GoldenEye: Source Forums

  • November 21, 2024, 11:20:26 am
  • Welcome, Guest
Advanced search  

News:

Pages: 1 [2] 3 4   Go Down

Author Topic: 3ds Modeling Tool for Source  (Read 71651 times)

0 Members and 1 Guest are viewing this topic.

wallworm

  • Secret Agent
  • **
  • Posts: 50
  • Reputation Power: 0
  • wallworm has no influence.
  • Offline Offline
    • Shawn Olson Creative Arts
Re: 3ds Modeling Tool for Source
« Reply #15 on: December 23, 2010, 05:31:54 am »

Well ok, in XSI, this is a trivial matter...

Thanks. I'm slowly getting there.
Logged

wallworm

  • Secret Agent
  • **
  • Posts: 50
  • Reputation Power: 0
  • wallworm has no influence.
  • Offline Offline
    • Shawn Olson Creative Arts
Re: 3ds Modeling Tool for Source
« Reply #16 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.


Logged

wallworm

  • Secret Agent
  • **
  • Posts: 50
  • Reputation Power: 0
  • wallworm has no influence.
  • Offline Offline
    • Shawn Olson Creative Arts
Re: 3ds Modeling Tool for Source
« Reply #17 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.
Logged

wallworm

  • Secret Agent
  • **
  • Posts: 50
  • Reputation Power: 0
  • wallworm has no influence.
  • Offline Offline
    • Shawn Olson Creative Arts
Re: 3ds Modeling Tool for Source
« Reply #18 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
Logged

wallworm

  • Secret Agent
  • **
  • Posts: 50
  • Reputation Power: 0
  • wallworm has no influence.
  • Offline Offline
    • Shawn Olson Creative Arts
Re: 3ds Modeling Tool for Source
« Reply #19 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.
Logged

wallworm

  • Secret Agent
  • **
  • Posts: 50
  • Reputation Power: 0
  • wallworm has no influence.
  • Offline Offline
    • Shawn Olson Creative Arts
Re: 3ds Modeling Tool for Source
« Reply #20 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!
Logged

wallworm

  • Secret Agent
  • **
  • Posts: 50
  • Reputation Power: 0
  • wallworm has no influence.
  • Offline Offline
    • Shawn Olson Creative Arts
Re: 3ds Modeling Tool for Source
« Reply #21 on: January 11, 2011, 10:19:49 pm »



Steps to export props and textures into game in a couple minutes.
Logged

wallworm

  • Secret Agent
  • **
  • Posts: 50
  • Reputation Power: 0
  • wallworm has no influence.
  • Offline Offline
    • Shawn Olson Creative Arts
Re: 3ds Modeling Tool for Source
« Reply #22 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 .
« Last Edit: January 29, 2011, 09:49:20 pm by wallworm »
Logged

wallworm

  • Secret Agent
  • **
  • Posts: 50
  • Reputation Power: 0
  • wallworm has no influence.
  • Offline Offline
    • Shawn Olson Creative Arts
Re: 3ds Modeling Tool for Source
« Reply #23 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
Logged

wallworm

  • Secret Agent
  • **
  • Posts: 50
  • Reputation Power: 0
  • wallworm has no influence.
  • Offline Offline
    • Shawn Olson Creative Arts
Re: 3ds Modeling Tool for Source
« Reply #24 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.
Logged

wallworm

  • Secret Agent
  • **
  • Posts: 50
  • Reputation Power: 0
  • wallworm has no influence.
  • Offline Offline
    • Shawn Olson Creative Arts
Re: 3ds Modeling Tool for Source
« Reply #25 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.
Logged

wallworm

  • Secret Agent
  • **
  • Posts: 50
  • Reputation Power: 0
  • wallworm has no influence.
  • Offline Offline
    • Shawn Olson Creative Arts
Re: 3ds Modeling Tool for Source
« Reply #26 on: March 03, 2011, 02:00:02 pm »

So I wanted to update you guys a little since the last time I posted here:

  • UI has been rearranged and optimized
  • Added Prop Data controls
  • Added Custom Gibs support
  • Added multiple skins support
  • Added $jointconstrain support
  • Added support for Wunderboy's SMD Exporter 1.6 (not yet available to public)
  • Added support for Cannonfodder's SMD Exporter 2.04
  • Updated Texture exporter
  • Multiple UI tweaks and bug fixes

I also added a forum for the tool and some other tools I plan on building.
Logged

Jonathon [SSL]

  • Generalist
  • Retired Lead Developer
  • 007
  • *
  • Posts: 1,311
  • Reputation Power: 99
  • Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!Jonathon [SSL] is awe-inspiring!
  • Offline Offline
    • Steam Community Page
Re: 3ds Modeling Tool for Source
« Reply #27 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.
Logged
Quote
Luchador: I NEVER NAME MY FILES IN UPPER CASE
Luchador: I ONLY TALK IN UPPER CASE
[GE:S] killermonkey: GOOD TO KNOW

wallworm

  • Secret Agent
  • **
  • Posts: 50
  • Reputation Power: 0
  • wallworm has no influence.
  • Offline Offline
    • Shawn Olson Creative Arts
Re: 3ds Modeling Tool for Source
« Reply #28 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...  ;)
Logged

Kinky

  • Level Designer / Environment Artist
  • Retired Developer
  • 00 Agent
  • ***
  • Posts: 751
  • Reputation Power: 7
  • Kinky has no influence.
  • Offline Offline
Re: 3ds Modeling Tool for Source
« Reply #29 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.
Logged

Currently in Progress - ge_jungle
Pages: 1 [2] 3 4   Go Up