GoldenEye: Source Forums

Editing and Customization => Modding Help => Resources, Tools, Tips & Workarounds => Topic started by: wallworm on December 08, 2010, 08:20:20 pm

Title: 3ds Modeling Tool for Source
Post by: wallworm on December 08, 2010, 08:20:20 pm
I'm not sure how many people here have ever taken the time to make a model for the Source game engine. In case you have, you know what I mean when I say that it's a giant pain-in-the-@ss!

Well I've been working on taking a lot of that pain away... well as long as you use 3ds Max: The Wall Worm Model Tools (http://wallworm.com/projects/utilities/wallworm_model_tools.html).

Key Features:


Here is a screen shot of the tool (at version 0.85:

(http://www.wallworm.com/projects/utilities/assets/ww_model_tools_0_85.png)

Anyway, it was even featured on the front page of Polycount News on Nov. 24 (http://www.polycount.com/2010/11/24/source-engine-and-dog-fights-together-at-last/).

Anyway, I figured I'd share it here since I recently re-discovered the world of Goldeneye! If you use the tool, please feel free to share your experience, ideas and suggestions.
Title: Re: 3ds Modeling Tool for Source
Post by: Mangley on December 08, 2010, 08:42:42 pm
Excellent work. Yes, there has been some discussion and excitement between the developers about this tool. I myself am also interested in it. What versions of 3DS Max are supported?
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on December 09, 2010, 01:57:02 am
Excellent work. Yes, there has been some discussion and excitement between the developers about this tool. I myself am also interested in it. What versions of 3DS Max are supported?

I have been developing it in Max 2011. I assume it works in 2010... but otherwise I don't know. A friend who uses Max 5 for testing confirms it doesn't work for Max 5... he may help retrofit it for older versions. I personally own back to Max 2008 so can't really test further back.

There are many features that I plan on adding to the tool... but it may be after the new year before there are any significant updates. The ability to use the tool on a hierarchy of animated objects is the next main change... though I may add some minor features before then.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on December 10, 2010, 06:33:50 am
Today I've updated to version 0.85... added $masscenter helper control... and fixed the error in the QC where you might see a compile error about a file named "30" (or another number). It was a bad line in the QC for the FPS where the FPS number was in the wrong sequence for the idle sequence line.
Title: Re: 3ds Modeling Tool for Source
Post by: major on December 10, 2010, 09:13:24 am
I'm not a modeler(yet), but loving the the support and community feel of this. Great to see open community type app.

Best of luck.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on December 12, 2010, 12:48:02 pm
The tool is updated to version 0.87. Go to http://wallworm.com/projects/utilities/wallworm_model_tools.html (http://wallworm.com/projects/utilities/wallworm_model_tools.html) for the latest download and a new video showing its features. This is probably that last update in 2010.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on December 20, 2010, 07:42:17 pm
I have updated the tool to version 0.92 to include sequences, automatic compiling and other options. The docs are also started at http://wallworm.com/projects/utilities/docs/ (http://wallworm.com/projects/utilities/docs/)
Title: Re: 3ds Modeling Tool for Source
Post by: Jonathon [SSL] on December 20, 2010, 11:20:18 pm
Insanely cool, thanks for posting updates on this awesome plugin!
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on December 21, 2010, 01:54:45 am
Insanely cool, thanks for posting updates on this awesome plugin!

Thank you! There are still a few quirks I am trying to work out. The documentation is incomplete but gives some info on what some of the features are... especially important is the configuring to compile. I'm hopeing to add texture compiling soon.

Eventually I'll add videos for each feature.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on December 21, 2010, 08:12:37 pm
The 0.92 update had a bug with picking a Collision Model. That is fixed and there is a new version at 0.921. Sorry about that.

PS. If there is anyone here who has experience making animated models with animated collision hulls, please let me know if you have any tips on a good way to make that happen from Max. I only recently learned to do animations for Source... and I am having a problem figuring out how to make the QC attach the collision hulls to the sequence animations.
Title: Re: 3ds Modeling Tool for Source
Post by: Jonathon [SSL] on December 21, 2010, 10:04:17 pm
http://developer.valvesoftware.com/wiki/$collisionjoints

This what you're looking for? If that doesn't help hopefully another developer with experience with animated props comes by and can provide a .qc example.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on December 21, 2010, 11:05:52 pm
http://developer.valvesoftware.com/wiki/$collisionjoints

This what you're looking for? If that doesn't help hopefully another developer with experience with animated props comes by and can provide a .qc example.

Thanks, I've already read those docs. Really, I'm looking for the method that people generally use to make animated collision hulls in 3ds and get them to their compiled model. I'm not clear how to tie a hull piece to a specific mesh/bone . If someone can help figure this out, it will mean that the tool will also handle animated models that have to also collide...

It's just something I haven't done before... so I'm floundering around trying to figure it out. Looking at the QCs that are in the SDK don't really help me visualize the process.

PS. I've already loaded yet a new version tonight. V 0.93
Title: Re: 3ds Modeling Tool for Source
Post by: killermonkey on December 22, 2010, 12:21:32 pm
If I have time I'll post a detailed overview later. I pioneered a lot of the xsi tutorials back in the day so I know a lot of wrong ways to export for source and the magical "right way". Although I can't speak to specifics of 3ds max.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on December 22, 2010, 05:12:56 pm
If I have time I'll post a detailed overview later. I pioneered a lot of the xsi tutorials back in the day so I know a lot of wrong ways to export for source and the magical "right way". Although I can't speak to specifics of 3ds max.

Thank You! The priority for me at the moment is tying the collision hulls to animations.
Title: Re: 3ds Modeling Tool for Source
Post by: killermonkey on December 22, 2010, 06:13:01 pm
Well ok, in XSI, this is a trivial matter. These directions are most likely due to tool limitations in the XSI Source Plugin (which sucks a large amount of ____) and less on the process that *should* occur.

You create independent meshes to cover the area of the body/object that the bone will control.

[insert pic]

Then you combine the meshes together into one polygon mesh using a merge tool or whatever, as long as its one piece (again this is for XSI at least, your tool might have more control). Then create an envelope for that giant mesh that attaches to all the bones of the object.

[Insert Pic]

Then weigh each independent piece to the specific bone 100% that you want it to follow. So all verticies for that one block will be pointed 100% to bone X.

[Insert Pic]

This creates literally the same thing you would have when exporting the regular object's weighed mesh, however, it will be independent pieces that represent collision hulls. They move with the bones just like the main mesh, but you have to define it in the QC with $collisionjoints so that the engine knows the mesh is not static.

Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on December 23, 2010, 05:31:54 am
Well ok, in XSI, this is a trivial matter...

Thanks. I'm slowly getting there.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on December 24, 2010, 11:43:37 pm
The tool is now at version 0.95 and now supports skinned/bone meshes and their animations.

http://www.youtube.com/watch?v=z74zF4W1fVg
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on January 01, 2011, 09:48:25 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.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on January 05, 2011, 05:43:34 am
The tool is now at v 0.97. It fixes a bug in the 0.96 texture exporter floater not loading... and adds more texture map exporting support. Docs for using this are at http://wallworm.com/projects/utilities/docs/using/export_textures.html
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on January 07, 2011, 03:54:46 pm
I've tested it now in Max 2010 and it works. I'm now reinstalling 2008 to test it in older versions. Also, the maker of Convexity ( www.maple3d.com ) is working on updates for Convexity that will include a Collision Hull generator... one that my tool will be able to hook into. When he's added that it will be included in WWMT.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on January 07, 2011, 10:11:40 pm
OK... I've updated it again... it now supports back to Max 2008!

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

Until the auto-collision hull generator is ready, I will probably not be updating the tool (unless there are major bug reports).

Thanks for all the support!
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on January 11, 2011, 10:19:49 pm
http://www.youtube.com/watch?v=TEnYtBr-isg

Steps to export props and textures into game in a couple minutes.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on January 29, 2011, 09:44:15 pm
I added a new docs page about the LOD generator and a new video for it at http://wallworm.com/projects/utilities/docs/using/generate_lods.html .

Also... I didn't notify ya'll but there have been a few minor updates. The current version is 0.983. Most of the updates since 0.98 are for sequences and a little added error checking. A couple tweaks to the texture export function... all of which is listed in the Changelog at http://wallworm.com/projects/utilities/docs/resources/changelog.html .
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on February 01, 2011, 08:56:23 pm
I updated the tool to version 0.985 a little bit ago. The main new feature is an LOD camera that will display LOD switch like the "Auto LOD" checkbox in the HL Model Viewer. Here is a short piece of docs and video at

http://wallworm.com/projects/utilities/docs/rollouts/utilities.html#lodCamera
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on February 08, 2011, 12:55:14 pm
New update. Version 0.986 which adds support for Attachment points... you can now add $attachments and assign them to bones in the UI. Also, I added a MacroScript to put the tool into the Max UI... look at the updated docs for Running WWMT. Also made some minor UI updates, added some more error checking and fixed a couple bugs.

I hope some of you are enjoying it.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on February 10, 2011, 02:14:23 pm
Some updates to the tool that bring it to version 0.9871. Several bug fixes and some new features. See changelog for complete list.

Among new features: added $contents, $inertia, $damping and $drag.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on March 03, 2011, 02:00:02 pm
So I wanted to update you guys a little since the last time I posted here:


I also added a forum for the tool and some other tools I plan on building.
Title: Re: 3ds Modeling Tool for Source
Post by: Jonathon [SSL] on March 03, 2011, 07:53:11 pm
Thanks for keeping posting, it's interesting following the development of this awesome plugin. Makes me sad I use XSI haha, funny how the official Valve plugin is so far behind what the community makes.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on March 04, 2011, 01:43:31 am
Thanks for keeping posting...

You're welcome. Looks like you'll need to get some 3ds Max...  ;)
Title: Re: 3ds Modeling Tool for Source
Post by: Kinky on March 04, 2011, 06:36:23 pm
I need to start using this... i think me and luch are the only people on the team who use 3DS MAX. Did you see that Gabe said the other day that Valve are in the process of redoing their tools? Finally theyve realised that using the SDK it like making a cheesecake with a JCB.
Title: Re: 3ds Modeling Tool for Source
Post by: killermonkey on March 04, 2011, 07:55:55 pm
that using the SDK it like making a cheesecake with a JCB.

WTF? (sorry for off-topic, but HUH?)
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on March 04, 2011, 08:28:52 pm
Did you see that Valve are in the process of redoing their tools? Finally theyve realised that using the SDK it like making a cheesecake with a JCB.

Yes I heard mention of something along these lines. Exactly what they are going to do to improve it all is as mysterious to me as... well... JCB!
Title: Re: 3ds Modeling Tool for Source
Post by: Kinky on March 04, 2011, 10:46:11 pm
(http://www.tiggle-tiggle.com/wp-content/uploads/2010/06/jcb-3cx-backhoe-k.jpg)

Not really got the finesse for making desserts agreed?

Odd turn of phrase, ignore me, ill go sit in the corner now...
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on March 05, 2011, 06:10:35 am
Not really got the finesse for making desserts agreed?

Well... if you think about it... this kind of falls in lines of HAMMER... just a little more extreme...
Title: Re: 3ds Modeling Tool for Source
Post by: Jonathon [SSL] on March 05, 2011, 12:12:38 pm
Well, there are tons of crazy people in the mapping community who build everything including props inside Hammer out of func_details.
Title: Re: 3ds Modeling Tool for Source
Post by: Kinky on March 05, 2011, 03:03:27 pm
Well, there are tons of crazy people in the mapping community who build everything including props inside Hammer out of func_details.

LOL are you serious?
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on March 05, 2011, 03:09:13 pm
Well, there are tons of crazy people in the mapping community who build everything including props inside Hammer out of func_details.

I probably would have become one of them years ago had I not got obsessed with 3ds Max ... back in R3. But I could never figure out how to get anything into HL1/CS. So I spent many years making maps with NO models at all!!! :) Luckily I finally dived head first into 3D again a couple years ago and figured it out. From as much of a headache it is to make models for Source... you might say that the legit Source modelers are actually the crazy ones--those who take the time to go through the whole hassle!! Hell... that craziness was my encouragement to learn how to build my own tools for 3ds!

PS. I'm now working on a 3ds Sky VTF exporter to make it trivial to send sky renders straight into Source.
Title: Re: 3ds Modeling Tool for Source
Post by: Jonathon [SSL] on April 03, 2011, 11:04:12 pm
Hey, making my first Source prop in 3DS Max and I've got the model and collision mesh exporting fine, but when I try to use the "Export VTF" option, the command line window tells me it couldn't resolve the path, even though the path exists.

Code: [Select]
Adding .vmt parameter: "$model" "1"
input file: C:/Program Files (x86)/Steam/steamapps/SourceMods/gesource_svn/mater
ials/models/props/library/pedestal
WARN: Problem figuring out outputdir for C:/Program Files (x86)/Steam/steamapps/
SourceMods/gesource_svn/materials/models/props/library/pedestal

The texture I'm trying to export is called pedestal.tga to the folder /models/props/library/, and no matter what i do with the paths it gives me the same error.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on April 04, 2011, 12:14:19 am
Hey, making my first Source prop in 3DS Max and I've got the model and collision mesh exporting fine, but when I try to use the "Export VTF" option, the command like window tells me it couldn't resolve the path, even though the path exists.

Code: [Select]
Adding .vmt parameter: "$model" "1"
input file: C:/Program Files (x86)/Steam/steamapps/SourceMods/gesource_svn/mater
ials/models/props/library/pedestal
WARN: Problem figuring out outputdir for C:/Program Files (x86)/Steam/steamapps/
SourceMods/gesource_svn/materials/models/props/library/pedestal

The texture I'm trying to export is called pedestal.tga to the folder /models/props/library/, and no matter what i do with the paths it gives me the same error.

Before you try anything else... try restarting Steam, run Goldeneye once... then open SDK and make sure the right engine/game are selected in the SDK window. If that doesn't solve it... here are some more tips:

EDIT: Also see if your Material Path has a trailing slash (/models/props/library/) and see if removing the slash fixes it.... if so... let me know. END EDIT.

I think your problem is that Vtex.exe (the material/texture compiler) expects the raw TGAs to be in SDK/mod/materialsrc instead of the final output directory. See if the Material Root is set to the correct SDK material src.

If that is not the problem, you may have to set the Game Info Path in settings to the gesource folder.

For reference, here are some other links that may shed light:

Title: Re: 3ds Modeling Tool for Source
Post by: Jonathon [SSL] on April 04, 2011, 02:43:55 am
Well now it won't even give me the export window, for some reason now whenever I try to hit the texture export buttons it just gives me this:

<image deleted>
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on April 04, 2011, 02:58:06 am
That error may be happening if there is no materials applied to an element in the model. I may need to address the code to catch that error... though I may have fixed it in the latest version (which is 1.0 and I see you are using 0.999). So download the latest version first.

If the model has materials but the hull doesn't, then the Hull needs a material. It doesn't matter what material. If you click the process hull, it will add dummy materials to the hull.

In any event, I'll look at the code this week and trap that error if I haven't already in 1.0.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on April 04, 2011, 04:28:46 pm
I've updated the tool this morning to Version 1.01 which should address the problem you were having Jonathon. It appears that the texture exporter would have a MAXScript error if the material applied to a model had a bitmap that wasn't a TGA (like a PSD or PNG, etc). Anyway, there are also a couple other minor changes:

http://wallworm.com/projects/utilities/docs/resources/changelog.html
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on April 05, 2011, 04:16:57 pm
Another update this week:

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.
Title: Re: 3ds Modeling Tool for Source
Post by: Jonathon [SSL] on April 17, 2011, 09:20:04 pm
Sorry to bug you again, I updated to 1.21 and still having the same path issues with vtex. I moved everything over to my materialsrc and modelsrc folders, verified the paths, and have just one TGA in the diffuse slot on a standard material. The models export fine but I'm still having texture issues...
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on April 18, 2011, 12:01:29 am
You may also need to create the same material path in your target game folders. So that if your materials inside materialsrc are "subpath1/supath2" then you will also need to make a "subpath1/subpath2" inside the mateials folder of Goldeneye also... the VTEX will not auto generate the path, unfortunately. But once the path is made, it will work.

Just remember that for each new material directory you make/use.

PS. Wunderboy's 1.6 SMD exporter is now out (for Max 9-2011... no 2012 just yet)... and it adds some functionality that is used in WWMT. Also, for reference for anyone who has trouble setting up WWMT, I've made a new video detailing the setup of the tool at http://wallworm.com/projects/utilities/docs/getting_started/running.html 
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on April 26, 2011, 12:29:31 pm
1.4 is out and includes several new productivity enhancements as well as updates to how $bodygroups work.

* 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.
* Renamed Texture Utilities Rollout to Utilities.
* Added Quick WWMT button to create WWMT helpers for all selected objects in the scene.
* Added Quick Compile button to export all selected WWMTs (and compile them if the auto compile is set in the tool settings).
* Added All Textures 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.

New Bodygroup docs: http://wallworm.com/projects/utilities/docs/using/export_bodygroups.html (http://wallworm.com/projects/utilities/docs/using/export_bodygroups.html)

PS. The tool now works in Max 2012. Cannonfodder's SMD Exporter is also compatible with 2012 now... Wunderboy's is following soon.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on May 10, 2011, 02:17:24 pm
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 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).

I haven't abandoned the Dev on the displacement tool... I'm trying to figure out some things that will make it easier from the artist's point of view, not to mention some bugs in features I'm trying to add.

Also... I'm considering adding VTA support to WWMT but not sure it's worth it since I don't know how many people need/want it. It's something that I've been asked to add a few times... any ideas or input?
Title: Re: 3ds Modeling Tool for Source
Post by: killermonkey on May 11, 2011, 01:09:15 am
We would use the VTA export ability.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on May 12, 2011, 05:54:48 pm
We would use the VTA export ability.

I've decided to go ahead and add that. I'll share news when it's added.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on June 22, 2011, 04:11:49 am
SO I don't have the VTA support done yet. But there are new features in WWMT, including a 3ds Max Material Library Generator (generates libraries of textures from VMTs and TGAs).

A lot of my time has gone into the tools that I need for my own projects at the moment and VTA is not what I personally need (though it's a common request). I haven't shelved it, but it will be a little time.

I did finally get the feature I've wanted for a long time: Collision Hull generation. It is a tool built by Maple 3D. You have to own Convexity to use it... but Maple 3D has let me integrate it into WWMT.

Here's docs and preview video: http://wallworm.com/projects/utilities/docs/using/making_source_collision_hull.html

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

Note that this feature is not yet public as the version of Convexity that uses it isn't released yet... but I've been lucky to be testing it. I love it!

Anyway, I'm also still tackling the whole displacement issue. The displacement tool I've made so far is not really that good; it can make displacements, yes... but not in the design-friendly way that I want. It's the main item on my checklist that I am obsessed with solving.

Anyway, I thought I'd share some of these updates.
Title: Re: 3ds Modeling Tool for Source
Post by: killermonkey on June 22, 2011, 10:18:36 am
Always solve your obsessions first :-) they are the most satisfying
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on August 09, 2011, 06:51:10 pm
I figured I'd share some updates.

1) Version 1.58 is out today. It has two main new features: A) Fixed the bug where Use Local Origin was ouptuing incorrect rotation of models when used. That should now be history. B) Added setting into WWMT Settings to allow/disallow over-swriting of existing QC file. The default is now to dis-allow (previously it just overwrote ).

2) There have been many random changes/additions/fixes to WWMT. Not going to list them all. But I did now package all of my tools (WWMT, Sky Writer and the unfinished Displacement Tool) into one package now. I've also added three new tools:


All can be added to menu by going to WWMT Settings and clicking Add to Menu.

Worm Face mimmicks the Hammer Texture Application Lift/Dump of textures from/to faces. Rad Worm creates map-spacific RAD files from materials in the scene. And Soundcaper creates a skeleton soundscape file for you map based on the soundscape entities in the scene.

There is more... just check the changelog.

Still no progress on the displacement tools. Nor VTA. Both are things many people want... I just haven't had a breakthrough on displacements or passion to go forward with VTA. Regarding VTA, I will wait until Wunderboy's next VTA release for Max 2012 to see what he's cooked up to make my job easier for adding that.

Make sure to share feedback.

Enjoy.
Title: Re: 3ds Modeling Tool for Source
Post by: killermonkey on August 17, 2011, 10:44:18 pm
Shawn, you are very very impressive. Thank you for your contributions to Source modding!
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on August 18, 2011, 02:31:16 am
Shawn, you are very very impressive. Thank you for your contributions to Source modding!

Thank you!

I'm working on a couple maps at the moment, one of which I'm going to compile for GE:S too; I conned my brother, a very talented musician, into making me a very sexy 007-like sound track for it too. Hopefully I'll have time for that in the next month. But I'm notoriously bad at meeting my deadlines for personal projects... so we'll see.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on September 19, 2011, 12:56:35 am
I've got a new version coming soon with VTA support... looking for someone to test it and provide feedback on the method of use, output, etc. Anyone game just send me your email addy so I can send it out. I want it tested before I release since I have so little experience in the VTA/flex arena.
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on September 22, 2011, 04:22:56 pm
Need some feedback at this stage... there is a beta available now. The beta download and notes are here (http://www.wallworm.net/index.php/topic,208.0.html).
Title: Re: 3ds Modeling Tool for Source
Post by: wallworm on December 15, 2011, 12:46:52 am
Been a while since I've been here... have some updates. The promised VTA support has been added. As of today, you can export a model with flexcontrollers right into face poser. Basic docs are at http://wallworm.com/projects/utilities/docs/using/making_facial_animations.html though I wrote them before I added the flexcontroller export... essentially, WWMT makes a controller for each morph channel.

Enjoy!