I have loaded a new video for using Wall Worm and 3ds Max to export Max scenes into Source levels. Things you'll learn:
* Export World Geometry
* Export Textures
* Export 2d Sky Texture
* Quick 3D Skybox functions
* Animated Textures
* Scrolling Textures
I skipped the exporting of models in this video since it is already covered extensively in other WW videos.
[video=youtube;z3zNgmCqCBg]http://www.youtube.com/watch?v=z3zNgmCqCBg[/video]
You can [URL="http://dev.wallworm.com/document/114/exporting_a_level_from_3ds_max_into_source.html"]download the sample file used in the video here[/URL]. In it you can see how the animated textures are set up, settings for a prop_pysics model and more. The file is simple and meant only for educational purposes... it won't win any artistic awards :)
Enjoy.
I like the use of the 3D skybox in this video.
Also, what version do you have, it's hard to tell on my netbook...is it 2013?
Yes, it is 3ds Max 2013. In fact, the sample file is also 2013 and will only open in that version of Max. Wall Worm itself does work in older versions of Max, however.
...Awesome!
[QUOTE=Gzero91;37985372]...Awesome![/QUOTE]
I agree... but I am very biased.
PS. There are new updates today: [url]http://dev.wallworm.com/topic/33/wwmt_changelog.html[/url]
I model in 3ds max way more than I use Hammer so it makes a lot of sense that if I wanted to map this would be how I did it.
I'm really liking this toolset from what I've seen of it, why on earth doesn't this thread have more attention??
[QUOTE=Snood_1990;37997515]I model in 3ds max way more than I use Hammer so it makes a lot of sense that if I wanted to map this would be how I did it.
I'm really liking this toolset from what I've seen of it, why on earth doesn't this thread have more attention??[/QUOTE]
I agree, wallworms tools have always been helpful but exporting a model as a vmf will be [B]EXTREMELY [/B]useful.
[QUOTE=YourFriendJoe;38000778]I agree, wallworms tools have always been helpful but exporting a model as a vmf will be [B]EXTREMELY [/B]useful.[/QUOTE]
I just want to clarify that you still need to think of things as models vs. world geometry .... the VMF exporter will export world geometry for BSP but it also exports the models as prop entities; the models are exported with the model tools in WW.
I just wanted to clarify so it is clear that people understand that anything that needs to be world geometry must always be convex (like in hammer)... and those things that are traditionally called "models" in source should be tied to the Wall Worm Model Tool helpers to export as models; trying to export concave geometry with the VMF exporter will create invalid geometry in Hammer/Source. I don't want to sound like I'm beating a dead horse ... but it is important so that there is as little confusion as possible based on the different uses for the word "model".
I've always wanted to use this. Time to learn 3ds max.
Does this mean that other 3D programs can be used to create maps as well? I mean, provided that the environment is then ported into 3Ds Max and then converted from there?
Cool. I guess I can try mapping in Maya then.
[QUOTE=Ryu-Gi;38003602]Does this mean that other 3D programs can be used to create maps as well? I mean, provided that the environment is then ported into 3Ds Max and then converted from there?
Cool. I guess I can try mapping in Maya then.[/QUOTE]
You could... but then of course you are adding extra steps. Moreover, the geometry may not always be ready-to-go out of the box... for example, Maya and Max handle smoothing differently. The world geometry smoothing groups in Max is handled exactly like in Hammer... but there is no equivalent in Maya... so if you want smoothing between brush faces you have to apply that in Max (unless the FBX or other exchange formats are now able to convert vertex normal smoothing into smoothing groups). I may be wrong, but other apps like SketchUp may not have valid world geometry without special care if my understanding of Sketchup is correct--but it isn't something I have personal knowledge about.
But yes, if you understand the way WW works then you can export your scene from Max regardless of where the scene was originally created.
I only bring up Maya because that's the 3D program I'm most familiar with. I'm hoping I can work with someone who understands this kind of procedure so I can possibly make an environment in Maya, then have someone help me turn it into a Gmod map from there.
[QUOTE=Ryu-Gi;38005013]I only bring up Maya because that's the 3D program I'm most familiar with. I'm hoping I can work with someone who understands this kind of procedure so I can possibly make an environment in Maya, then have someone help me turn it into a Gmod map from there.[/QUOTE]
Yeah, I wouldn't worry about that. Since both programs are Autodesk, they can transfer between each other no problem. On top of that, you can get 3ds Max, Maya, and Mudbox for free just by signing up for a student account on the Autodesk website.
You just gotta export it from Maya as a .3ds or an .fbx and you should be set.
Awesome tool by the way.
[QUOTE=PolytizeMeCPT;38028859]Yeah, I wouldn't worry about that. Since both programs are Autodesk, they can transfer between each other no problem... You just gotta export it from Maya as a .3ds or an .fbx and you should be set.[/QUOTE]
Well... like I pointed out above, this isn'y 100% true. Smoothing is definitely still a problem. And while the FBX format does transfer a lot of info between the two apps... this is one that still has issues. You can bring in models from Maya to Max that "look" correct but are still not done in a format that is necessary for all scenarios--especially for any functions that work on Smoothing Groups in Max (as opposed to vertex normals). So you have to be careful about some things... and go through the process knowing that there may need to be some cleanup if bringing in from Maya, etc.
[QUOTE=PolytizeMeCPT;38028859]Awesome tool by the way.[/QUOTE]
Thanks!
A couple of things. I updated WW since these posts.
1) I've fixed some errors in the VMF Exporter UI.
2) I added support for explicit normals for the model exporter... so you can now bring in models from Maya to export smoothing correctly.
Enjoy.
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