settings (ticking staticprop), I'd like it to simply;
Select model
(optionally) Select collision
(optionally) select lods
export

I don't want it to generate anything extra in between, especially lods unless I click a button or tick a box to auto generate lods.


* I'd prefer an option to export to the current folder that the max file is in.

* I'd like to skip that smd export options window, or have those options built onto your wallworm model tools. More on that in this thread; http://www.polycount.com/forum/showthread.php?p=1251726#post1251726

* If you could build those options into your tools, then there should be a option to export a idle animation smd file along with the other stuff (preferably with "_idle" attached at the end of the name - don't need to auto generate a new model for that - or, have it in the settings to attach any suffix you want).

* An option to add whatever extra lines to the QC. I want to add $scale 1.0 to mine and maybe some notes/disclaimers but I'm sure other people will have other things to add.


* This one is very specific, and a bit complicated. But my folder structure for the things I need to compile is completely different from the folder structure of my working files. For example, lets say my work is in the W:/Work/props/taxi folder...
The folder I need to compile it to is somewhere like P:/project/game/props/maps/blabla/vehicles

So, I'd like to be able to put a custom path in front of the $modelname and the $cdmaterials in the qc settings.
In this example, I'd put "props/maps/blabla/vehicles" in this extra option and the QC file will give me:

$modelname "props/maps/blabla/vehicles/taxi.mdl"


I know I'm probably asking too much and maybe my ideas will only benefit my workflow, but I figured I'll let you know about them anyway.


On a sidenote, I'm sure Valve has some more streamlined tools than we think. Or at least I'd like to hope so.

shawnolson
12-07-2010, 09:34 PM
I just tried these out, here are my comments/thoughts;
I'd like to be able to put a custom path in front of the $modelname and the $cdmaterials in the qc settings.
In this example, I'd put "props/maps/blabla/vehicles" in this extra option and the QC file will give me:

$modelname "props/maps/blabla/vehicles/taxi.mdl"


I know I'm probably asking too much and maybe my ideas will only benefit my workflow, but I figured I'll let you know about them anyway.

That idea is already part of the process. If you type "props/maps/blabla/vehicles" into the model path, you will get the $modelname you mentioned already :)

Today I did update the script to add $mass and $automass... and I intend to add a scale option as you mentioned.

The option of choosing the root export folder is something I have on my TODO list. I intend to add a CONFIG utility... so in essence you will be able to choose your Source SDK mod folder (or any other arbitrary folder) for exporting into your mod's model directory. That config will be remembered between Max sessions. I also intend to add a BATCH file into the export also that will allow you to go ahead and compile...

The LODs are not autogenerated unless you've asked it to. The LOD tool will, in an upcoming update, allow you to arbitrarily choose your own LODs in the same manner you currently chose the collision hull.

As for skipping the exporter pop-up... I know of no way to do it. Even though it adds a few seconds and requires clicking, I don't mind all too much. Neil (http://www.wunderboy.org), the programmer who made the exporter, gets the promotion for his site in the pop-up... and I am all about helping support his efforts. So I am personally fine with that.

Finally, to the layers. I suppose I can add a setting in the config utility (when I've added it) that lets you choose whether it makes layers or not. I personally work in some scenes that can get very complex and the placement of these into layers is simply a management issue. I can imagine finding ways of improving the naming conventions (and giving naming config options) but can't imagine not using them personally. But I am not adverse to the idea of giving the option to turn off layers.

And like the naming of layers, I may be able to improve the naming schemes of the objects. Ideas on the most sensible approach are appreciated... though it is a lower priority to me than finishing the rest of the functionality.

Anyway, I hope I've addressed most of your points. I really appreciate the feedback and look forward to getting more input from you and others as you use it.

Thank You!

Yozora
12-07-2010, 10:14 PM
oh yea forgot to mention, when I tried the model path thing I got this error;
http://dl.dropbox.com/u/1319713/wip/ss_20101208032146.jpg

But now I realized its because I pasted in a absolute path instead of a relative path... just tried it again now and it works. Only problem is, it creates all those folders (props/maps/blabla/vehicles/) when I actually don't want all those folders, I only want it to be in the QC.


I guess you are right with that pop up thing, I had no intention of denying the acknowledgement of Neil's work and only wanted things to be more streamlined.
Also, you can actually include his name and his site to your tools if you want. That's if you find a way to skip those windows :) Win/win!
Just put it under your logo. Speaking of your logo... it's a bit too big I think... I know you can minimize it but each time you open it, its maximised again. I'm not trying deny you acknowledgement either... I just don't think that logo needs to be there at the top. It should go in the about section. I see Neil is already there.


I guess the thing it created wasn't a lod then... when I picked my model it created a clone with a multires modifier on it, I just assumed this was a lod but it seems to just be ... a clone, like it says :p Well, still, I see no use for having a clone and that illuminationorigin thing, at least not with my workflow.

Speaking of picking models, I don't like the current way of doing it because you have to click the right thing which isnt that easy when there are multiple lods overlapping eachother. Ideally there should be a button there to "use currently selected mesh". That way people can select the objects using outliner (or whatever scene management tool they use). Or you could implement a pop up list to pick from like the Attach pop up list.


I use layers as well depending on the number of models I'm working with. But most of my work only have like 5 separate things to export and that doesn't really need layers. It doesn't really make things more tidy because my naming convention already does that for me. Most of my layer usage happens when I'm working on models rather than during the export phase. Could be because I mostly work on simple props.

However when I'm working on many things that need to be exported, I think my workflow is still faster than using this tool since this tool can only handle 1 object at a time (I posted my smd-export workflow at the bottom of that other thread I linked earlier (http://www.polycount.com/forum/showthread.php?t=78979)). So I guess my next feature request is multi-smd export with multi-lod, multi-qc and multi-collision support!
Don't need multi-paths at least. But you can put it in there if you want :p


By the way, built in compiling sounds very very cool.

thanks for the quick reply

shawnolson
12-09-2010, 11:19 PM
I've updated the tool to version 0.85. This update fixes the QC syntax error with the idle line and FPS. It also adds the $masscenter control gizmo and the ability to add your own LOD models (instead of the auto-generated models)*.

The tool also no longer assumes $concave... you have to set it manually.

*The ability to choose your own LODs is limited and incomplete in this version. I wanted to finish that function before this release but got enough emails about the FPS error above that I released this as it is now. For the moment, you can choose your own LOD... but the tools to choose the helpers don't activate yet.

shawnolson
12-11-2010, 01:21 AM
Thank you... I've added a new update now... version 0.87. This version now has some configuration settings that can be set:

* Preference for Export root folder (now can export straight to SDK model_src folder
* Preference to turn off the model copy and use your model in tool directly (default is to copy)
* Preference to turn off the tool's creation of its own layers for items
* Turned on batch mode exporting... no longer have to click multiple OKs to export--note that because of this change, you cannot make settings to exporter directly--and this only works if MAXScript has write permission to your plugcfg folder in Max
* started batch file creation. In export process there is now a batch file. It's not got the right path to your orangebox bin folder... but otherwise it can be used to compile.

It's too late to give any documentation... which I need to do soon. I'll make a new video explaining the features I've added in last few days when I get a chance.

PS. Much thanks to Neil from http://www.wunderboy.org for giving me help on this tool and directing me to his batch export method.

I also wanted to let people know that Michael Little from www.maple3d.com (http://www.maple3d.com) is working on some new updates to Convexity... Among a release he expects out around the new year will be the Convex Hull creator that this tool will use. Michael has informed me that he is intending to make a free, stripped-down version of Convexity that will be available for anyone who wants to use that functionality--which this tool will hook into. Of course, I highly recommend anyone to get Convexity Pro as well... I certainly love it and hope to help generate interest in his awesome program!

Anyway, I'll release a new video on the new features soon.

Thanks to everyone for all the support lately. The emails and forum posts are greatly appreciated.

shawnolson
12-11-2010, 02:27 PM
OK... I've loaded a new Youtube video in the first post showing the tool in use at its current stage. I've added many of the features many of you have asked for.

shawnolson
12-12-2010, 11:40 AM
I was working on models this morning for my map and wanted the tool to do a few more things... so there is already a new version this morning: 0.88:

Finished adding support to pick all of your own LODs.


Finished adding support to pick all of your own LODs.
New User Preference to set the SDK bin folder... if set there is a working Batch file for compiling your model with the QC file.
Added settings to control the SMD exporter (Reference/Sequence, Start, End, etc). Note that for this to work you must make your Plugcfg folder writable!
Fixed the Pick Collision Model function to not Copy the selected mesh if you have set the preferences to not COPY.
Fixed bug where extra Center Of Mass helpers were created when changing a collision mesh.
New User Preference to set Material Export Root folder. This option is not used yet (since the tool does not yet export materials) but is in preparation for when that is added.
Various minor UI tweaks.
And now I am probably done adding to it for a short while as I work on my own level for CS:Source for a while.

shawnolson
12-20-2010, 11:37 AM
OK... I have added support for sequences to models. There is now a new rollout called Sequences (and another called Utilities).

The one problem I am having is figuring out how to add animated Collision Hulls. At the moment, collision hulls do not work with the sequences... so if you need the model to have animated collisions, you will need to edit your QC. Also, if anyone can help explain the process of animating collision hulls, it would be helpful.

I have also started working on actual documentation. The docs are now located at http://wallworm.com/projects/utilities/docs/
Some of the other main changes is that you can set the tool to autocompile on export... you should read the docs to set that up.

Here is a list of changes I've added:

Version 0.92 released on 12-20-2010
•Updated Use Local Origin as World Origin. Please see the entry.
•Added Utilities Rollout
•Added New Button to select the model objects in Utilities Rollout
•Added New Button to select the model Collision Hulls in Utilities Rollout
•Added New Button to Prepare a Mesh to be a Collision Mesh. This runs the same function as the Collisionmodel Prep Tool
•Added new button to remove selected items from the model.
•Added new button to remove selected items from the collision hull.
•De-activated the "Make and Use Copy" function in the settings. As the tool is getting closer to completion, this option has lost its need.
•Moved the Configure Tool button to the top of the About rollout.
•Updated the tool's documentation link to go straight to the documentation table of contents.
•Updated the tool's $collisionmodel line in the QC output. If the model has $staticprop set, the hull uses $collisionmodel. If $staticprop is not set, $collisionjoints is used instead. Animated collision hulls is still not available in WWMT.

Version 0.91 released on 12-19-2010

•Added Auto Compile
•Added support for loading multiple meshes to the main model, LODs and Collision Mesh.
•Added Sequences Rollout
•Added Model Name Field
•Added Append Mesh and Add Selection buttons for the Pick Models Rollout.
•Added Append CM and Add CM Sel buttons for Collision Models in the Pick Models Rollout.
•Added Append LOD # and +Sel to LOD # buttons for LODS in the LOD List Rollout.

shawnolson
12-24-2010, 04:40 PM
There is a new video demonstrating Wall Worm Model Tools sending an animated model straight to the compiler:

http://www.youtube.com/watch?v=z74zF4W1fVg

The tool is now at version 0.95 with the following changes:


Version 0.95 released on 12-24-2010

Added skinned mesh support. Now you can export meshes that are animated with bones and a skin modifier.
Version 0.94 released on 12-22-2010This is an important update that includes updates to the LOD metrics. The new features are not yet documented.

Updated and corrected LOD metric calculations! New LOD switches are more accurate. See following config additions.
Added new LOD Metric Resolution menu to config floater. This new menu determines the resolution to use for calculating LOD switch distances. This is a preference setting. The default is now set to 1680x1050 because that is the most common sreen resolution according to Steam Hardware survey.
New LOD Field of View (FOV) setting to use for calculating the LOD switch distance. This value, in conjunction with the LOD Metric Resolution control the calculation for the LOD values. The default is set to 75 which VDC reports as the FOV for HL2.
Added some try...catch blocks to code to stop MAXScript errors when generating LODs based off of models that were animated with various position and rotation controllers.
Version 0.93 released on 12-21-2010

Improvements to the Use Local Origin as World Origin (http://wallworm.com/projects/utilities/docs/rollouts/export.html#uselocalorigin)
Added new option to use Alternate origin placement in case of incorrect placement with default compile
Updated Prepare CM utility to automatically set the prepared mesh to non-renderable
Tool no longer creates an $illumposition helper until you've clicked the $illumposition selector in the Export Options Rollout.
Tool no longer creates an $masscenter helper until you've clicked the $masscenter selector in the Export Options Rollout.

shawnolson
01-01-2011, 02:47 PM
I have updated the tool to Version 0.96 released on 01-01-2011

•Added Texture Export functionality in the Utilities Rollout. Note the use is not well documented yet, including the setup of the exporter.
•Fixed bug in Tool Config for setting the material export path. Note that the feature was not being used previously, but setting the Material Directory in settings would override the model export path settings. This is now fixed.
•Added $shadowlod checkbox to export options rollout. When added and there are LODs, the tool uses the lowest level LOD as the shadow lod.

Please note that I didn't have time to add a lot to the texture compiling docs but there are some at http://wallworm.com/projects/utilities/docs/rollouts/utilities.html . Make sure to set up the tool's Bin Dir and Material Export Path in the Configure Tool floater... and Steam needs to be running. I'll update the docs this week.

shawnolson
01-03-2011, 02:13 PM
I've updated the tool today to version 0.97. Among the changes is the ability to compile your model's materials into VTFs (http://wallworm.com/projects/utilities/docs/rollouts/utilities.html#exportTextures). It will use Diffuse, Specular, Ambient, Bump/Displacement and Self-Illumination maps of the Standard Material.

oXYnary
01-04-2011, 03:19 AM
Hi Shawn

Looks like exactly what I need for a project. And this is totally off subject but may be helpful to some here. Is there a scaling system to use in max to align correctly with source? Or it depends on the source game in question (in my case l4d2).

marks
01-04-2011, 09:06 AM
1 max unit = 1 hammer unit

Mark Dygert
01-04-2011, 09:15 AM
Hi Shawn

Looks like exactly what I need for a project. And this is totally off subject but may be helpful to some here. Is there a scaling system to use in max to align correctly with source? Or it depends on the source game in question (in my case l4d2).Like marks pointed out 1unit = 1unit. You also need to make sure your objects local pivot point is on the grid, it won't do you much good if your geometry is snapped to a grid but your pivot point isn't.

I like the idea behind a tool that helps automate the crazy process, I haven't taken it for a test drive yet, someday soon. Mostly because I'm a little sick of working with and around Hammer and Source. I seriously hope Valve has some super sexy tools that only they get to use, I couldn't imagine a company with those kinds of resources forcing their people to build and compile things like it was 1996 all over again. That would seriously bottle neck their pipeline and its probably one of the easier hurdles to tear down.

It's scary how much hasn't changed in the mod tools since HL1...

shawnolson
01-04-2011, 10:32 AM
I like the idea behind a tool that helps automate the crazy process, I haven't taken it for a test drive yet, someday soon. Mostly because I'm a little sick of working with and around Hammer and Source. I seriously hope Valve has some super sexy tools that only they get to use, I couldn't imagine a company with those kinds of resources forcing their people to build and compile things like it was 1996 all over again. That would seriously bottle neck their pipeline and its probably one of the easier hurdles to tear down.

It's scary how much hasn't changed in the mod tools since HL1...

Mark... I agree. My assumption is that they do have something much more advanced than this tool; the question is, if they do, why haven't they released it to the public? Why offer the system openly to encourage people to develop with your tools... then make them jump through hoops to do it?

Anyway... I am nearing the completion of this project. I have some loose ends and cleanup left... but it is nearly complete.

I've just added two new help pages:

Preparing Your Model (http://wallworm.com/projects/utilities/docs/using/prepare_model.html)
Exporting Textures (http://wallworm.com/projects/utilities/docs/using/export_textures.html)
When I've finished with this I plan on building a cubemap exporter to quickly make the 2d sky textures.

oXYnary
01-04-2011, 12:29 PM
Like marks pointed out 1unit = 1unit. You also need to make sure your objects local pivot point is on the grid, it won't do you much good if your geometry is snapped to a grid but your pivot point isn't.

I like the idea behind a tool that helps automate the crazy process, I haven't taken it for a test drive yet, someday soon. Mostly because I'm a little sick of working with and around Hammer and Source. I seriously hope Valve has some super sexy tools that only they get to use, I couldn't imagine a company with those kinds of resources forcing their people to build and compile things like it was 1996 all over again. That would seriously bottle neck their pipeline and its probably one of the easier hurdles to tear down.

It's scary how much hasn't changed in the mod tools since HL1...

Thanks but which max unit scale? I use cm (you know like most of the rest of the world does).

Mark Dygert
01-04-2011, 03:09 PM
Heh, really? I switch over to whatever the editor is using /shrug
The unit setup is file specific so you don't have to worry about switching to Generic Units being a global setting across all your files. Only the files you set to Generic will stay that way.


I was refering to the default 3dsmax "Generic Units". It's the same in Unreal, 1 3dsmax Generic Unit = 1 UDK unit.

If you use a 4:1 textel ratio then thats 4 pixels for every unit.

If you're really interested in always working in cm, you should be able to switch it to generic units, create a measuring stick or a cube and switch back to cm to get a sense of how it all lines up. I think cm works out fine on the generic unit grid, but "US Standard" is off or is it the other way around... meh... run some test, diddle some numbers, make it work.

shawnolson
01-05-2011, 07:52 AM
Thanks but which max unit scale?

I always set the Max units to generic when working for Source. Then, for reference, I always make a 24x24x72 box that is about the size of an in-game player's bounding box... that helps me keep my designs at the right scale.

fusedgore
01-05-2011, 10:46 AM
Write this for maya that would be awesome

shawnolson
01-05-2011, 12:09 PM
Write this for maya that would be awesome
I've gotten a lot of requests to expand it to Maya, XSI and Blender. I wish I could say that I could do that... but the only one of those I even have is Blender... which I really don't like much. I made this tool for my own use inside Max... and decided to share it with everyone.

If the sky falls and I'm forced to move to another app... then it might happen. But for my own sake... I hope that never happens. I already spent a month and a half getting used to MAXScript so I could make it... I cannot justify spending more time to extend it to apps I don't have and learning their scripting languages.

Sorry :(

shawnolson
01-07-2011, 02:36 PM
Version 0.98 released on 01-07-2011

Added support for 3ds Max 2008+. Before this update, the tool would not work in version 2008 or 2009.
Fixed bug to the Pick LOD buttons. They were broken in the 0.95 update.
Changed the way that the Texture Exporter utility works. The tool will now always run the VTF texture compiler when you run the Export Textures utility.
Renamed the Configure Tool button to Settings

piippo
01-07-2011, 09:24 PM
Really impressive, this makes exporting models a lot easier. Thanks a bunch!

Pix
01-08-2011, 04:24 AM
Finally a tool that will help me to get models into the engine much faster without additional headache. Thank you for this.

shawnolson
01-10-2011, 08:01 AM
Really impressive, this makes exporting models a lot easier. Thanks a bunch!
You're welcome.

Finally a tool that will help me to get models into the engine much faster without additional headache. Thank you for this.
You are welcome as well!


For the most part I've tried to make the tool expedite everything. Almost everyone has been pretty excited... but there have been some people who don't understand the flow of it or feel it's too complicated. Perhaps the video is too long winded.

In any event, I am trying to add docs for each feature. I'll make short videos for each step/feature as I can get to them.

Here is the latest doc (no video yet) on the minimum steps to compile a model.

http://wallworm.com/projects/utilities/docs/using/export_static_prop.html

Also, there is a new minor update that removes an unused button and adds a little error checking to start/end frames of sequences.

PS. If anyone is having problems, please email me those problems. I've been trying to clean up some of the code and add some error checking... and those things that are most bothersome to the most people I'll try to address first. My attention is a little divided at the moment, but I'll get around to updates sooner or later.

shawnolson
01-11-2011, 01:55 PM
http://www.youtube.com/watch?v=TEnYtBr-isg

achmedthesnake
01-13-2011, 01:58 AM
ummm encountered a small problem when exporting (in using 3dsmax2008 )
exporting the model works perfectly - but when trying to export the texture - the error appears:

Problem figuring out outputdir for C:/Programs Files <x86>\Steam\steamapps\eli_roberto\team fortress 2\tf\materials/custom_hats/square_hat/square_hat

- it creates a tga and a batch file in the right folder but nthn else :( and i have steam open and everything...

any suggests?

achmedthesnake
01-13-2011, 03:17 AM
**update**
got it working by compiling the tga outside of the tools in vftlib (not really solved) but it works for the moment...
- also tried it out in the new tf2 items test map and all seems okay (its just a cube w/ a diffuse texture for testing purposes)
my first fake item actually in game yahhooo! - thanks for making much moar streamlined and easier shawn!
https://dl.dropbox.com/u/4704618/tf2_test_sucess.jpg

shawnolson
01-13-2011, 06:49 AM
encountered a small problem when exporting (in using 3dsmax2008 )
exporting the model works perfectly - but when trying to export the texture - the error appears:

Problem figuring out outputdir for C:/Programs Files <x86>\Steam\steamapps\eli_roberto\team fortress 2\tf\materials/custom_hats/square_hat/square_hat

- it creates a tga and a batch file in the right folder but nthn else :( and i have steam open and everything...

any suggests?

This happens when the output folder doesn't exist. In this case, the path C:/Programs Files <x86>\Steam\steamapps\eli_roberto\team fortress 2\tf\materials/custom_hats/square_hat/square_hat does not exist at compile time... there are a few solutions:


Make sure that path exists before running the exporter.
Run 3ds as Administrator (might solve it)
Run the batch file as administrator.
#1 is the best solution.

Just to clarify for everyone, you'll need to create two (2) sets of folders for your models in the file system. The first is in the SDK ... set the target materials and models folders. The second is the matching folder paths in the game's final materials and models folders.

I suggest that you make a folder (or set of folders) that your model projects share so that you don't have to create the paths all too often. I personally would make the material paths in the tool something like custom_hats/square_hats (or in this case custom_hats/eli_roberto ) and always use that path in your own custom hat projects... that way you would have a common repositiory for your work, avoid namespace problems, and dont' have to continuously make folders when you make a new model.

I hope this makes sense. I'll expand the docs sometime soon.

shawnolson
01-15-2011, 01:30 PM
Updated to version 0.983 today. Fixed a bug in the texture exporter if your material path folder names had a period (.) in them (which might be possible if you namespace your paths with your domain name). A couple other fixes in the changelog.

shawnolson
01-26-2011, 03:15 PM
I've been busy building props for my current project and decided to take a break and share a new video giving an overview on making LODs using WWMT. The preview graphic Youtube chose isn't really enticing... but maybe that just helps my voice seem a little less monotonous in comparison!

Also, I added docs to go along with it at http://wallworm.com/projects/utilities/docs/using/generate_lods.html

http://www.youtube.com/watch?v=d9sStyB7SVY

MattLichy
01-29-2011, 10:44 PM
http://www.scriptspot.com/3ds-max/scripts/convex-hull

shawnolson
01-30-2011, 12:42 PM
http://www.scriptspot.com/3ds-max/scripts/convex-hull
Nice find Matt. :thumbup: It's certainly an option for now.

The one that Michael Little is building for Convexity (http://www.maple3d.com) will be more viable, however, since it is going to have some features specifically for use in WWMT that give you control over what's going on. I don't know when he'll have it ready, though. I know he's been pretty busy on the next version... which will include the Collision Hull tool to which I'm refering. His new version is supposed to come in a couple of flavors, including one that is free.

From all the emails I've gotten about WWMT in the last few months, I know how useful it is for many of you. I'm surprised that the same crowd isn't using Convexity more! Maybe the price? I know that I was hesitant to buy it when I first did... but I'm certainly glad I did. Hopefully when he's released the free version it will grow in user base... Just go to the video section (http://www.maple3d.com/Convexity/ConvexityTutorialsIntro.htm) on his site and watch the Side Wall Editor video and the Convexity Basics (they are a bit out-of-date from his current version but demonstrate some of the features)!

While I'm on here... is there any feature to WWMT that anyone feels is missing? The most common thing so far have been emails about handling gibs somehow. Also prop_data ... but I can't really think of ways to integrate them simply. One option I've thought of is just a big text field where you can type in any value that WWMT doesn't handle...

And just to ramble a little bit: I received an email from the great Jed Master (http://www.wunderboy.org) a few weeks ago regarding his SMD exporter (I was bothering him with another feature request). I was asking for something that would make the usage of Max's Render to Texture Auto Unwrap more automated in the WWMT workflow. He said it "might work for a mapper wanting to make a quick and dirty prop but to be honest, no modeller worth his salt will use it."

That stuck with me and forced me to spend some time learning more proper UVW habits. So I wanted to share a couple useful videos that helped me tremendously with my recent quest to fill a level with my own models that are not just "quick and dirty" texturing.


Ted Boardman introduces Unwrap UVW (http://www.vimeo.com/9164856)
Sascha Henrichs' Unwrapping a Stone (http://vimeo.com/10887320)
I know the links are random... but of the videos I've watched lately, they were very good for someone (like me) who never really spent as much time as he should learning the texturing aspect. (or, like me, is self-taught...)

And, though I'm certain everyone here already has and uses them, I've come to find Renderhjs's Textools (http://renderhjs.net/textools/) invaluable in the modeling projects I'm working on.

Anyway, these things aren't all related to WWMT directly, but they are precursors to good models that you would use WWMT to export. I thought they'd be good resources for some of you.

shawnolson
02-01-2011, 12:43 AM
There's a new update.


Version 0.984 released on 02-01-2011

Added new LOD Camera functions in the Utilities rollout. Documentation not yet loaded. What you can do is view the model with this camera, and it will change the LOD mesh based on the distance and your current LOD switch distances as you move the camera around. This helps you get an idea if the mesh resolution is too dense/sparse and how the textures work as you move in and out.
Fixed UI bug where the last LOD in the LOD list would not fill details for LOD upon creation or reloading.
Added Show/Hide Collision Mesh buttons in the Utilities Rollout.
Made a change in the LOD generator procedure. Previously, LOD models were "frozen" upon creation. That no longer happens. They are still hidden at generation time, but can now be selected when unhid. This was important to make it easier to run the "Generate" for the MultiRes modifier of each in animated models. It was also necessary to make the new LOD Camera more useful so that textures can show up.
I didn't have time to test it in anything other than Max 2011. I'm assuming this works fine back to 2008 but won't know for sure until I test it later in the week.

shawnolson
02-01-2011, 01:34 PM
There was a MAXScript error in the version I loaded last night. It's been updated to version 0.985. The error popped up when you moved the new LOD camera. That's what you get for doing MAXScript to 3 AM.

Here is the new LOD camera.

http://www.youtube.com/watch?v=XLSDpKdWZoE

shawnolson
02-07-2011, 03:57 PM
There's a new update:

Version 0.986 released on 02-07-2011

•Added Attachment Rollout (http://wallworm.com/projects/utilities/docs/rollouts/attachments.html).
•Added UI entry for WWMT to create button in toolbar or menu. Installer is now in the Settings floater (http://wallworm.com/projects/utilities/docs/getting_started/running.html#wwmtUI).
•Fixed a MAXScript error when reloading a model that has LODs.
•Fixed MAXScript error that occured in Generating LODs in older versions of Max.
•Fixed texture exporter ui bug where the names of bitmaps were sometimes not shown.
•Removed the title rollout and moved WWMT logo to About Section.
•Added new Help links in some rollouts.
•Replaced credits in tool to links for credits because UI is starting to fill up.
•Removed some more of the items printed to the MAXScript listener when files structs are loaded.
•Added more informative responses when various errors occur (like when exporting textures fail).

The $attachments feature is a productive new addition. I'm sure that the second item for adding WWMT to the UI is useful... as it's something I've gotten a lot of emails about.

I added brief docs on the attachment tools... will load more when I get time.

shawnolson
02-09-2011, 05:48 PM
Version 0.9871 released on 02-08-2011

•Fixed bug where the collision hull was not animating with the bones designated in the mesh's skin modifier in models that only had one collision hull. Note that this was introduced in the 0.987 fix that addressed the 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) compile problem (see below). Now both issues are resolved.

Version 0.987 released on 02-08-2011

•Fixed bug when trying to export a model that had multiple collision hull objects and also using the $masscenter gizmo. This bug was causing the following compile error: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1).
•Fixed bug when picking a pre-existing model that was previously given an $attachment that was not given a parent bone.
•Fixed bug when picking a pre-existing model that was previously given a collision hull which was then deleted from the scene.
•Added $contents selection.
•Added $inertia for collision hulls.
•Added $damping for collision hulls.
•Added $drag for collision hulls.
•Replaced credits to Michael Little and Jed since the UI still has space for it.

I'll be updating the docs pages with more up-to-date ui icons and tutorials on usage over the next few days.

shawnolson
02-12-2011, 04:53 PM
Version 0.988 released on 02-12-2011

•Added support for Cannonfodder's SMD exporter. To use, make sure you download Version 2.04 or later. Note that version 2.04 is not yet available on Cannonfodder's site... but when he has released the new version you will be able to use it with WWMT.
•Added new Settings controller to choose which SMD exporter you want to use. You can now choose between the Wunderboy Exporter or Cannonfodder's exporter. The default is the Wunderboy exporter.
•Updated Texture exporter to create the paths to the material export if MAXScript can write to the directories.
•Updated texture export error checking to give more informative explanations for errors.
•Added new model export checks for folder paths. WWMT will then try to create the path. If the export path for a model does not exist, the exporter will fail and prompt you to make that path.
•Added new model export checks for materials on models and collision hulls. If there are not materials, the export will fail and prompt you to add materials.

Other changes include updated docs including a new one on Compile Errors (http://wallworm.com/projects/utilities/docs/troubleshooting/compile_errors.html).

shawnolson
02-15-2011, 01:19 PM
For those of you sick of updates, here's some more! Thanks to everyone who's provided feedback over the last few months on this... it's zeroing in on completion. When Jed has a new version of his SMD Exporter out, I'll release the final version.




Version 0.991 released on 02-15-2011

Added Auto Hull to Collision Hull & Physics Rollout. When checked, the tool does not make a separate collision hull SMD. The QC then uses the root model SMD for the collision hull.
Added Process CM to Collision Hull & Physics Rollout. When checked, each mesh and Element of each mesh is given a unique smoothing group. Needed if you want $concave and haven't prepared the mesh. Each mesh in collision hull is also given a material with a diffuse Bitmap and made non-renderable.
Fixed UI bug where some collision rollout items were not activating until after the collision hull was picked.
Version 0.99 released on 02-14-2011




NOTE: The 0.99 Update makes significant changes to the UI of Wall Worm Model Tools. The documentation may not reflect all these changes!

Optimized entire UI. Many functions are no longer where they were in previous versions. As such, the docs currently do not match the tool.

Many Rollouts Renamed.
Picking main model, setting base QC settings and the Run Export button now consolidated in the first Rollout which is now called "Model & Basic QC".
Collision Hull and Physics controls consolidated into own rollout.
LOD Generator, $shadowlod and LOD Camera controls placed into own rollout.
$illumposition now in Lighting & Miscellaneous
More changes. The docs now reflect most of these UI changes.

Fixed export bug where Sequence SMDs were not properly saved if using the Wunderboy SMD Exporter. This was a bug caused by bad logic added to the WWMT code in the 0.988 update.
Model name now will automatically convert periods and spaces to underscores.
Added $jointconstrain. If checked, the QC will include $jointconstrain lines in the QC for each axis of each bone the model that has Limits imposed in the IK tab of the Max Command Panel. Good for use in Rag Dolls (and reportedly Real Dolls too).
Tool now doesn't let you select objects as the model if not of the GeometryClass.
Added $rotDamping.
Fixed MAXScript bug where there was an exception if you deleted a mesh from the collision hull without first clicking the Del Sel button for collision hulls.
Fixed LOD List controls to activate the Append LOD # and + Sel to LOD # buttons when you have clicked the Pick LOD buttons.
Fixed + Sel to LOD button to work on all objects that have been selected. Previously, it was only adding a single object at a time.
Updated naming of most variables and functions in WWMT to have a prefix of wwmt_ to avoid namespace conflicts with other variables and functions.

shawnolson
02-19-2011, 05:31 PM
WWMT News. Since I have been having a hard time keeping up on the forums where I've been posting news on WWMT, I started a forum devoted to the tools I'm working on. It's at www.wallworm.net (http://www.wallworm.net/) . It's still mostly empty but it will be where I post most updates on WWMT from here on out.

Version 0.993 released on 02-19-2011

•Fixed bug where Model Folder Path and Material Folder Path were not being saved if set by the Default path functions added in 0.992.
•Fixed quirk where Default Model Path and Default Material Path in Settings did not take effect until after WWMT was restarted. Now it takes effect immediately.
•Fixed Export Fail notice when Model Path or Material Path were not set... the error was inappropriately saying that you needed to set a Sequence Name as well.

Version 0.992 released on 02-16-2011

I had expected to release no more updates until Jed's new SMD Exporter is out... but as I've been recording videos of using the current version... I decided there was a step I could cut out... setting defaults for model path and material path for new models. Saves some typing.

•Added Default Model Path in settings floater. Optional setting that will prefill the Model Path of new models... which can be good if you are working on multiple models that reside in the same path.
•Added Default Material Path in settings floater. Optional setting that will prefill the Material Path of new models... which can be good if you are working on multiple models that reside in the same path.

shawnolson
02-24-2011, 04:45 PM
Not going to overwhelm you with a wall of text... but WWMT is updated again. Key new features:

* Support for multiple skins
* Prop Data and Gibs Rollout
* Custom Gobs support and one-pass gibs compiling
* Various other tweaks/fixes... see the changelog

shawnolson
03-07-2011, 07:40 AM
Until yesterday, I did not know that Left 4 Dead works differently than other Source games for compiling models and textures. I had to add a new setting for the directory to the gameinfo.txt in the settings floater.

That update is now available; WWMT now supports L4D--please make sure to set the Game Info Dir (http://wallworm.com/projects/utilities/docs/rollouts/settings.html#gameInfoDir) in the settings tool.

This version also has some UI updates that aren't represented in the docs.

Manuca
03-24-2011, 07:52 PM
This happens when the output folder doesn't exist. In this case, the path C:/Programs Files <x86>\Steam\steamapps\eli_roberto\team fortress 2\tf\materials/custom_hats/square_hat/square_hat does not exist at compile time... there are a few solutions:


Make sure that path exists before running the exporter.
Run 3ds as Administrator (might solve it)
Run the batch file as administrator.

#1 is the best solution.

Just to clarify for everyone, you'll need to create two (2) sets of folders for your models in the file system. The first is in the SDK ... set the target materials and models folders. The second is the matching folder paths in the game's final materials and models folders.

I suggest that you make a folder (or set of folders) that your model projects share so that you don't have to create the paths all too often. I personally would make the material paths in the tool something like custom_hats/square_hats (or in this case custom_hats/eli_roberto ) and always use that path in your own custom hat projects... that way you would have a common repositiory for your work, avoid namespace problems, and dont' have to continuously make folders when you make a new model.

I hope this makes sense. I'll expand the docs sometime soon.


Hi Shawn!

Firs of all, I would like to thank you for this amazing program!

I'm trying to export the textures from my tf2 item, but Wall Worm (http://wallworm.com/projects/utilities/docs/) imports only a tga and a .bat file. I've followed your recomentations and the problem still happening. The models were successfully imported.
where I'm making the mistake?

I'm using 3d max 2009 and here are my settings:

Model Root: C:/Program Files (x86)\Steam\steamapps\jesusshot\team fortress 2\tf\models

Materials Root: C:/Program Files (x86)\Steam\steamapps\jesusshot\team fortress 2\tf\materials

Bin Dir: C:/Program Files (x86)\Steam\steamapps\jesusshot\sourcesdk\bin\oran gebox\bin

Model folder path: my_projects/dead_eye
Material folder path: my_projects/dead_eye


http://www.6bestudio.com.br/arquivos/manu/compiling_error.jpg

shawnolson
03-24-2011, 08:10 PM
Hi Shawn!
Firs of all, I would like to thank you for this amazing program!


Thank You :)


here are my settings:

Model Root: C:/Program Files (x86)\Steam\steamapps\jesusshot\team fortress 2\tf\models

Materials Root: C:/Program Files (x86)\Steam\steamapps\jesusshot\team fortress 2\tf\materials



The problem is that you chose the game model and material folders... but you need to choose the SDK modelsrc and materialsrc for TF2...

They should be in a location like these for you:

Model Root: C:/Program Files (x86)\Steam\steamapps\jesusshot\sourcesdk_content\ tf\modelsrc

Materials Root: C:/Program Files (x86)\Steam\steamapps\jesusshotsourcesdk_content\t f\materialsrc

Manuca
03-24-2011, 10:01 PM
Sorry Shawn! but It happened the same problem whith the textures! (it exported the tga and .vat) and now with the model root configured in, ...sourcesdk_content\ tf\modelsrc, it exported only a qc, smd and .bat

shawnolson
03-25-2011, 05:37 AM
Sorry Shawn! but It happened the same problem whith the textures! (it exported the tga and .vat) and now with the model root configured in, ...sourcesdk_content\ tf\modelsrc, it exported only a qc, smd and .bat
Did you update the directory of the Material Root as well?

It may be that you do not have TF2 Selected in the Source SDK Window. Launch Source SDK and make sure that the Engine is Source Engine 2009 and TF2 is set as the current game.

Also, does the folder materialsrc exist inside your tf folder?

You may also get help from this thread (http://www.wallworm.net/index.php/topic,47.0.html).

Manuca
03-25-2011, 06:27 AM
It worked! Thank you Shawn! You made my life happier :)
Now I can open my model In Model Viewer.

shawnolson
04-04-2011, 09:58 AM
There is a new version out today: Version 1.01. The main fix is catching a MAXScript error if you try to run the VTF exporter when there are non-TGAs in the model materials. here's the full changelog (http://wallworm.com/projects/utilities/docs/resources/changelog.html).

Perfectblue
04-04-2011, 12:37 PM
marked.

shawnolson
04-05-2011, 09:15 AM
Another update:

Version 1.1 released 04-05-2011

Fixed the Use Local Origin as Origin function.
Moved Use Local Origin as Origin and Alt Origin checkboxes from Lighting & Miscellaneous rollout to Model & Basic QC rollout.
Fixed the output of $illumposition to accurate position. Previous versions only worked if model's pivot point (local origin) was located at the world origin [0,0,0].
Fixed $masscenter to output to correct position. Previous versions only worked if model's pivot point (local origin) was located at the world origin [0,0,0].
Fixed MAXScript error that happened when you deleted a $illumposition helper and then tried to export the model and/or add another $illumposition helper.
Fixed MAXScript error that happened when you deleted a $masscenter helper and then tried to export the model and/or add another $masscenter helper.
Changed name of "Sky" scale button to "1/16" and added another one for "1/32" for L4D.

Mark Dygert
04-10-2011, 12:05 PM
I started using this a few hours ago and I have to say thanks!

I ran into a few frustrating bits and pieces:
New layers created with nothing inside of them? I'm not sure if its ok to remove those layers or not, it would be nice to get rid of them.

Spline text added to the scene? I'm not sure why this is there? is its needed by the script or can I remove it? Personally I don't like it, its too big, maybe there is a setting to turn it off hide it on its own layer or adjust its size?

Renaming a mesh that has previously been exported causes the script to cash, removing all the bits and pieces Wallworm tosses in there (text, dummy & layer) allows me to start fresh. Seems like the script should be able to deal with that?

It tells me to get a export plug-in wunderboy 1.6 that isn't out yet, thanks for telling me that have access to it... The models don't automatically compile after that, I'm not sure if its a path I don't have set up correctly, that error or something else, so I compile it myself using GUIStudiomdl. Its annoying to have that error pop up every time.

Seems a little disjointed in the setup of paths. Buttons for some that don't display the path fully edit boxes for other paths in another section. Maybe just one section for paths and they all use the same UI scheme? Possibly something like what Valve did in hammer would be familiar to people using this tool?
http://dl.dropbox.com/u/2336353/ValveConfig.jpg
See the path, see an example and have an option to edit/browse to the path would be helpful.

EDIT: Ok I switched up some paths and now it seems to be compiling models automatically and exporting VMT/VTF's which takes are of some of these problems and underscores the need for more clear path instructions...

shawnolson
04-10-2011, 03:18 PM
I started using this a few hours ago and I have to say thanks!

I ran into a few frustrating bits and pieces...

Mark,

Thanks for the feedback. You aren't the first to have confusion on the setup. Part of the issue is that I do this as a side-project and have limited time that I can devote to it; I'm often torn between building/enhancing the tool, making the things I made this tool to make, and documenting the tool for others... not to mention time for the family and my real job.

I did make a new video today for the setup and configuration process:

http://www.youtube.com/watch?v=hH44DPxy3r0

As for the layers... you can turn those off by unchecking the "Make and Use Layers" in the Settings floater. It is safe to delete the layers in a scene already made; new ones won't have the layers if that option is unchecked.

The Text/Spline is integral to the tool... as it is the Helper that stores all info for the model between sessions; think of it like any other helper you might have for many other Max tools. You are safe to resize it... just not deleting it if you want to re-acquire the model settings later.

The renaming dilemma ... that is something that I've known about but haven't had time to address. I will certainly add a fix to it at some point.

Also, the notice about Wunderboy's 1.6 SMD exporter is premature. I've been testing the new version which will be out soon and added that the notice so people would go get it... At the moment it's just an extra notice to ignore... but when his new version is public you will want it as it is needed for some features (like the export non-renderable mesh as bone... which will finally allow you to use CAT rigs).

Anyway... I appreciate the feedback and will take it all into consideration :)

shawnolson
04-10-2011, 03:45 PM
PS. When making that new video I found the problem of the Default Material Path using the default model path... I had missed it since I usually make them match. Anyway... there is a version 1.2 up that fixes that.

shawnolson
04-14-2011, 06:36 AM
Great News! Wunderboy released SMD Exporter 1.6 (http://www.wunderboy.org) today. It adds some additional features that are used by WWMT. One major new feature is that you no longer have to make any folders writable to properly use WWMT to export SMDs in batch mode.

Also, there is a bug fix for WWMT v1.21 (you could cause the Generate LODs to generate improperly if the Max Selection Lock was turned on when you pressed the button). The latest version of WWMT fixes that problem.

shawnolson
04-25-2011, 10:04 PM
Version 1.4 is out with several productivity enhancements:


Enhanced the $bodygroup feature to allow multiple $bodygroups. This update changes the way $bodygroups are set... so you will have to relink them according to the new docs if you have already set some up since version 1.3. Video of $bodygroup method below...
Renamed Texture Utilities Rollout to Utilities.
Added Quick WWMT (http://wallworm.com/projects/utilities/docs/rollouts/utilities.html#quickWWMT) button to create WWMT helpers for all selected objects in the scene.
Added Quick Compile (http://wallworm.com/projects/utilities/docs/rollouts/utilities.html#quickCompile) button to export all selected WWMTs (and compile them if the auto compile is set in the tool settings).
Added All Textures (http://wallworm.com/projects/utilities/docs/rollouts/utilities.html#allTex) button to compile textures for all selected WWMT helpers.
Updated the UI to let you choose a new WWMT with the Pick Model button even if there is already a WWMT filled into the UI. The UI will update for the new WWMT.
http://www.youtube.com/watch?v=c_Qq5v65s6s

shawnolson
05-10-2011, 07:08 AM
Version 1.41 released 05-09-2011

Added more settings to the Quick WWMT tools in the Utilities Tab. You can now pre-assign most of the checkboxes from the Basic Model & QC and Collision Model & Physics rollouts to the Quick WWMT Selections.
Added Clear From Sel (http://wallworm.com/projects/utilities/docs/rollouts/utilities.html#clearWWMT) button in Utilities Rollout that will remove all WWMT data and helpers from the selection.
Updated the Pick Model function to properly clear every possible setting in the UI to the defaults if there is already a WWMT object filling the UI when a new WWMT helper is selected. The 1.4 addition of this feature sometimes left values in the UI if the first model had a property assigned that is, by default, undefined in the WWMT Struct and the second model did not have a value set.
Caught some more possible exceptions (fringe cases that have been reported and due to pressing some buttons after scene objects have been deleted).

shawnolson
05-24-2011, 05:47 PM
Version 1.45 released 05-24-2011

• Added Material Library Generator (http://wallworm.com/projects/utilities/docs/rollouts/material_library_generator.html) . Please make sure to read these docs to understand it.
• Added Quick Properties (http://wallworm.com/projects/utilities/docs/rollouts/utilities.html#quickArrows) (buttons next to properties in Quick WWMT section) to set all selected WWMT helpers to the associated value.
• Updated code to utilize objects that have Bone On turned on so that they can be used in ragdoll exports without a Skin Modifier. (Sorry this is cryptic... but I'll explain when I have time...).

UI for the Material Generator:
http://wallworm.com/projects/utilities/docs/media/material_library_generator.png (http://wallworm.com/projects/utilities/docs/rollouts/material_library_generator.html)

Updated UI for the Utilities:
http://wallworm.com/projects/utilities/docs/media/utilities_rollout.png (http://wallworm.com/projects/utilities/docs/rollouts/utilities.html#quickArrows)

The Material Generator is one of the new buttons in the Utilities Rollout. Also... the new little arrows let yet set properties en mass with WWMT helpers in the scene.

The VTA buttons in the Utilities Rollout are not yet available. I am working on adding VTA support to the exporter... but didn't have time with this update.

I'll be out of town for a week... so I'll be slow to respond to any questions.

PS. I've also added a new page on the Docs to explain in detail everything you could possibly need to know about configuring the paths correctly to use WWMT (http://wallworm.com/projects/utilities/docs/troubleshooting/getting_paths_set.html).

shawnolson
06-21-2011, 12:27 PM
New docs page on using the Quick Hull Feature in WWMT (http://wallworm.com/projects/utilities/docs/using/making_source_collision_hull.html)... which isn't available to the public yet... but it's a feature that people (including me) have wanted for a long time. It's now working but waiting for the next version of Convexity to be released.

Here's a demonstration.

http://www.youtube.com/watch?v=aj5p-oWAXDA

Special thanks to Michael Little of Maple3D (http://www.maple3d.com/) who has been so kind to build the function and allow me to integrate it into WWMT.

Rick_D
06-21-2011, 12:49 PM
very nice!

shawnolson
07-21-2011, 08:43 PM
A new version out that fixes a couple minor bugs and adds a convenience setting in the Settings Floater: You can now save multiple model/material paths in your list of default paths.

Here's the changelog (http://wallworm.com/projects/utilities/docs/resources/changelog.html).

Alphavader
07-22-2011, 02:22 AM
are there any plans to geth this great stuff to maya ?

shawnolson
07-22-2011, 07:28 AM
are there any plans to geth this great stuff to maya ?
That's unlikely. I don't own Maya and I have no experience in Maya. I had the PLE version for some time... but I could never get myself to like it. Since I build WWMT in my spare time as a free project for everyone... there really isn't much logic for me to buy Maya, take the time to learn it deeply and then work at converting WWMT.

I have toyed with the idea of converting some of it for Gmax users since Gmax uses MAXScript. But I'm sure there are a bunch of functions I used that can't be called in Gmax ... so even that is unlikely.

It's just a lot of work with no real pay off for me.

I do know that there is some Maya plugin called Prall's SMD Exporter which is linked in the WWMT FAQ page. I don't know what versions of Maya it supports, nor exactly what features it provides. You may want to look into that.

shawnolson
08-09-2011, 02:34 PM
Version 1.58 is out today.

Adds option in settings to allow/disallow over-writing target QC.
Fixes incorrect rotation of model when using Use Local Origin

There have been other changes/additions since my last post here. See the Changelog (http://wallworm.com/projects/utilities/docs/resources/changelog.html).

I've also added a few new utilities:

* Worm Face (http://wallworm.com/projects/utilities/docs/rollouts/worm_face.html) - Hammer-like texture application to lift/dump from faces
* Rad Worm (http://wallworm.com/projects/utilities/docs/rollouts/rad_worm.html) - Generate map-specific lights.rad file from scene materials that are self-illuminated
* Soundscaper (http://wallworm.com/projects/utilities/docs/rollouts/soundscaper.html) - Generates skeleton soundscape file for level from soundscape entities in level

Feedback is always helpful.

shawnolson
09-21-2011, 10:25 PM
Post Deleted.

shawnolson
09-24-2011, 07:45 AM
Post Deleted.

shawnolson
12-03-2011, 07:37 AM
Version 1.74 is out. Added more Proxy functions (that were added in the displacement tool recently--now you can make them from WWMT UI in Utilities Rollout). Also added a skin collector... to collect the skins from all your proxies of a model.
Also added a RES File utility to make RES Files from the scene... makes a RES file for all WWMT models, their materials and for world materials (if using Convexity). Did this because PakRat doesn't seem to work anymore (at least I can't get it to collect materials anymore) and it makes it easer during developement so you don't have to package everything everytime you want your group of testers to test new things--they don't have to constantly download large packed maps each iteration.

RES maker is in the menu after update if you go to WW Configuration floater and click Add To Menu. Note it does not account for things external to the scene (script files, text files, waves, etc).

Also... for anyone who missed the "anniversary post" ... WWMT turned a year old a couple weeks back. Here is a new video I made to demonstrate some of the latest developments with the tool (and an introduction to the new WWMT Proxies).

WWMT Anniversary Edition - Version 1.73 - YouTube

shawnolson
12-31-2011, 09:34 AM
I meant to share this a week or two back... I added some docs to go along with the VTA functions in WWMT. WWMT now gives you a head start on your facial animations in Source by automating many of the QC/flexfile/vta steps, including the automation of adding keyframes to your morpher channels.

Here are the updated docs on exporting the facial animations (http://wallworm.com/projects/utilities/docs/using/making_facial_animations.html). If you saw them previously... I just updated them this morning to include info on how it creates flexcontrollers.

http://wallworm.com/projects/utilities/docs/media/morpher_qci.png

Rick_D
01-07-2012, 05:31 AM
this is a truly brilliant tool, took me a little while to go through all the docs and get it installed but it was a very painless process.

massive thanks!

one thing i noticed, after a couple of exports of a diffuse texture, it stopped overwriting the vtf, i had to grab vtfedit and forcibly update the texture. if this anything you've noticed, have i done something that might cause this?

cheers again!

shawnolson
01-07-2012, 08:33 AM
this is a truly brilliant tool...massive thanks!

You are welcome!

one thing i noticed, after a couple of exports of a diffuse texture, it stopped overwriting the vtf, i had to grab vtfedit and forcibly update the texture. if this anything you've noticed, have i done something that might cause this?

That is not a problem that is your fault. The problem is that, as far as I know, VTEX (Valve's texture compiler) won't overwrite an existing VTF. Unless there is some undocumented VTEX parameter that I haven't discovered, it is the normal behavior of compiling Valve textures. If my memory serves, I always had the same problem in the past when I used to drag TGAs to a shortcut to vtex.exe (long before I built this tool).

As an explanation:

WWMT copies your TGAs into the SDK material path. It also creates a batch file that runs Valve's VTEX.EXE. It is VTEX that generates the actual VTFs in your mod's game materials folders. WWMT doesn't ever actual touch the game's materials and models... just SDK content.

Solution:

When I am working on materials and textures... I open Windows explorer and go to the outpur directory of the materials I'm working on. Whenever I need to recompile a texture... I delete the VTFs and VMTs I am about to recompile.

Rick_D
01-07-2012, 11:58 AM
Yeah I figured that was the issue too, I even deleted the VTF and VMT and no luck. I figure it was just a random quirk, I haven't restarted my pc for a while, nor since installing a bunch of stuff for the SDK.

Thanks for the prompt replyt. And thanks again for the tool, it really is such a beautiful thing to have, I remember 3 or 4 years ago hand writing qc's, copying shit around, making batch files, oh my god the workflow.. this really is worth paying money for ;)

shawnolson
01-07-2012, 02:12 PM
Yeah I figured that was the issue too, I even deleted the VTF and VMT and no luck. I figure it was just a random quirk, I haven't restarted my pc for a while, nor since installing a bunch of stuff for the SDK.

Just to clear things up... there is a separate export button for the Model and the Textures. So clicking the export model button does not export/re-export textures... it's a separate function.

I kept them divided since they are often different phases.

However... if you change the material on your model (changing the name of the diffuse map, for example) and re-export the model... you will have to run the VTF exporter again since the model will be using a different material.

I'm assuming you already understand that, but just sharing some hints in case it is helpful.

Also, just to clarify... there is an option in the main settings dialog (not the WWMT UI) called Overwrite QC. If that option is not checked... none of the changes you make to your model's WWMT parameters will get updated on export--just the SMDs/VTAs. So if you find that changes in the WWMT UI are not taking effect, you should be aware of that. I always keep the Overwrite QC option on... but I added the option to turn it off because some users requested it.

I have it on my TODO list to bring the docs all up-to-date and explain many of the tools, functions and options that aren't yet documented... but that takes time that isn't always easy to find.

And thanks again for the tool, it really is such a beautiful thing to have, I remember 3 or 4 years ago hand writing qc's, copying shit around, making batch files, oh my god the workflow.. this really is worth paying money for ;)

Well there is a donate link on the docs site and at the bottom of the WWMT UI that anyone is welcome to share appreciation with. I never expect any donations but gladly accept them :)

Rick_D
01-07-2012, 03:19 PM
Ok I figured out the issue - I have a "working" folder, which ISN'T the sourcesdk_content/etc fodler. So I resaved my updated texture, which updates in 3dsmax, but WWMT doesn't re-export the TGA into the materialsrc folder that the source compiler tools are reading from.

Of course this could be remedied by simply using the materialsrc folder as my working folder. Although sometimes this isn't always viable for various reason, maybe the tool could forcibly re-export the TGA's from max each time you choose to export to vtf?

shawnolson
01-07-2012, 04:16 PM
Ok I figured out the issue - I have a "working" folder, which ISN'T the sourcesdk_content/etc fodler. So I resaved my updated texture, which updates in 3dsmax, but WWMT doesn't re-export the TGA into the materialsrc folder that the source compiler tools are reading from.

Of course this could be remedied by simply using the materialsrc folder as my working folder. Although sometimes this isn't always viable for various reason, maybe the tool could forcibly re-export the TGA's from max each time you choose to export to vtf?
You should be able to use any directory for the TGAs applied to the materials inside Max... so I will have to look at the code and see if something is amiss. I have been known to break things from time-to-time :P

PS. Thank you very much for your generous donation! I greatly appreciate it! Such considerations soften the criticism from the Missus concerning time spent in front of the computer :D

shawnolson
03-03-2012, 01:31 PM
Version 1.769 released on 3-3-2012

Fixed texture exporting bug in VMF Exporter. Now the VMF Exporter version number is 1.22.
Version 1.768 released on 3-3-2012

* Updated VMF Exporter to version 1.21. Now exports correct UVW (texture translation, scale and rotation on brush geometry).

Added Prop Type controller in Anvil. You can change the prop-type of a WWMT helper in Anvil with this... and if you set a prop to prop_dynamic or prop_physics, you can then manipulate the I/O of those entities in the Entity Outputs UI.
Updated default displacement material to accomodate updated material handling functions. Because of this update, displacements with materials created in older versions of Anvil (and Anvil's predecessor the Wall Worm Displacement Tool) must get new materials applied to properly export the UVW data.
Updated the Material Library Generator to accomodate newer implementations of Materials. Materials generated with older versions will not properly export with the VMF exporter. You should update your material libraries with the updated generator.
Updated the VTF exporter to make Refract Shader materials if there is a bitmap in the Refract slot of your standard material or the refract slot has a color_correction texture applied. When used, the Bump/Normal map becomes the $normalbump of the refract shader.
Added Image File List (.IFL) bitmap support to the VTF Exporter. The images in the IFL must be named with the correct format (so if the IFL file is named myimage.ifl then all the images in the IFL must be named like myimage001.tga, etc and must start at 0). Note that the WWMT SMD Exporter is currently the only exporter that will translate this into your model at the moment. The upcoming version of Wunderboy's SMD Exporter will probably also support this. This feature allows you to add animated textures to your models. NOTE: you must manually add the correct Proxy block to your VMT for this texture to make the animation work; also, the VTF/VMT will be named with a trailing "0" in your materialsrc and mod materials folder.
Added a compression setting for exporting VTFs. You can now use the following settings : default, DXT5 and nocompress.
Fixed a VTF export UI bug that was listing a WWMT Auto Material for models and adding a texturegroup block to QC files even when there were not multiple skins assigned.
Moved the location of install.ms into the root WallWorm.com folder.

shawnolson
03-07-2012, 05:17 AM
one thing i noticed, after a couple of exports of a diffuse texture, it stopped overwriting the vtf, i had to grab vtfedit and forcibly update the texture. if this anything you've noticed, have i done something that might cause this?

Rick... in one of the recent updates I fixed this problem. There was actually a logic error in the script that was causing this... and I had ignored it because I assumed your problem was related to the rationale mentioned above. I looked into it more when, after a recent Steam update, it appears VTEX now has permission to create folders (which it never did in the past for me but now seems to be able to).

Also, I wanted to share with the WW users a new video on using the WW hull tools to create collision hulls more quickly. This video gives an in-depth explanation on using both the Quick Hull (now active) and the Hull Helper functions in WW.

Collision Hulls 101 - YouTube

Also... even though I shared it in another thread... for those who missed it, the VMF exporter in WW is now fully operational; here is a video sharing an overview of the VMF exporter.

VMF Exporter - YouTube

re.wind
08-15-2012, 06:51 AM
oh my god... D:

This is...just amazing.

/insert a truckload of cookies, internets, and other worthfull objects here

passerby
08-15-2012, 10:05 AM
does that new vmf export feature mean it no longer needs convexity for exporting bsp?

shawnolson
08-15-2012, 11:56 AM
does that new vmf export feature mean it no longer needs convexity for exporting bsp?
Yes, it does mean Convexity isn't necessary for exporting anymore. However, I still recommend Convexity for its wide array of design tools. A few key features in Convexity are for editing Entity Properties, Loading a Lin file (for detecting leaks) and the Wall Side View Editor (which is one of my favorite things).

The VMF Exporter inside WW is pretty nifty, though. I've added functions to select all the compile options (for bsp, vis, rad) with drop-down menus, global lighting settings and the ability to PAK all the assets into the BSP automatically when you compile. Here is the newest UI:

http://dev.wallworm.com/media/1/image/jpeg/original/22_vmf_exporter_v_1_53.jpg

Incidentally, I updated WW today.

Here is the latest changelog (http://dev.wallworm.com/topic/33/wwmt_changelog.html).

ghaztehschmexeh
08-16-2012, 06:26 AM
Very awesome looking tool. Do you know if it works with CS:GO?

shawnolson
08-16-2012, 09:43 AM
Very awesome looking tool. Do you know if it works with CS:GO?
Yes, it works with CS:GO. I just downloaded the GO SDK this morning and have already exported dozens of models and textures.

My auto-config functions do not work with GO... so there are a few things you have to do manually for the settings.


Create these folders:

C: \Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\materialsrc
C: \Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\modelsrc
Set both of those paths to their respective paths in the WW settings.

More settings:

mapsrc:
C: \Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps

Game Info Dir:
C: \Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo

For the BIN Dir:
C: \Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin

If you want any of the Entity I/O tools, you need to add this FGD:

C: \Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin\csgo.fgd *

* If you have COnvexity and want to use the Convexity Entity Tools, you'll need to copy csgo.fgd into a new directory and replace the line for @include "base.fgd" with the actual contents of base.fgd . If you do that, you should probably use the same file for both Convexity and Wall Worm.

#################################

I have not yet done extensive testing... but it looks like (initially) that the $origin command is no longer working in the QC. If that turns out to be true, it means I have to update some WW functions to make the output work correctly for models designed away from the world origin. I will look into it more. Incidentally, I think this same problem is in SFM.

*******************************************

[EDIT / ADDED NOTE]

I have tested it and yes the $origin command is simply ignored in this SDK or is being interpretted much differently. I have come up with a solution inside the SMD Exporter inside Wall Worm. It will not work, however, if using the Wunderboy SMD Exporter or Cannonfodder Exporter.... but I will send emails to them to see if they can add features for accomodating the fix... but both are becoming harder to reach. So this fix will only work for the built-in WW SMD Exporter for the foreseeable future.

I will release that update today or tomorrow after I've had a chance to test it more.

ghaztehschmexeh
08-17-2012, 04:20 AM
Dude, you are AWESOME.

shawnolson
08-17-2012, 02:38 PM
Well I've gotten most of the update finished but probably won't have time to finish it and test today. One problem is that the change effects how prop orientations are calculated in the VMF exporter... and while I've gotten it working as I expect... there are things I have not tested (like what happens in the VMF exporter when using the other SMD exporters for models... so I need to see what my changes have done.)

Also, the updates I'm working on are less forgiving about models who need the XForm reset... (like if you move a model's pivot point). Because I don't want to deal with a dozen emails about this... I want to have some docs on this change before I release it. Maybe this weekend... certainly by next week the updates to the SMD Exporter and VMF Exporter will properly accomodate CS:Go and SFM.

shawnolson
08-20-2012, 08:21 PM
OK... I've updated WW to accomodate CS:GO and SFM (as well as some other updates). I'm a little annoyed that the $origin command stopped working in the later Source compilers... but at least I've found ways to accomodate it inside the built-in WW SMD Exporter. The main issue is models designed away from the world origin and using the WW setting Use Local Origin as World Origin... which is mainly for those (like me) who build props and game levels all in one setting.

If you are just making models to send to Hammer, it's not really that big of a deal. But if you need/want this functionality, you must change the global ww setting to use the WW SMD Exporter.

I also added some other updates like a new Material property translating to the VMT now: the Reflection Amount will now turn into the $envmapmaskscale (the amount in Max is divided by 100 to equal the Source scale).

Other tweaks, additions.

http://dev.wallworm.com/topic/33/wwmt_changelog.html

shawnolson
08-22-2012, 06:43 PM
Loaded some more updates today for the SMD exporter. The update I released a couple days ago was found to have problems with bone orientation. I think this is all addressed in latest update. Please let me know if you have any problems.

shawnolson
10-06-2012, 02:29 PM
It's hard to believe I've been working on this tool for two years now... whew...

Anyway, I loaded an update today that fixes a bug in the material exporter (if the material had the reflaction checkbox on but no map... now it works either way).

Also update the displacement tool. It now works a lot better. Unfortunately, one of the things causing some errors in previous versions was a code error that really makes those displacements need to be remade with the updated WW. This is especially for displacements that, when exported, were not sewn in game despite appearing sewn in Max.

Part of the update fixes the Selected Faces to Displacements function (which now works on rectangular quads... next update might see non-rectangular quad support).

I've also finally got the brush/displacement UVW coordinates working properly. They still don't account for Bitmap node W_Angle... but I hope to entice my good friend Andrew Penry into helping flesh that out too (chicken wings and beer, it appears, is a universally valid bribing combo...). Andrew helped me tremendously with getting the VMF UVW where they are now ... which took about a year for us (mostly him) to get. Thanks Andrew!

There are also some new MACRoscripts for level design funcs (adding objects as world geometry, func detail and sky objects).

I'll try to make a vid in the next week or two detailing a bunch of the functions (including the 3d skybox tools which I'm not sure many people understand yet since I haven't gotten around to documenting them).

Enjoy.

http://dev.wallworm.com/topic/33/wwmt_changelog.html

cptSwing
10-06-2012, 02:45 PM
Thank you for continuing to support Source modding!

shawnolson
10-06-2012, 10:43 PM
Thank you for continuing to support Source modding!
You're welcome :)

S_ource
10-18-2012, 12:41 PM
Awesome tool that do all the boring work. Thanks. One problem i have is that i'm trying to compile a animated prop but it does not take the rotation of the bone only the movement.

shawnolson
10-18-2012, 01:23 PM
Awesome tool that do all the boring work. Thanks. One problem i have is that i'm trying to compile a animated prop but it does not take the rotation of the bone only the movement.
It is possible that I've broken something recently. If you are using the Use Local Origin as World Origin option, try experimenting with the Lock Origin State. Also, the first node you pick controls the root positions/orientations... so if the animation is controlled by a bone, try using the bone as the initial object in the WWMT helper (so pick the bone instead of the mesh when creating the helper) then add the mesh with the Add buttons. Then re-export.

I will look into it tomorrow.

Incidentally, I did load an update to WW this morning. It adds new options for the vertex normals to use faceRNormals or explicit normals. The second option is experimental and isn't fully functional... but is my first steps into adding support for the Edit Normals modifier and models brought in from Maya.

S_ource
10-19-2012, 06:17 AM
I don't use the models origin for center. I have a bone for the rotate animation i also have a idle bone it the middle of the scene that the rest of the mesh is rigged to. I noticed that the rotating bone gets offset and i don't have any of the offset options on. And when i link the rotating bone to the idle bone it rotates in game, but since the bone is offset everything moves in the wrong way.

shawnolson
10-19-2012, 06:57 AM
I don't use the models origin for center. I have a bone for the rotate animation i also have a idle bone it the middle of the scene that the rest of the mesh is rigged to. I noticed that the rotating bone gets offset and i don't have any of the offset options on. And when i link the rotating bone to the idle bone it rotates in game, but since the bone is offset everything moves in the wrong way.
One very common problem with the built-in smd exporter is that any mesh in the model must always have its Xform reset... and sometimes even the root bone too (which usually turns it on it's side and forces you to rotate it back into position).

I will look into it this weekend after I finish another update I'm working on. It is not impossible that I've broken something with bones. Feel free to send me a sample scene where the problem manifests as it will help me solve it more quickly.

S_ource
10-19-2012, 01:06 PM
Post deleted

S_ource
10-19-2012, 01:34 PM
Resetting the xform on the bones worked. But it seem like you cant collapse the stack without making the object into a mesh. But i turned on export non renderebel meshes as bones so now its works fine.

shawnolson
10-19-2012, 08:16 PM
Resetting the xform on the bones worked. But it seem like you cant collapse the stack without making the object into a mesh. But i turned on export non renderebel meshes as bones so now its works fine.
Well it looks like you figured that out :) I was going to suggest just that.

I have some new updates for the SMD exporter but I probably won't get those out until tomorrow night or Sunday.

S_ource
10-20-2012, 02:18 AM
Great, one thing that i don't quite understand is the lod settings what does the detail% change? Is it the distance of when it would be seen? i would rather like to just be able to type the distance you want the lod to change instead. :) Thanks for your help btw.

shawnolson
10-20-2012, 05:57 PM
Great, one thing that i don't quite understand is the lod settings what does the detail% change? Is it the distance of when it would be seen? i would rather like to just be able to type the distance you want the lod to change instead. :) Thanks for your help btw.
At the moment, you don't type a distance... you drag the ditance helpers to the desired distance. I may add a type-in control at some point.

Incidentally, I did update WW today. You can now export models with normals controlled with explicit normals, etc (from an Edit Normals modifier or from a model brought in from Maya). I had loaded that a few days ago but today's makes it run faster. You must choose the normal method in the WW UI--either face render normals or explicit normals.

See changelog (http://dev.wallworm.com/topic/33/wwmt_changelog.html) for all updates.

shawnolson
11-28-2012, 06:49 PM
Wall Worm turned 2 years old last week. To celebrate I loaded a new version today along with a new video. This video details creating a basic physics prop in Max... then a more advanced prop with custom gibs (a feature I should have demonstrated a long time ago... but I'm not the best at keeping up with myself on the docs... :P )

Physics Props in 3ds Max - YouTube

Docs and sample file for the video are here: http://dev.wallworm.com/topic/28/prop_data_and_custom_gibs.html

For all the updates in today's release, see the changelog (http://dev.wallworm.com/topic/33/wwmt_changelog.html).

Enjoy.

shawnolson
12-05-2012, 11:52 AM
A bunch of new updates in last couple weeks.

This week updates:

Version 1.879 released on 12-5-2012

VMF: Fixed error when exporting a scene with a Sunlight object.
VMT: Updated $phong export logic. Now the Phong export will happen even if there is no Specular Color map but the specular color slot is enabled. In that event, a $phongexponent of 5 is used... edit the VMT directly to modify that value.
VMT: Updated the $phong export logic which was failing if a non-standard plugin changed the available Shader Types from the default list in a Standard Material (for example, if you have Ornatrix installed and have extra Shader Types).
WWMT: Added new buttons into the Model & Basic QC rollout: QC - Open QC file of current model in Notepad; Dir - Open final MDL output folder for current model; Mdlsrc - Open QC/SMD folder for current model; VMT Dir - Open folder where VMTs for current model export to; RAW - Open folder for where the RAW TGA files for current model get copied to.
WWMT: Fixed broken Compression control for VTF files. For a while now, the VTF exporter was only using dxt3 regardless of the compression setting.
Version 1.878 released on 12-1-2012

WWMT: Updated logic for $automass / $mass. Previously, there were times when $automass was used when the user had set $mass.
WWMT: Updated $collisionjoints to never get applied to root (un-parented) bones.
WWMT: Updated $collisionjoints to include logic for free and fixed as well as limit.
WWMT: Added the Damping value per bone in $collisionjoints.
WWMT: Added support for per bone $jointmassbias. No UI for this yet. To give a bone a $jointmassbias, select the bone (or object used as a bone), right click it and choos Object Properties. Then choose the User Defined Tab and add a line like this: wwmt_jointmassbias = X (where X is the value of the bias).
Anvil: Added Undo support to many functions: Create Displacements, Sew, Convert Planes and Edit Mode. Note that undoing the Edit Mode Completion is still incomplete. I also notice that if you choose "Select" from the Max Undo List after running many Displacement-related functions, you can crash Max (I think Max is trying to reselect deleted nodes... but I haven't been able to figure out how to purge such Select commands from the undo list). Just be aware of this.

#################

Also, added a new example file and updated the ragdoll docs (http://dev.wallworm.com/document/74/making_ragdolls_in_3ds_max_for_source.html) to reflect latest updates listed above. In the ragdoll docs are two example files (the second one is more robust) showing how some ragdolls can be created and controlled with 3ds IK controls. (I will try to share an example file soon to show how to set up a model with $jigglebones, which is a related topic linked from that page too).

I also recently added preliminary support for CAT rigs. I haven't had a lot of time to test the results but would like to get some testers who regularly use CAT and Source to provide feedback. The basic instructions on using CAT and WWMT are currently here (http://www.wallworm.net/index.php/topic,510.0.html).

shawnolson
01-20-2013, 04:44 PM
First, I want to comment on the last post... the support for CAT/biped is far from ready in WW. I kept running into problems when trying to add support. So as of right now, do not use CAT/Biped with WWMT.

Next, I wanted to thank Corey Nguyen from Facepunch for donating his SMD Import script. You can now import SMDs into 3ds Max 2013 using Wall Worm (it is in the Wall Worm > Wall Worm Importers menu). I have not fully tested the importer with animated models, but will look into it and extend it when I have time. But at least those of you who commonly import SMDs into Max, you should be happy (it wasn't something I'd ever done until testing the importer... so it was never a priority of mine).

Finally, I loaded several other updates to WW in the last few weeks. Here are a few of the additions:


Bone Tool that lets you visually create hitboxes for bones and set per-bone massbiass, jointsurfaceprop, more.
SMD Exporter fixes/tweaks. Among tweaks, increased speeds for exporting skinned meshes (a skinned mesh with thousands of tris could take minutes to hours because of sloppy code... that is now all fixed).
VMT writer now properly exports $color2 for models having a material with no diffuse bitmap.
Enhanced VMF Exporter options.
New Problem checker in Utilities that helps detect general problems (like not having a required 3ds Max service pack, that WWMT is out-of-date, global ww setting conflicts) as well as things like models in the scene that haven't been exported/compiled into the game folders, etc.
A lot more...
See the full changelog (http://dev.wallworm.com/topic/33/wwmt_changelog.html) for more details.