Maps started in Hammer can now be finished in 3ds Max -- Full VMF Importer finished
55 replies, posted
[QUOTE=wallworm;42524650]
Also, I updated the VMF/MAP importers today. This update fixes some errors on brush imports and makes the import work faster.[/QUOTE]
Thanks, was having a few issues with certain brushes being imported, this should fix it.
[QUOTE=glitchvid;42528881]Thanks, was having a few issues with certain brushes being imported, this should fix it.[/QUOTE]
Let me know. Also, please share screen shots of any imports you do along with feedback over on the wall worm forums.
So this is what happend when I tried to Import a map.. [IMG]http://gyazo.com/6887650a55891465b24a16bae13cdb71[/IMG]
Any help?
[QUOTE=Commandhat17;42531181]So this is what happend when I tried to Import a map.. [IMG]http://gyazo.com/6887650a55891465b24a16bae13cdb71[/IMG]
Any help?[/QUOTE]
First, did you use the version I loaded yesterday? It fixes several bugs.
If it doesn't work, try using the alternate brush version.
If that doesn't work, send me the VMF to test.
[QUOTE=Commandhat17;42531181]So this is what happend when I tried to Import a map.. [IMG]http://gyazo.com/6887650a55891465b24a16bae13cdb71[/IMG]
Any help?[/QUOTE]
What IS that supposed to be?
is it possible to import a vmf, rescale the whole map in 3ds max and export it as .vmf again while everything keeps on grid with ur plugin?
[QUOTE=DildoOfDaDoom;42534604]is it possible to import a vmf, rescale the whole map in 3ds max and export it as .vmf again while everything keeps on grid with ur plugin?[/QUOTE]
Yes... though there is nothing in Wall Worm to force you to keep verts on the grid. That is entirely up to you understanding how to use Max itself.
While the importers certainly serve a role for many people wanting to transfer a project into Max... the general philosophy of the toolset it to start and finish the entire project in Max. To that end most of the tools get built. I prefer to build the level and models and entities all in Max.
But how you choose to use the tools is up to you and your own preferences.
Aaaaah. Thank you so much for this. You've done a huge service for the community man!
Wait, there is a VMF Exporter as well?
Does it actually mark geometry to be considered brushes by the v* tools? Or does it basically work like making a model a (bunch of) static prop(s)?
Because if it exports geometry properly as brushes, then suddenly porting Metro 2033 maps becomes a lot more feasible - the levels are stored as mesh data that can be imported into 3DSMax via a plugin.
I have attempted to port the Riga station from the game in the past, but the map is vast and high-poly. I had to break it into 23 static props to just get each piece under 30k polies, so Hammer wouldn't crash on importing them. And that's not counting the various other issues with using static props for map geometry.
Yes, Wall Worm exports world geometry. Just like Hammer. In fact, there are only a couple things Hammer can do that Wall Worm cannot, but hundreds of things WW/Max can do that Hammer cannot.
Anyway, regarding exporting world geometry from 3ds Max, you need to force your world geo to be convex and you have to let WW know what is world geometry by tagging it at world geometry. There are tools for this in Anvil and in the level design menus.
So can I just use this as replacement for Propper if I wanted to?
[QUOTE=Kuro.;42551014]So can I just use this as replacement for Propper if I wanted to?[/QUOTE]
Indeed. And Hammer.
PS. There was a bug in the GameConfig settings importer that was fixed this morning. That bug was not allowing you to import the setup paths for Wall Worm from a mod's GameConfig and you had to set them manually. That's now fixed again.
[QUOTE=wallworm;42552972]Indeed. And Hammer.
PS. There was a bug in the GameConfig settings importer that was fixed this morning. That bug was not allowing you to import the setup paths for Wall Worm from a mod's GameConfig and you had to set them manually. That's now fixed again.[/QUOTE]
you wouldn't happen to have an svn trunk version of the tools so I can simply update by running update would you?
[QUOTE=Itauske Roken;42553493]you wouldn't happen to have an svn trunk version of the tools so I can simply update by running update would you?[/QUOTE]
Not yet. I've thought about it but I already have a function inside Max that publishes updates for me to the FTP... and as it already works for me I'm just a little lazy about changing my system.
I may at some point.
[QUOTE=wallworm;42553585]Not yet. I've thought about it but I already have a function inside Max that publishes updates for me to the FTP... and as it already works for me I'm just a little lazy about changing my system.
I may at some point.[/QUOTE]
ah alright then
[QUOTE=wallworm;42524650]I'm not sure I can help. I did get word that an older version of WW worked in Max 9 with AVGuard ... but I can no longer test in any versions before Max 2011 due to how licenses work on Autodesk Subscription. I used Max 3/4 ... then 2008-2014 . Now I test 98% on 2014 and 2% on Max 2013.[/QUOTE]
Well I don't know if this can help ID the problem, but 3DSmax 9 complained about autoUndoEnabled in the line: autoUndoEnabled:false
[QUOTE=Glaber;42558256]Well I don't know if this can help ID the problem, but 3DSmax 9 complained about autoUndoEnabled in the line: autoUndoEnabled:false[/QUOTE]
After looking, it appears I've added some properties to some of the MacroScripts that did not exist until Max 2010. Since I cannot really test anything older than 2011, I'm not certain it is worth my time to chase down too many of these instances.
Your request is the first regarding Max 9 in a year or two... almost all users have newer versions. Is there any reason you have to stick with Max 9? The newer versions have some really cool enhancements.
In any event, will modify some of the scripts for this one particular case... but if there are a lot of incompatibilities with older Max, it probably won't warrant my time.
I can't generate a material library, I've got the TGA files all set up and everything but the script fails as seen here:
[t]http://i.imgur.com/omE1Tz2.png[/t]
3DSMax 2013 Design 64bit, WWMT v196.
edit:
Solved! Note: when the documentation says you should put in a folder or file filter, DO THAT.
[QUOTE=Tark;42560209]I can't generate a material library, I've got the TGA files all set up and everything but the script fails as seen here:
[t]http://i.imgur.com/omE1Tz2.png[/t]
3DSMax 2013 Design 64bit, WWMT v196.[/QUOTE]
That's unfortunate. Hit me up on Skype... username wallworm and I will see if I can fix this (and above issue).
There is an update to Wall Worm that should address both of the last two issues above. However, I cannot say that the fixes will actually make Max 9 work correctly. I simply don't have that version and recommend that you update to the latest available version of 3ds Max AND install the latest service packs for that version.
[QUOTE=wallworm;42560009]After looking, it appears I've added some properties to some of the MacroScripts that did not exist until Max 2010. Since I cannot really test anything older than 2011, I'm not certain it is worth my time to chase down too many of these instances.
Your request is the first regarding Max 9 in a year or two... almost all users have newer versions. Is there any reason you have to stick with Max 9? The newer versions have some really cool enhancements.
In any event, will modify some of the scripts for this one particular case... but if there are a lot of incompatibilities with older Max, it probably won't warrant my time.[/QUOTE]
I stick with it as I have a perpetual license from buying the program and don't have to worry about the program expiring. This version is also very reliable and I rather not hunt down plugins every time I upgrade.
Plus I'm no longer a student at the college I went to.
Ok we are closer to this working.
But, now it's complaining that the config directory can't be created, and that it doesn't have permission to write to it.
By any chance, is there a manual work around I can do? (EX: I make the directory myself)
Also this is what showed up in the window I could copy:
[code]
if doesFileExist "$scripts/WallWorm.com/WallWormModelTools/ww_structs.ms" then (
include "$scripts/WallWorm.com/WallWormUtilities/addWWtoMaxMenu.ms."
global wallwormInstallation = true
include "$scripts/WallWorm.com/WallWormModelTools/ww_structs.ms"
include "$scripts/WallWorm.com/common/version_funcs.ms"
versions = wallworm_getMaxVersion()
if ((versions[1] == 14 OR versions[1] == 15) AND versions[2] <= 2) then (
messagebox "You are using a version of Max that requires an update to properly use Wall Worm. Please install the latest service pack for your 3ds Max to avoid problems with Wall Worm."
)
macros.run "wallworm.com" "WallWormModelToolsConfigMCR"
messageBox "Wall Worm now installed.\n\nNow please set up your paths."
) else (
messageBox "The installer only works if you have placed the Wall Worm Model Tools into the correct folder in the Max Scripts directory. Please read the installation instructions."
)[/code]
Not sure I can help... at this point maybe come over to the WW forums and share info there on this problem and I will look at it. I'd prefer over there since any answers we find will be easier to find for any future questions on this same vein (from other WW users who happen to use Max 9).
Also, there are some more updates to WW tonight. See the changelog for details.
alright, Since I really want this thing to work, I'll head on over.
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