Author : Nate Broach


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marks's Avatar
Old (#26)
1 max unit = 1 hammer unit
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Mark Dygert's Avatar
Old (#27)
Quote:
Originally Posted by oXYnary View Post
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...

Last edited by Mark Dygert; 01-04-2011 at 09:22 AM..
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Old (#28)
Quote:
Originally Posted by Mark Dygert View Post
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:When I've finished with this I plan on building a cubemap exporter to quickly make the 2d sky textures.
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Old (#29)
Quote:
Originally Posted by Mark Dygert View Post
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).
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Old (#30)
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.
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Old (#31)
Quote:
Originally Posted by oXYnary View Post
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.
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Old (#32)
Write this for maya that would be awesome
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Old (#33)
Quote:
Originally Posted by fusedgore View Post
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
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Old (#34)
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
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piippo's Avatar
Old (#35)
Really impressive, this makes exporting models a lot easier. Thanks a bunch!
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Pix's Avatar
Old (#36)
Finally a tool that will help me to get models into the engine much faster without additional headache. Thank you for this.
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shawnolson's Avatar
Old (#37)
Quote:
Originally Posted by piippo View Post
Really impressive, this makes exporting models a lot easier. Thanks a bunch!
You're welcome.

Quote:
Originally Posted by Pix View Post
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/utiliti...atic_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.

Last edited by shawnolson; 01-10-2011 at 12:50 PM.. Reason: typo
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Old (#38)
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achmedthesnake's Avatar
Old (#39)
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?
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Old (#40)
**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!
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shawnolson's Avatar
Old (#41)
Quote:
Originally Posted by achmedthesnake View Post
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:
  1. Make sure that path exists before running the exporter.
  2. Run 3ds as Administrator (might solve it)
  3. 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.
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Old (#42)
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.
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Old (#43)
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/utiliti...rate_lods.html

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Old (#44)
http://www.scriptspot.com/3ds-max/scripts/convex-hull
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Old (#45)
Quote:
Originally Posted by MattLichy View Post
Nice find Matt. It's certainly an option for now.

The one that Michael Little is building for Convexity 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 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 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.
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 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.

Last edited by shawnolson; 01-30-2011 at 12:44 PM.. Reason: typo
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Old (#46)
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.

Last edited by shawnolson; 02-01-2011 at 12:49 AM.. Reason: typo
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Old (#47)
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.

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Old (#48)
There's a new update:

Version 0.986 released on 02-07-2011

Added Attachment Rollout.
Added UI entry for WWMT to create button in toolbar or menu. Installer is now in the Settings floater.
•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.
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Old (#49)
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.

Last edited by shawnolson; 02-09-2011 at 05:50 PM.. Reason: added comment about docs
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Old (#50)
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.
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