WWMT Settings and Configuration
This floater controls some of the ways that WWMT works in general. Things you set here will be set for the current Windows User's account for all following sessions running WWMT.
You can open this floater by pressing the Wall Worm menu in Max and clicking Wall Worm Settings.
- Hint! To quickly get the paths for your game or mod, use the new Import button added on May 15, 2013.
- Settings with an asterisk are only available with Wall Worm Pro.
- Most settings (throughout Wall Worm) have tooltips when you hover over the button, checkbox or spinner arrows. This can help if the function is not yet explained in the documentation.
These settings must be set correctly or the exports will fail! Note that the Model Root and Material Root must point to folders in your SDK directory, not the actual game directory!
For reference, there is a more detailed overview on setting up the correct paths here.
In the examples below, the mod is Counter-Strike Source.
Select the root model folder your mod inside Source SDK. For example, if setting this tool for Counter-Strike: Source, browse to your Source SDK folder in Steam, and dive down to cstrike\modelsrc . Select the modelsrc folder.
- A typical Model Root should look like this:
C:\Program Files (x86)\Steam\
- Failure to point to the correct directory will cause all model exports to fail.
- A typical Model Root should look like this:
Select the root material folder your mod inside Source SDK. For example, if setting this tool for Counter-Strike: Source, browse to your Source SDK folder in Steam, and dive down to cstrike\materialsrc . Select the materialsrc folder.
- A typical Material Root should look like this:
C:\Program Files (x86)\Steam\
- You must set this to the correct place (SDK > Mod > materialsrc folder) in order for the Export Textures function to work.
- A typical Material Root should look like this:
Select the root map folder your mod inside Source SDK. For example, if setting this tool for Counter-Strike: Source, browse to your Source SDK folder in Steam, and dive down to cstrike\mapsrc. Select the mapsrc folder.
- Some mods do not have this folder by default or use a folder simply named maps in the sdkcontent folders. Use whatever is appropriate for your mod.
- Bin Dir
Choose the directory for your Source SDK bin (where all the compile tools are located). It is probably located in a place like this:
C:\Program Files (x86)\Steam\steamapps\username\sourcesdk\bin\orangebox\bin
- Selecting this folder is essential if you want WWMT to make the Batch file for compiling your model.
- This setting is also required if you want WWMT to automatically compile your model when you run the export.
- Game Info Dir
Choose the directory where the GameInfo.txt file is located to make WWMT use this game rather than the system-wide game setting in Steam. This is now a required setting to compile for all games!
- Previously, this setting was optional. It is now required.
The FGD file contains all the entities available to your mod. Set this to the FGD for your mod. Only choose the FGD specific to your mod: all required include FGD files will be included automatically if they are in the same path as your FGD.
Once chosen, Max may appear to hang for a while while Wall Worm parses the rules and creates the entity rules to reuse inside 3ds Max. This function works much faster when Wall Worm Pro is installed.
- When the core rules for entities in Wall Worm are updated, you may need to update your entity definitions. You can do this with the Reparse button.
- If you have Wall Worm Pro installed but need to work on scenes shared with other artists that do not have Wall Worm Pro, you can set your entities to the non-WWPro version by checking the MXS Entity Definitions checkbox. You can also use that option if there is an unexpected problem with WW Pro entities.
- MatGen (Material Library Root)
This folder should point to a materials folder on your computer that contains VMT, VTF (and possibly TGA) files. Generally this is where you have unpacked materials from VPK or GCF files for using in Max.
- When Wall Worm Pro is installed, this folder needs only VMT and VTF files. Otherwise, the VTF files need to be converted to TGA files.
- This path is used for both the Material Library Generator, the VMF importer materials and QC model material imports.
- Read more on the Material Library Generator.
Model Exporter Settings
- Compile Model on Export
Select this option if you want WWMT to run the compiler auotmatically when you export a model. Note that this option will only work if you have set the Model Root in your SDK and you have properly set the Bin Directory.
- Overwrite Existing QC [Added in Version 1.58]
This option was added to allow/disallow the overwriting of the target QC file. The default is to Allow (checked). If you want WWMT to overwrite QCs when you export, turn this option on.
NOTE: In version 1.58 (the introduction of this feature) the default was to not allow QC Over-writing. Since this caused a lot of confusion with previous users, I have changed the default settings to turn on QC Overwrite. The default is now to allow overwrite in version 1.59.
- Previously to adding this feature, the QC was always overwritten. Now it isn't unless you turn this feature on. This is a major change in the way WWMT works and can effect your workflow if you are used to the old method.
- If you allow WWMT to overwrite the QC, it means that each time you export with WWMT, the QC is regenerated (over-written). That is fine if you are not doing any manual edits to your QC. However, if you edit the QC after WWMT makes it, then re-export with WWMT, the QC will get over-written if this option is on.
- If this option is off and you hit export on a model that already has a QC, any changes made in WWMT will not be reflected in the QC file.
- Also see the per-model Lock QC option added in Version 1.59.
- Open Model Folder on Export
Click here if you want WWMT to open the model export folder upon running the exporter. This will open a window showing the QC file and all the SMDs (and the batch file if you have set up your bin dir).
- Exporter Plugin
The Wall Worm Model Tools can use third-party exporters (with an asterisk below) to make the SMD files. Generally you should only use the external plugins if you are using versions of Max prior to 3ds Max 2014. It has support for the following exporters:
- Wunderboy's SMD Exporter* (Max 2012)
- Cannonfodder's SMD Exporter** (Max 2012)
- Wall Worm SMD (Max 2014+)
- Wall Worm Pro (Recommended Max 2014+) ***
*** If you have Wall Worm Pro installed, you should use that exporter as it is the most accurate/fast version for Wall Worm. Wall Worm Pro also allows exporting as DMX.
When you change this setting, the tool will check to see if you have it installed. If so, WWMT will try to use that exporter during the export process. Please note the following hints.
- When set to Wall Worm Pro, you can also set the default model output to DMX. If set, choose the correct DMX version for your mod. For mods like CS:GO, choose version 18. Some other mods need other versions, so choose the version correct for your mod.
- *When using the Wunderboy SMD Exporter 1.5 and older, you will need to make the plugcfg folder inside your Max root folder writable. If you do not do that, the plugin cannot run in batch mode--and you will have to click a bunch of confirmation screens during the export process. Furthermore, if you do not do this and there are sequences in your model, it will be hard to do because of the confirmation screens--you won't know which confirmation is for a Reference Model or Sequence--nor the start/end range of sequences. This step is unnecessary in Wunderboy's SMD Exporter 1.6+
- **When using the Cannonfodder SMD Exporter, make sure that you have version 2.04+ (which was the second update to the Cannonfodder tools in 2011). If you use an older version of the Cannonfodder tools, the export will fail.
- Export Non-Renderable Mesh as Bone (Added in 1.0)
This option will allow you to use mesh objects as bones for your model if they are set to Non-Renderable. This is especially useful if you want to rig your model with CAT (Character Animation Tools, a rigging system available to 3ds Max 2010 and up).
- This option only works in Wunderboy's SMD Exporter 1.6+ and the built-in WWMT SMD Exporter. At the time of this writing, that exporter is not yet available to the public.
- If you turn on Export Non-Renderable Mesh as Bone, you almost certainly want to turn off the Process Hulls become Non-Renderable setting as non-renderable collision hull meshes will then not export.
- If you turn this option on after you have made collision hulls non-renderable, you can make them renderable again by selecting all hulls in your model, right-clicking one of the hulls, going to Object Properties and then turning on the Renderable setting.
- Full Material Names
When turned on the SMD and DMX exporter will use a material's full name as the path to the VMT and the QC exporter will add an extra $cdmaterials line. When off, the SMD/DMX exporters will ingore path info in a material's name (the default). Since this affects export-time settings, changing this after a model and its materials have been exported could invalidate the paths already exported--meaning you may have to re-export some models or materials.
- Default Model Path (Added in 0.992)
This is an optional setting that allows you to set a default model path for new models. When you set something here, the Model Path in the Model & Basic QC Rollout defaults to this path for new models (ones that haven't been bound to a WWMT Source).
- You can set the Default Model Path to that of the currently selected model by clicking the button next to the Default Model Path label that says "Get From Model".
- Get (Default Model Path) from Model
If you have a model currently set in WWMT, you can click this button to set the Default Model Path to the current model's Model Path.
- Default Material Path (Added in 0.992)
This is an optional setting that allows you to set a default material path for new models. When you set something here, the Material Path in the Model & Basic QC Rollout defaults to this path for new models (ones that haven't been bound to a WWMT Source).
- You can set the Default Material Path to that of the currently selected model by clicking the button next to the Default Material Path label that says "Get From Model".
- Get (Default Material Path) from Model
If you have a model currently set in WWMT, you can click this button to set the Default Material Path to the current model's Material Path.
- New Models Default to $staticprop
This option will default new WWMT helpers to use $staticprop.
- New Models Use Local Origin
This option will default new WWMT helpers to use the local origin (pivot point) as a reference for the export's world origin.
This option will default new WWMT helpers to use Rotated origin by default. This is best used with the WWMT SMD Exporter, Staticprops and using the local origin.
These settings control how materials get exported.
- Default Mapping Channel
This spinner controls which mapping channel you use by default for the materials you export into Source. Note that this setting only works with the WW SMD Exporter.
- Translucent Only if Diffuse in Opacity (Added in WWMT 1.6)
Initially, this setting defaulted to Off. As of WWMT 1.65+, it now defaults to On.
When on, WWMT will only use $translucent/$alphatest if the TGA bitmap in the diffuse slot of your Standard Material is also used in the Opacity slot.
When off, $translucent/$alphatest will automatically get set if there is an Alpha channel in your diffuse bitmap.
- If you find that your models are coming out transparent or semi-transparent and you did not intend this, or if you have $translucent/$alphatest set in your VMTs but the material seems opaque, see My Material is always Transparent but I don't want it to be.
- Force Opaque VMT if Model $opaque (Added in WWMT 1.65)
This option defaults to On. When set, the VMTs exported from the model will not get any of the following settings if it has the $opaque setting: $alpha, $additive, $translucent and $alphatest.
- Give New Models a Material if None
When this setting is on, applying a WWMT helper to a model will force WW to add a blank material to that model if it has no material. By default, this is an orangish color.
- Allow PSD
When on, this will allow the WW material and texture exporters to collect, use and export PSD files as well as TGA/IFL files. Please read this notice before using PSD files, however.
- Legacy VTF
This option should be turned off if you are using the WWMT SMD Exporter and turned on if using 3rd party SMD Exporters. When on, the output path of a VTF will always go into the material path for the model. Do not turn this on when using the WW SMD Exporter or Wall Worm Pro.
- Legacy Tex Names
When on this will output material names based off of the diffuse bitmap. You should not use this with the WWMT SMD Exporter. When off, the material name is used instead of the diffuse bitmap for the VMT name. Furthermore, when off, the material name controls not only the VMT file name, but the VMT relative path for the brush material exporter. Do not turn this on when using the WW SMD Exporter or Wall Worm Pro.
- Use MXS VMT Importer
This option is only available with Wall Worm Pro. When on, WW Pro falls back to the MAXScript VMT importer (which affects the Material Library Generator and all other functions that import materials). This setting forces the VMT importer to use the standard (but slower) VMT importer. You should only turn this option on if you are having problems with WW Pro material imports.
- VTF Version
This option is only available with Wall Worm Pro. Select the appropriate VTF file format for your mod. Note that some older mods require lower versions. Refer to your mod's documentation; generally, 7.4 is valid for most mods. Newer mods can use 7.5.
- Displacement DX Shader
Choose the DirectX Shader used when converting Blend Materials to DirectX Shaders. See the document on Alpha Blending for more information.
- Lod List Length
Set the number of LODs that WWMT will allow you to create when using WWMT. The default is set to 3. You can change this to any value from 1 to 10.
- This setting does not take effect immediately. You must close WWMT and reopen for the LOD List Rollout to reflect this change.
- Field of View
This is the Field-of-View that is used to calculate LODs based on the distance a LOD distance helper is from the origin of your model. The default is 75.
- When you create an LOD Camera, the camera FOV will match this FOV.
- According to the VDC entry on FOV, the default HL2 FOV is 75. Your mod may be different.
- The default FOV in the HL Model Viewer is 65. Why?
- Metric Resolution
Metric Resolution is used to calculate LODs based on the distance a LOD distance helper is from the origin of your model.
- The current default is 1920 x 1080 as of Version 1.59 (previously it was 1680 x 1050) since that is currently the most common screen resolution used according to the Steam Hardware Survey.
- Processed Hulls become Non-Renderable (Added in 1.0)
This setting, which is on be default, will make your hull geometry non-renderable. The functions this applies to include picking a model, appending a model, using the Prepare Collision Model function and the Process Collision Model function in the Collision Model Rollout.
- If you also have the Export Non-Renderable Mesh as Bone setting turned on, you almost certainly want to turn off the Process Hulls become Non-Renderable.
- Make and Use Layers
When this option is checked, WWMT will make layers relating to your model when you pick meshes and generate LODs.
- Note that this setting is incomplete as it has not been updated to accomodate some of the features added in the last few versions. Some meshes may remain outside the layers designated for the model.
This field is the path to a Max Project Folder. If you set a project folder and save it with a Preset (below) then the current Max Project Folder will switch to that folder when you change between presets. This is helpful if you are working on multiple projects that should not share source files.
You can save the settings in the UI as a preset for later use. This allows you to have different settings for different uses (for example, if you want to export in different mods at different times). You can also create presets for your mod by importing your GameConfig.txt file for a mod or shared group of mods.
Import Mod Settings
To import settings for your mod, click the Import button and browse for a file called GameConfig.txt . That file is usually located in your mod's bin directory. When you do that, WW will add a preset into the Setting Presets list for each mod listed in that GameConfig.txt file.
Making a New Preset
To make a new Preset, you must click the New button, type in a name for the preset in the text field for the preset list, then click Save.
Changing to a different preset
To change between presets, simply click on the preset name. Doing so will immediately change the global settings to those in the preset. Before doing so, you should make sure that your current settings are already saved in another preset as you will lose the current values in the UI once the presets are changed.
- When changing presets, Max may appear to freeze while the FGD is reparsed and the entity definitions are updated.
Changing the Name of a Preset
To change the name of a preset, select it in the list, type a new name for it, then hit Save.
Delete a Preset
To delete a preset, select it in the list and click Delete.
- WWMT Rollouts
Rollouts on Wall Worm Model Tools.