WWMT Changelog
You can now Follow me on Youtube or follow me on Twitter for WWMT update news. (I update Youtube more often than Twitter.)
Download Latest Version of Wall Worm
- Version 1.779 released on 5-15-2012
-
- Updated VMF Exporter version to 1.33.
- Updated VMF Exporter to default non-used faces of the underlying brush in displacements to use the texture tools/toolsnodraw.
- Updated VMF Exporter to have cleaner displacement data (trimming decimal places from whole numbers).
- Fixed error in the VMF Exporter that was adding lightmapscale of "undefined" when only some faces on a brush where given a lightmap scale.
- Fixed a MAXScript error that occured when loading the RES Maker script before having loaded another Wall Worm function that uses materials.
- Updated the Res Maker script to include all of the files that accompany models (like the .phy, .dx80.vtx, etc) files.
- Updated the Res Maker script to detect a Wall Worm Sky Writer helper in the scene and automatically include the sky textures and VMTs.
- Updated the Res Maker script to only use lower-case named of models and vvd files... since those are always lower case when compiled by vtex.exe.
- Updated the Res Maker script to only include VMTs for diffuse textures. VMTs for other textures are ignored. All textures (VTFs) are still included.
- Version 1.778 released on 5-13-2012
-
- Updated VMF Exporter version to 1.32.
- Updated Anvil version to 3.2.
- Updated VMF Exporter to give accurate orientation of lights. light_environment and light_spot should now point to the correct locations (Yay/Pitch/Roll).
- Updated the light angles to export correctly. Previously, the angles were twice as wide as they should have been.
- Updated the way Attenuation exports for lights. Now, the Near Attenuation controls the 50% fallof and 0% fallow. The Far attenuation controls the Maximum Distance.
- Added new Move Mode in Anvil. This will hide the displacements and only show the underlying brush face. Note that there is not yet a way for Anvil to stop you from editing the vertex positions in that Move Mode face--but doing so will invalidate that displacement! Only sculpt displacements--not the Move Mode meshes!
- Changed the Materials tab in Anvil to Miscellaneous.
- Added new utility in Anvil's Miscellaneous tab to convert the vertex/knot points in a spline into certain entities, like move_rope/keyframe_rope and path_track.
- Updated the lightmap_scale tool in Anvil to allow you to assign lightmap scale to specific faces. Any objects that have faces selected will only apply that scale to those selected faces. If the object is not in face sub-element mode, then the scale is applied to the object.
- Added new VMF Export setting for the level's default lightmap scale for those faces/objects that do not have any lightmap scale entries assigned specifically.
- Updated displacements to disallow any changes in the Scale of the displacements.
- Updated the main Wall Worm menu to include a new Wall Worm Online submenu with links to a few key Wall Worm web pages.
- Updated the Entity Input/Output tool to fix some bugs.
- Version 1.7771 released on 5-5-2012
-
- Updated VMF Exporter version to 1.31.
- Added new VMF export option to export/exclude hidden objects.
- Added manual SMD/VTA exporter. Located in menu Wall Worm > Wall Worm Exporters > Export SMD/VTA file .
- Removed debugging listener info in the displacement flags functions inadvertently left in the 1.777 release.
- Version 1.777 released on 5-4-2012
-
- Updated Anvil to 3.16.
- Updated the VMF exporter to version 1.3.
- Added Lightmap support. The lightmap control is in the Tags tab of Anvil. Applied to objects and displacements. At the moment, there is no per-face control... just per object.
- Updated the Displacement flags UI to properly uncheck settings when using the Get button.
- Version 1.776 released on 5-3-2012
-
- Updated Anvil to 3.15.
- Updated VMF Exporter to 1.28.
- Fixed Anvil to stop various Max crashes that could happen after creating displacements then hitting Undo in Max.
- Fixed Anvil to stop a Max crashes that could happen after clicking Edit Mode then hitting Undo in Max.
- Updated Anvil to include Scale as a Quick WWMT option. You can now set the scale on mulitple WWMT models at once.
- Added Displacement flags to Anvil. You can now set No Phys, No Hull Collision and No Ray Collision in displacements.
- Added new rule to VMF Exporter. Any objects placed into a layer named "VMF_Exclude" will be ignored during the VMF export process.
- Updated WWMT to no longer create any named selection sets when WWMT models are created.
- Added new item to Export submenu of Wall Worm in main menu. You can now export all textures of all selected WWMT helpers via that menu item.
- Fixed a maxscript error that could happen if you tried to create hulls with the Hull Helper before loading another Wall Worm utility.
- Fixed a bug in the LOD Camera that would cause a maxscript error if certain objects were deleted.
- Version 1.7754 released on 5-1-2012
-
- Updated Anvil to 3.11.
- Updated Anvil to remember the Edit Mode when switching between tabs.
- Updated Anvil to remember Edit Mesh/Edit Mode when closing/re-opening Anvil in the scene.
- Version 1.7753 released on 4-30-2012
-
- Updated Anvil to check for uncommitted displacement sculpt mesh. If one is found when file is loaded, a window prompting the user to restore the displacements from that mesh is loaded. Read more...
- Updated Anvil to unset the Edit Mode button if the Displacement sculpt mesh is deleted.
- Version 1.7752 released on 4-28-2012
-
- Fixed MAXScript error when exiting Edit Mode in Anvil which would cause the following error:
-- Error occurred in <handler>(); filename: C:\Program Files\Autodesk\3ds Max 2012\scripts\WallWorm.com\WallWormSimpleDisplacement\anvil_funcs.ms;
position: 11407; line: 395
-- Frame:
-- obj: $WW Displacement Controller
>> MAXScript Change Handler Exception:
-- Unknown property: "ckb_editMode" in Rollout:wallworm_anvil <<
- Fixed MAXScript error when exiting Edit Mode in Anvil which would cause the following error:
- Version 1.7751 released on 4-28-2012
-
- Updated Anvil to Version 3.0. New compact UI with more tools. Now set various model settings for scene WWMT helpers. UI is smaller than previously. Includes all Proxy tools. Only tested in Max 2012/2013. For the moment, the old displacement tool is still included in the download as ww_displacements2.ms but will be removed in the future.
- Updated VMF Exporter to Version 1.27. Now accomodates negatively scaled proxies painted with Max's Object Paint tool.
- Updated Proxy Tool Prop Type menu to work on individual proxies as well as the WWMT helpers.
- Version 1.775 released on 4-22-2012
-
- Fixed a bug in the texture exporters that caused an uncaught exception when trying to export materials with a solid diffuse color (with no bitmap in the diffuse map). This bug was introduced in version 1.768 with the introduction of IFL support.
- Fixed a chunk of code in preparation for an update to PhysX/MassFX that is broken in some versions of PhysX and MassFX. That bug was found by Wall Worm and nVidia has said they would fix it shortly. When patched by nVidia, this will bring back functionality of the Quick Hull function in PhysX 2.71+ for Max 2012 and MassFX in Max 2013.
- Version 1.774 released on 4-14-2012
-
- Fixed a bug in the VMF Exporter that created duplicate geometry for all grouped brushes.
- Updated Texture Exporters to use $selfillummask. Previously, only $selfillumtexture was used--but that setting only works in some flavors of Source. Now $selfillummask and $selfillumtexture are used simultaneously, and the appropriate one should be used in your engine (and the incorrect one will be ignored).
- Added some more information to the hull functions that fail when using some installations of MassFX/PhysX.
- Added Quick Hulls button to Hull Helper floater. This function will create hulls for all selected WWMT helpers (useful to make a bunch of hulls for a bunch of models all at once). The hulls are created and assigned to their WWMT helper--and each WWMT that has more than one hull piece will get the $concave setting.
- Version 1.773 released on 4-9-2012
-
- Added New Proxy Tools Floater that allows you to cllect skins from proxies and to create proxies from all selected WWMT helpers. Also includes new Exclude/Include buttons which are explained below. This floater has been added to the Wall Worm Utilities submenu in Max... and via a button in Anvil.
- VMF Exporter now excludes root WWMT models that have been excluded with the Proxy Tool Exclude function. (This is when you only want the Proxies to export into the VMF because the model is such that it must be at [0,0,0] for the SMD Export--but it should not actually be at that location in the level.)
- Added new button in Anvil to Group Add func_detail. When used, the selected objects are grouped together and will export as a single func_detail.
- Updated the WWMT Update Bone List button in the Attachment rollout to include objects in the list instead of just the bones. This is because you can use them as well.
- Updated WWMT to display an error if you are trying to export a model using the Wunderboy SMD exporter and there is missing UVW data for any of the meshes or hulls in the model. At the moment, Wunderboy's exporter will crash if you export a model with missing UVW data. Note that I only added a check on the uvw channel support, not the per-vertex check... so it is possible that it might not catch every problem. But it should alert you to most.
- Updated WWMT to warn you if all of your model's meshes are non-renderable and you have the Export Non-Renderable Mesh as Bone option turned on in the WW Settings. Previously, you could export models but the SMDs could be empty.
- Version 1.772 released on 3-30-2012
-
- Added VMF Export Presets. You can save presets for re-using in the VMF Exporter.
- VMF export options are now saved in the file.
- Fixed bug in Proxy orientation in the VMF Exporter that was introduced in the 1.771. I'm sorry this bug made it to the last version... I was pressed for time and did not get to test as much as I should have... and was unable to work on WW over the last couple of weeks. Read more about this bug and what it means for models exported previous to this update.
- Version 1.771 released on 3-16-2012
-
- Updated the default Z Rotation of models. This has a siginificant impact on models you've already compiled. The previous "Flip" rotation is now the default... and the old default rotation is now the Flip. This change means that models compiled straight from 3ds will match the rotation of models in Source. Read more about this and what it means for models exported previous to this update.
- Updated the VMF exporter to version 1.23 that accomodates the above change to the model exporter.
- Updated the QC code for the $origin to better accomodate values that caused models with prop_data to be offset in the Z axis. You should now be able to export prop_physics without having to adjust the model in Hammer in the z-axis.
- Updated the prop type select menu in Anvil to allow the selection of "prop_physics". It was broken in previous versions.
- Added Detail tags in Anvil. You can now tag geometry as func_detail geometry.
- Added a Brush and Sky button to tag geometry as both brush geometry and a skybox object.
- Added new button in Hull Helper called Pivots to Selection Center. This button will move all the pivots of selected objects to the selection center--which can help with hull offset problems you may have if you are not using the Prepare from Selection button for the hulls. When using the prepare from selection feature, you should not need to use this button.
- Updated Wall Worm to open the changelog (this page) if there has been an update.
- Version 1.77 released on 3-6-2012
-
- Fixed a bug that caused a MAXScript error if you tried to process a collision hull when an object was in sub-object mode.
- Fixed an error if you tried to select a WWMT helper as the model's name or objects started with numbers.
- Version 1.769 released on 3-3-2012
-
- Fixed texture exporting bug in VMF Exporter. Now the VMF Exporter version number is 1.22.
- Version 1.768 released on 3-3-2012
-
- Updated VMF Exporter to version 1.21. Now exports correct UVW (texture translation, scale and rotation on brush geometry).
- Added Prop Type controller in Anvil. You can change the prop-type of a WWMT helper in Anvil with this... and if you set a prop to prop_dynamic or prop_physics, you can then manipulate the I/O of those entities in the Entity Outputs UI.
- Updated default displacement material to accomodate updated material handling functions. Because of this update, displacements with materials created in older versions of Anvil (and Anvil's predecessor the Wall Worm Displacement Tool) must get new materials applied to properly export the UVW data.
- Updated the Material Library Generator to accomodate newer implementations of Materials. Materials generated with older versions will not properly export with the VMF exporter. You should update your material libraries with the updated generator.
- Updated the VTF exporter to make Refract Shader materials if there is a bitmap in the Refract slot of your standard material or the refract slot has a color_correction texture applied. When used, the Bump/Normal map becomes the $normalbump of the refract shader.
- Added Image File List (.IFL) bitmap support to the VTF Exporter. The images in the IFL must be named with the correct format (so if the IFL file is named myimage.ifl then all the images in the IFL must be named like myimage001.tga, etc and must start at 0). Note that the WWMT SMD Exporter is currently the only exporter that will translate this into your model at the moment. The upcoming version of Wunderboy's SMD Exporter will probably also support this. This feature allows you to add animated textures to your models. NOTE: you must manually add the correct Proxy block to your VMT for this texture to make the animation work; also, the VTF/VMT will be named with a trailing "0" in your materialsrc and mod materials folder.
- Added a compression setting for exporting VTFs. You can now use the following settings : default, DXT5 and nocompress.
- Fixed a VTF export UI bug that was listing a WWMT Auto Material for models and adding a texturegroup block to QC files even when there were not multiple skins assigned.
- Moved the location of install.ms into the root WallWorm.com folder.
- Version 1.7672 released on 2-25-2012
-
- Fixed bug in WWMT where models with prop data were not exporting with the correct $origin; it was causing physics props to be offset in the z-axis.
- Fixed a minor UI bug in Sky Writer where the Sky Writer Helper was not getting mapping coordinates and showing the correct helper texture.
- Updated Sky Writer export code to better accomodate Vray. Since I don't have Vray, I could not actually test this update.
- Version 1.7671 released on 2-25-2012
-
- Fixed bug where the default $staticprop value for a new WWMT helper was not being saved in the WWMT helper.
- Version 1.767 released on 2-25-2012
-
- Added native PFM bitmap exporting directly out of Sky Writer. Thanks to Fabian Groß of Zwischendrin for writing this code specifically for Sky Writer.
- Updated Sky Writer to always write PFM files (it is no longer an optional feature).
- Updated Sky Writer so that the exporter does not pause between each bitmap until a user hits a key. Now the export will continue non-stop until finished.
- Updated Sky Writer so that the output skies no longer use the "_hdr" suffix; instead, the sky name is exactly as you type it in Sky Writer.
- Updated Sky Writer such that you no longer need to edit any VMT files after compiling.
- Updated Anvil to use correct yaw/pitch/roll and pitch override for lights in the exported VMF.
- Updated Anvil's VMF exporter to not use the Render Material for a DirectX_Shader to determine world brush face names if there is not at least one slash in the rendermaterial's name. This addresses the naming convention problem with materials that were created with the WW Material Library Generator from a collection of TGAs/VMTs.
- Updated WWMT to avoid a MAXScript error if you try to create a Mass Origin or Illumination Origin helper after changing the name of the main mesh.
- Updated all Wall Worm tools to install the latest version of the Wall Worm menu for Max whenever a newer version of WW is installed.
- Version 1.766 released on 2-21-2012
-
- Important Bug Fix. This update fixed a bug in the VMF exporter that will keep making copies of non-geometry objects that get sent to the VMF Exporter (like shapes, Convexity Plan lines, etc). This can lead to file size increases and progressively slower performance in Max and exporting with the present scene open. After this update, the VMF Exporter will be labeled version 1.18. Make sure that the VMF Export dialog has that version or later!
- Version 1.765 released on 2-20-2012
-
- Added Entity Output interface. You can now control entity outputs/inputs inside Max. Requires Convexity (which is linked at right side of every page of this site).
- Added new FGD setting in the WW Settings UI. Needed for the Entity I/O utility listed above.
- Fixed Brush Entity bug when exporting VMFs with any Convexity Brush Entities.
- Updated the WWMT Internal SMD Exporter to properly detect hard/soft edges. Previously, all edges were used the vertex normal. Now the exporter uses the RNormal.
- Updated the VMF exporter to have proper texture translation on brush geometry. Rotation and Scale are not yet exported properly.
- Fixed WWMT proxie rotation errors in VMF Export.
- Version 1.76 released on 2-14-2012
-
- Fixed a script error that occured if running the Hull Helper utility without first opening WWMT.
- Added the Process Hulls button to the Hull Helper.
- Fixed some bugs in the Process CM (Collision Model) function in WWMT. The function was failing in hulls that were not an Editable Mesh. That failure was introduced in a recent update.
- Version 1.759 released on 2-13-2012
-
- Added a 3D Skybox exporting functionality to the VMF Exporter.
- Renamed the Wall Worm Displacement Tools to Wall Worm Anvil. The reason is that the tool no longer focuses on making displacements; it now also lets you assign objects as world brushes and 3D Skybox items.
- Updated all UI Links for documents to this new domain.
- Version 1.757 released on 2-11-2012
-
- Added two new options to VMF exporter: light multiplier and light_environment multiplier. Use the first to set the multiplier for Omni and Spot lights (light and light_spot) and the second for Sun and Directional lights (light_environment).
- Added support for XRef scenes. At the moment, the things that will be exported from XRef scenes are: Convexity Entities (point and brush), lights, brush geometry, cameras and displacements. Unfortunately, there is a MAXScript limitation that is affecting the inclusion of WWMT models inside XRef scenes... so until figured out, the VMF exporter can only export WWMT prop entities from the root scene.
- Version 1.756 released on 2-10-2012
-
- Fixed a MAXScript error when exporting a VMF scene that had Convexity Walls with Prefab shapes cut into them.
- Version 1.755 released on 2-9-2012
-
- Updated VMF Exporter with some better UVW mapping on both displacements AND on brush geometry. However, the output is still not accurate. The current implementation should, however, no longer output textures perpendicular to the faces and have somewhat better scaling.
- Version 1.754 released on 2-6-2012
-
- Fixed a MAXScript error when exporting a scene with an Omni Light.
- Re-applied the Try ... Catch blocks on the WWMT exporter and the VMF exporter... which were removed for development but not replaced in the last couple of releases. These will catch any errors during export. Note that if there is ever an error in a WWMT function and the screen freezes... simple open your Maxscript listener and type this command: enablesceneredraw() and hit enter.
- Added various new options to the VMF exporter. Docs will come at some point.
- Fixed a MAXScript error when clicking the new menu item for exporting WWMT Models in the Scene.
- Version 1.753 released on 2-5-2012
-
- Fixed the Material handling function in the SMD and VMF exporters. They were supposed to support the Shell Material in the previous couple of updates. As it turned out, when I first tested the functions I used the appropriate class name Shell_Material... but then for some unknown reason changed this to just Shell ... which isn't the same thing. The exporters should now properly export the Shell Material. Sorry about that.
- Updated the VMF Exporter to pop up a dialog where you can choose to include/exclude various elements: displacements, brush geoemtry, models, Convexity point entities, Convexity brush entities and lights. By default, all are assumed, but you can uncheck any element.
- Version 1.752 released on 2-5-2012
-
- Updated VMF Exporter to recognize the MR Sun (exports as light_environment).
- Updated VMF Exporter to format float values to 6 decimal places.
- Updated VMF Exporter to format color values to have no decimal point.
- Updated Sky Writer to Version 0.5. The rendered images now align with the cardinal directions in Source. Previously, the sky was rotated 180 degrees.
- Added Vray supprt to Sky Writer. (This is experimental--I don't have Vray but was donated the logic by Fabian Groß.) Please provide feedback.
- Updated Sky Writer to default to 1.0 for both LDR and HDR Gamma (no longer makes assumptions).
I am still trying to figure out how to export the UV in the VMF Exporter.
- Version 1.751 released on 2-4-2012
-
- Updated the VMF Exporter to include the following new items:
- Lights as light (Omni Lights), light_spot (Spot Lights) and light_environment (Directional Lights and Sun lights).*
- Layers as User Visgroups
- Grid Spacing (Home grid spacing becomes the current spacing in Hammer)
- Fixed names of face materials on brush objects that are using a MultiMaterial (Multi/Sub-Object) materials. The exporter was erroneously using the MultiMaterial name instead of the sub-material in yesterday's release.
*Regarding lights. At the moment, these are the properties that get exported:
- Multiplier becomes brightness... the value in Max gets multiplied by 200.
- Near Attenuation End sets the 50% fallof.
- Far Attenuation End sets the 0% distance.
- For spot lights, the Hotspot/Beam translates to the Inner Angle and the Falloff/Field translates to the Outter Angle.
- For target lights, a the target gets exporteas an info_target entity and the light gets the target's name set in the Entity to point at parameter.
The UVW of brush faces is still invalid. If you know how to calculate the U/V axis of a Face's texture, along with the translation and scaling... please share that method. I have been having a hard time figuring it out.
- Updated the VMF Exporter to include the following new items:
- Version 1.75 released on 2-3-2012
-
- Added alternative WWMT SMD Exporter, which is a new MAXScript implementation not dependant on an external SMD exporter. Not as fast as the SDK exporters (Wunderboy and Cannonfodder). This new exporter allows you to export arbitrary mapping channels (see below) and will also supports the Shell Material (It will use the Baked Material in the Shell for export).
When Wunderboy SMD Exporter 1.7 is released, I will recommend you use that one as it will accomodate the same new features I've added here and will work faster. However, until it is released, you can utilize this exporter if you need the features in it.
You can always switch between the exporters in the WWMT Settings floater.
- Added UVW Channel control. You can now choose which UVW channel the SMD Exporter will use. (Only works with Wunderboy SMD Exporter 1.7+ and WWMT SMD Exporter 1.0+).
- Added Quick Hull functionality to the Collision Hull rollout. This function is dependant on you having either Convexity or a version of Max that includes MassFX and/or the nVidia PhysX plugin.
- Fixed some MAXScript exceptions that happened when picking some buttons in the Collision Hull rollout in some circumstances.
- Updated materials on SMDs. You can now use any arbitrary Material. Note that for any material other than Standard (and Standard in slots of a Multi/Sub-Object Material) and the Shell* Material, the name of the material translates to the SMD face material name. (*Note: the Shell Material acquires the face material from the Standard Material in the Baked Material of the Shell Material and is only supported in this manner with the WWMT SMD Exporter. The Wunderboy SMD Exporter 1.6 will still only use the name of the Shell Material but may change in the near future when 1.7 is released.)
- Changed the naming convention of Sequence SMD files. Previously, the file name was simply based off of the name of the Sequence in the UI. Because that could lead to files being over-written if two models in the same path used the same sequence name... the sequence file names are now updated to follow this pattern: ModelName + "_sequence_" + sequenceName + ".smd".
Example: If your model name is "myModel" and it has a sequence called "startMove" the associated sequence SMD file is now named myModel_sequence_startMove.smd .
- Updated Sky Writer to create HDR bitmaps (as EXR/DDS files that you can turn into PFM files in Photoshop). Still need to update cameras to take shots in the same cardinal directions as in Max. At the moment, North comes out as South, East as West. The image is fine but if you need the sun angle to be identical in direction, you need to be aware of this. A fix will come soon.
- Updated Select/Show/Hide Hull buttons to redraw views upon being clicked. Previously, the show/hide would not display until a button was clicked or the viewport changed in Max 2012.
- Updated the functions for applying smoothing groups to the collision hulls. Previously, the functions would only work accurately on hulls that are an editable poly--and it unnecessarily applied a Smooth modifier to other types of geometry. The current implementation will work on both Editable Poly and Editable Mesh. It will also only add smoothing if there are multiple Elements in any individual hull objects.
- Added new global setting to make new models default to $staticprop when turned on in the WWMT configuration floater.
- Added basic brush export support to VMF Exporter. No UVW mapping yet.
The VMF Exporter will currently export the following things:
- Brush Geometry* (with Smoothing Groups, Material Name applied).
- All WWMT models as props
- Your Sky Writer as VMF sky
- WW Displacements
- Cameras
- Convexity Point Entities
- Convexity Brush Entities
*The brush exporter will only export items that you have assigned as Brush Geometry with the Add Brush Geometry button in the WW Displacement Tool UI or Convexity Walls/Floors.
There are several features that need to be implemented. The two main features are brush geometry UVW and lights.
- Added a Tool Brush Material Library into the WWMT package. You will find it in the WWMT download in a folder called materiallibraries. The file is "wallworm_source_tools.mat" which you can open with the Max Material Editor. Applying the material (like NoDRAW, Sky, etc) will translate into the VMF.
- Added alternative WWMT SMD Exporter, which is a new MAXScript implementation not dependant on an external SMD exporter. Not as fast as the SDK exporters (Wunderboy and Cannonfodder). This new exporter allows you to export arbitrary mapping channels (see below) and will also supports the Shell Material (It will use the Baked Material in the Shell for export).
- Version 1.745 released on 12-14-2011
-
- Updated WWDT to Version 2.21 since there was an incorrect version packaged with one of the recent updates that broke the VMF Exporter. Essentially, the displacement part of the code was commented out of the exporter while I was testing some other export features and neglected to un-comment the code in the recent release.
- Updated QC Exporter in WWMT to now automatically create flex controllers based off the names of the channels in the Morpher or Morph-O-Matic modifier.
- Version 1.744 released on 12-12-2011
-
- Added new setting in WWMT Settings dialog to allow the LOD Generator to use ProOptimize rather than MultiRes for the automatic generation of LODs. Note that if using ProOptimize, you need to go to each LOD ProOptimize and choose the appropriate texture/mapping settings since some aren't currently carrying over from the script. Documentation will come soon.
- Added new setting in WWMT Settings dialog to use References for automatically generated LODs instead of Copies.
- Added new setting in WWMT settings dialog to turn on Use Local Origin by default in new models.
- Fixed the VTA/Flex exporter to properly export Morph-O-Matic channel names. Added new Flex/VTA docs.
- Version 1.74 released on 12-03-2011
-
- Added WW RES Maker. This utility (in the Wall Worm Menu in Max) will create a RES file for all the models in the scene and all relevant materials (materials tied to each model and then global brush materials). I did this because it is annoying to package new map compiles with all the models and files during the development phase and because I can no longer get PakRat to pack materials anyway.
- Added new WWMT Setting called Give New Models a Material if None. When this setting is checked, WWMT will automatically add materials to model meshes so you can export into Source. However, if you fail to add bitmaps to these materials, your models will have purple and black checkers in Source.
- Added Proxies tools into the WWMT Utilities rollout. Proxies were introduced in the WW Displacement tool recently. You can now make a proxy directly inside WWMT UI. The two new buttons are:
- Create Proxy: Make a proxy that you can place in the scene. The proxy is created from your model mesh(es) and combined into a single mesh. You can then give this proxy a new material that you can later export as a new skin for the model. You can also place the proxy in the scene to be exported into a VMF with the displacement tool.
- Collect Skins from Proxies: Gets all unique materials in your proxies for this model and adds them to the skins list.
- Version 1.73 released on 11-18-2011
-
- Updated WW Displacement Tool to version 2.2.
- WWDT will now block you from making topological changes to your displacements that could invalidate them. (You cannot add/delete vertices to the displacements.)
- WWDT now has a button to create WWMT proxies... this lets you re-use a WWMT model in the scene as a separate prop entity but use same model. The model will honor skins if the material of the proxie matches a material in the WWMT skin material.
- WWDT Show Walkable now won't display the underside of a tunnel/tube as walkable.
- Fixed a bug in WWMT that would throw an uncaught exception if you picked a WWMT helper that has an LOD that happens to have the same name as another object in the scene.
- Updated material exporter to use Nocull on all materials that use 2-Sided. Previously was only being exported if the material had opacity.
- Version 1.721 released on 10-21-2011
-
- Updated the Main Macroscripts to install the Display Walkable feature in versions prior to Max 2012. (Still will only work in versions 2010+). There was a logic error in 1.72 that only installed some of the new macroscripts in Max 2012.
-
Updated WW Displacement Tool to version 2.1.
- Added new displacement placement helper to designate placement of next displacement.
- Added compatibility with versions prior to Max 2010. Unfortunately, at the moment, the export of the alpha blend is not possible in versions prior to Max 2010.
- Version 1.72 released on 10-20-2011
-
-
Updated WW Displacement Tool to version 2.0. This version is not compatible with displacements made with previous versions!
To get WW Displacement Tool Version 2.0 in your menu, you must go to WWMT Settings and click the Add to Menu button as the old version may still be linked in the menu! The previous version is temporarily still available in the package just for people who may currently be using that version.
Updates:
- Use Plane base meshes instead of Cube... optimizing vertex calculations for most displacements. This change is primarily why the new tool is incompatible with previous versions.
- Changed default power to 2. Previously it was set to 4. (Hammer, incidentally defaults to 3... but until I finish the optimization speeds of the sculpt mesh process... I am keeping the default at 2 to increase speeds).
- Sculpt meshes are now broken into tris to match those in Hammer.
- Added Display Walkable button that hilights in green all faces that are not walkable on the currently selected objects (must be editable poly). Serves same purpose as the DW button in Hammer. (Only works in 3ds Max 2010+) Works best on single mesh (like the sculpt mesh) as it sometimes shows incorrect results if you select a bunch of displacements.
- Added Grid and Snap button that will set the home grid spacing to match the currently selected Length setting. Also, turns on Snapping and turns on Use Pivot Point Center.
- Added Lock/Unlock buttons to lock/unlock the displacement transforms for all displacements in scene. When locked, displacements cannot move, rotate or scale.
- Added two new displacement presets: Tunnel and Tube. Tunnel makes inverted displacements and tube does the opposite.
- Updates the placement of some presets if using rows/columns so that sides that butt up against each other aren't confusing to locate. For example, if you make rows and columns of hills, there will now be spaces between them matching the length/width of the hills.
- Added support for copying displacements. You can now copy a displacement and it will be recognized as a displacement for Edit Mode and Export.
- Updated the Edit Mode button to use only the selected displacements for creating a sculpt mesh if there are more than one displacement currently selected. If no displacements are selected, or only one displacement is selected, then all scene displacements are used in the sculpt mesh.
- Updated WWMT to allow changing of mesh names for the main model(s) and hulls for the currently selected WWMT model in the scene. So if you change the name of a hull mesh belonging to the currently selected WWMT helper (in the WWMT UI) then the association will propagate to the helper. Previously changing the name of the mesh (in command panel) would break the association the next time you opened the scene. Note this only works for the WWMT model currently in the WWMT UI! It also does not yet work with other named components like LOD meshes and Gibs meshes.
- Added some more error catching in Model export.
-
- Version 1.71 released on 10-08-2011
-
- Updated the WW Displacement Tool to version 1.0, which can now successfully export displacements, models accurately. Also, importantly, the tool now has a much more artist-friendly method of allowing you to sculpt the displacements.
- Updated MacroScript files so they don't cause a fatal error if you run them after removing WWMT scripts (and neglecting to also remove the Macroscripts).
- Fixed a few minor typos in tooltips.
- Version 1.7 released on 09-27-2011
-
- Added VTA export for models with a Morpher or Morph-O-Matic modifier. A flexfile with the channels is created and linked from the main QC. Currently only works with the Wunderboy VTA Exporter.
- Added VTA-Prep function to automate the creation of keyframes on meshes with Morpher or Morph-O-Matic modifier. This item is the WW Morpher UI in the Wall Worm > Wall Worm Utilities menu. It makes keyframes for each channel in the modifier. (If you don't see it, you can add it to your menu by opening WWMT Settings and clicking the Add to Menu button.)
- Added Particle System UI in the Attachment rollout to allow attaching particles to your model. Many particle systems in popular mods are available from a menu; also add the name of your own custom system.
- Added new line to all exported QC files for an auto-generated include QC file. If the include file isn't there, WWMT will now always create it. If it is there, it will not over-write it. The new include is always in the same directory as the current QC. If your model name is "mymodel" the main WWMT QC is called "mymodel.qc" and the new custom QC file is called "mymodel_custom.qci".
- Added support for Reflection export as $reflectivity. Uses Reflection value, or if your use a Color Correction Map (Max 2009+) in the Color Correction Map, uses the Color of the Color Correction map.
- Added $ssbump to export of LightmappedGeneric and WorldVertexTransition materials exported with the Displacement tool. ($ssbump is not supported on other shaders in Source.) Will automatically use $ssbump on such materials that have an alpha channel in the Normal Map of a Normal Bump.
- Added replacemodel and replacematerial to QC for bodygroup models that have LODs. Now main model QC will swap out LODs of bodygroup models automatically.
- Added new WWMT setting to turn on/off the export message prompt for models and model textures. That message prompt now defaults to off... which is convenient especially with models that have multiple models (ones with Bodygroups or custom gibs) and the batch exporter in the Utilities rollout.
- Added Del Sel buttons to LOD entries to let you remove a mesh from that particular LOD.
- Added Material button to each LOD entry into the LOD list. This lets you assign a material for that LOD that will over-ride the materials when at that LOD. Note that the function only works for materials that have a name that has a diffuse TGA that matches the name of the root model's TGA(s) and follows this pattern: if root model diffuse TGA is "mydiffuse.tga", then the material will only be swapped if you also make a material with a diffuse map having a "mydiffuseLOD1.tga" in LOD 1, "mydiffuseLOD2.tga" in LOD 2, etc. Accepted materials are Standard, Multi/Sub-Object Materials and Shell Materials.
- Changed $phong no longer exports for any Shader type except for VertexLitGeneric.
- Changed Diffuse Bitmap now optional. If none supplied, diffuse color is used in the VMT as $color. Note that this feature seems to be best used on the Lightmapped Generic and UnlitGeneric materials... when used in VertexLitGeneric... I have not been successful in getting the color to work... but it means you can compile a model and view it in Source without a texture yet... though it will be white or gray in-game.
- Changed Displacement tool VMF exporter to use
prop_dynamicfor any model that doesn't have $staticprop checked and has no Prop_Data assigned in the gibs rollout. - Fixed export bug when exporting a model that had bodygroups assigned in a previous session.
- Fixed Bodygroup materials not getting exported with the main model.
- Fixed gibs materials not collecting recursively on main model material export... now it should collect all of the gib's decendant materials. < li>Fixed Export bug that happened if any of the materials in the Skin material were not Standard Materials with a diffuse bitmap.
- Version 1.67 released on 09-10-2011
-
- Fixed bug where pressing the new Hull Count button will throw a MAXScript error if the model has no hulls assigned.
- Added button into the Utilities rollout to Pick Skins Material. Assigns a Multi/Sub-Object material as the skins material. This is simply a UI method of doing the same thing that has already been documented--assigning a Multimaterial to the WWMT helper will assign the skins.
- Updated the new Alpha Spec utility for transfering Specular Level to alpha channel of Bump, Self-Illumination or Diffuse. Access it in WWMT menu by going to WWMT Settings and clicking Add to Menu. Still experimental. Please read docs before using.
- Version 1.66 released on 09-08-2011
-
- Caught an exception that could happen if you clicked the Process Hull button and one of the hull members had been deleted with the normal Max delete before using the WWMT Delete Sel function for hulls.
- Added new WWMT configuration setting for handling Costly Collision Models. Now you can decide if Collision Models with more than 20 pieces will get -fullcollide (EP1) or get the $maxconvexpieces (orangebox) set to the number of convex pieces in your hull.
- Added new button to display the number of convex pieces in your hull if $concave is checked. Note that this is not reliable if you use the Auto Hull checkbox!
- Fixed the Process CM and Prepare CM to handle hulls with more than 32 pieces. Previously, the function was failing with high-numbers of hull pieces due to inefficient handling of the Smoothing Group Bit array.
- Updated the WW Displacement Tool LightMappedGeneric material exporter to use Specular Level instead of Specular Color for $envmapmask to match the way WWMT exports model materials.
- Version 1.65 released on 09-07-2011
-
- Added new setting in WWMT Settings called Force Opaque VMT if Model $opaque. When set (now defaults to true) then VMTs for your model will not get any of the following settings from your model materials when the model has the $opaque setting set: $alpha, $additive, $translucent or $alphatest.
- Changed default setting for Translucent Only if Diffuse in Opacity to true since many users have been having problems with getting alpha when they don't expect it. Now the default is to force the material to have the diffuse map also in the opacity map for $translucent. Note this will not change your settings if you had WWMT installed before this update--you can still set this in the WWMT Settings to your preference.
- Updated the Hull Helper and added it to the WWMT macroscript installer. It is now in your menu if you go into WWMT Settings and pick the button Add to Menu.
- Started working on a new utility to transfer the Specular Level into the alpha channel of another map to more easily use Specular Level and Bump at the same time (since Source doesn't allow $envmapmask and $bumpmap in the same material but does allow you to use an alpha channel as the $envmapmask).
- Version 1.64 released on 09-05-2011
-
This update changes the way materials are exported! Please pay special attention to this change if you previously exported Specular maps as the maps used have now been swapped!
- Changed the map used to export
$envmapmaskfrom Specular Color to Specular Level. - Changed the map used to export
$phongexponenttexturefrom Specular Level to Specular Color. To get this map to export, you still need to change the Standard Material's shader from Blinn to Phong.
- Changed the map used to export
- Version 1.63 released on 09-03-2011
-
- Fixed incorrect output of $alphatest. Was incorrectly being used as an alternative to $alpha when, in fact, it should be used as an alternative to $translucent.
- Fixed $normalmapalphaenvmapmask, $selfillum_envmapmask_alpha and $basealphaenvmapmask; they were being used alongside $envmapmask when they are supposed to be alternatives.
- Fixed invalid usage of $translucent if $selfillum is set. Now, if you have an illumination map as well as exporting the alpha channel of the diffuse, the exporter will use $alphatest instead of $translucent.
- Updated $alpha to always output if the Material Opacity spinner is anything other than 100 under all circumstances.
- Added the $additive flag for Materials that have an Opacity value of anything other than 100 and the Advanced Opacity setting for Additive is selected.
- Caught some errors that could happen when picking a previously set model who's LOD helpers had been deleted or renamed.
- Version 1.62 released on 09-02-2011
-
- Updated texture exporters to detect the dimensions of TGAs. You can no longer send invalid dimensions to the texture compilers. Invalid textures will be disabled and have the label - Invalid Dimension - appended to its display.
- Updated Model Texture Exporter to list the shader being used (VertexLitGeneric or UnlitGeneric) for each material.
- Added a new tool called Hull Helper. NOTE: This is a very early Beta! You can load it from
$maxroot\Scripts\WallWorm.com\WallWormUtilities\HullHelper.ms. It is very basic and unfinished (no error checking at all yet). It always works on the selected object, and it only works on an Editable Poly; I started this to help the whole process of making complex hulls from a poly. In Polygon Sub-Element Mode, clicking the Detach button will detach the selected faces to an element and immediately hide them. I expect to further develop this tool in the upcoming weeks in preparation for the new release of Convexity. - Updated Material Library Generator to more accurately detect Model materials.
- Version 1.61 released on 08-22-2011
-
- Added Normal Bump support for the Bump slot of a material.
- Added $detail texture export. To use, use a Normal Bump map in the material's bump slot. Place the bitmap you want for the $detail texture in the Additional Bump slot of the Normal Bump. Use the Normals slot for your actual Bump/Normal.
- Updated the World Brush Texture Exporter in WW Displacement Tool to default to LightmappedGeneric; previously, it was using UnlitGeneric.
- Fixed a minor bug if a collision hull was deleted in a certain, unlikely scenario.
- Version 1.6 released on 08-15-2011
-
- Output $jigglebones. To use, set the Spring Back checkbox for a bone's IK in the IK tab. Tool uses the Tension, Damping and Min/Max values. NOTE: I have not actually done enough testing to know if each 3ds Max axis translates to the proper output (XYZ in Max to Pitch/Yaw/Along in QC). Please send feedback if you find problems.
- Added Material types to the model: VertexLitGeneric and UnlitGeneric. Default is VertexLitGeneric. Setting gets applied to all materials in model. Menu is in the Model & Basic QC Rollout.
- Added $nocull to all materials that have 2-Sided set in the material.
- Added $translucent to all materials whose diffuse bitmap has an alpha channel (see next item). This feature was updated in version 1.63 to properly switch with $alphatest.)
- Added WWMT Configuration Setting called Translucent Only if Diffuse in Opacity to only use $translucent with materials that have a diffuse bitmap that has an Alpha channel and that bitmap is also used in the Opacity Map slot.
- Added $alpha for any material that has an opacity value set to anything other than 100%. Note that if the material also has $nocull, it will use $alphatest instead. (This feature was initially incorrect in that $alphatest was incorrectly being swapped with $alpha instead of $translucent. That problem was fixed in version 1.63.)
- Updated texture exporter to not allow you to export maps that are copies of the diffuse (for example, if the diffuse is also the specular map, the specular will not be an option to export).
- Added Material Path, Model Path and Shader to the Quick WWMT functions in the Utilities rollout.
- Version 1.59 released on 08-10-2011
-
- Added new per-model Lock QC checkbox in Model & Basic QC Rollout. When checked, the exporter will not overwrite a QC for the current model if there is already a QC for the model.
- Added the Lock QC to the Batch functions in the Utilities rollout.
- Changed the default of the global Overwrite Existing QC setting from off to on, as the change (introduced in version 1.58) was confusing some previous users.
- Fixed LOD functions for Show/Hide LODs not always displaying immediately.
- Changed the default FOV in WWMT LOD Metrics to use 1920x1080 as that is now the most prominent monitor resolution according to Steam Hardware Survey. You should change your settings to reflect this in the WWMT settings.
- Version 1.58 released on 08-09-2011
-
- Fixed rotation of models being exported with the Use Local Origin option. Now the option always exports the correct rotation as it is in Max.
- Added new WWMT Export Option called Overwrite Existing QC. Default is Off. When off, the export process will not overwrite QC files that already exist. This changes the way that WWMT export works... as in the past it would always overwrite QC files. Now you must tell WWMT to do so in the settings.
- Added new WWMT General Option for default mapping channel of new WWMT models. This feature is not yet implemented.
- Version 1.57 released on 08-05-2011
-
- Added Soundscaper... a utility to create dummy soundscape files for your map based on the env_soundscape and env_soundscape_triggerable entities in your level. (Uses Convexity point entities... so only works if you have Convexity.)
- Added Rad Worm, a utility to generate a level-specific lights.rad file. The tool generates the file based off of materials in the scene that have Self-Illumination turned on but no map in the self-illumination slot (self-illum with only color).
- Updated VMT/VTF exporter to allow specular in model materials that have a bump/normal map. This will only work if the spec map is the same map used in either the Diffuse, Bump/Displacement or Self-Illumination maps... and that map includes an alpha channel. In that case, the alpha is used.
- Version 1.56 released on 08-02-2011
-
- Updated Sequence UI to add the currently selected Type, Start, End and other values to a new Sequence when you click the Add Sequence Button. Previously, it would not set values until a Sequence name was added and then you selected it from the list and changed values.
- Updated Attachment UI to add the currently selected Bone and other values to a new Attachment when you click the Create Attachment Button. Previously, it would not set values until an attachment name was added and then you selected it from the list and changed values.
- Version 1.55 released on 08-01-2011
-
- Added Worm Face, a utility that mimmicks the Lift/Place feature of the Texture Application tool in Hammer.
- Updated the Add to Menu button in the WWMT settings floater. Now, when you press it, it will delete your current Wall Worm Menu in the menu bar and recreate it. It will now automatically have the following items:
- Wall Worm Model Tools
- WW Displacement Tool
- Wall Worm Sky Writer
- Worm Face
- WW Material Generator
- Fixed bug in the Open Folder buttons for the Model Path and Material Path that could occur if the button was pressed before a model was chosen in the main UI.
- Changed Model Path and Material Path in main UI to Combobox rather than Text Edit. You can now select paths that are currently stored in the WWMT Path Settings.
- Version 1.54 released on 07-27-2011
-
- Added a $surfaceprop menu for the Quick WWMT function in the Utilities rollout. You can now set the $surfaceprop when you create multiple WWMT helpers with Quick WWMT. You can also now change multiple $surfaceprop settings in multiple WWMT helpers with the arrow button next to this.
- Fixed a bug that caused an error if you added a group to the collision hull. Even though this catches an error, you should refrain from using Group objects in your WWMT model.
- Added a Donate link at the bottom where you can share a donation for all the work that has gone into this tool.
- Version 1.53 released on 07-26-2011
-
- Fixed a bug where there was a logic exception when you exported the model and the same objects were used for both the model and the collision model. The exception was caught previously but was stopping the export process. Now the model will still export.
- Version 1.52b released on 07-23-2011
-
This version does not update any of the core WWMT features. But I have consolidated the all of the Wall Worm tools into the WWMT download (WWMT, Sky Writer, Displacement Tools and the Material Library Generator). I did this because the tools have some common functions now... and I did not want anyone breaking one tool by downloading installing an older version of another.
- Updated Material Library Generator to version 1.27 to fix a bug in the naming of materials. The materials were named with a numeric prefix during some debugging I was doing--and I had neglected to undo that when I packaged version 1.25.
- Fixed a Bug in Material Library Generator where there was a I/O Exception when trying to read some VMTs (possibly those that had been created on a non-Windows computer.
- Version 1.52 released 07-21-2011
-
- Changed the Default Model Path in the Settings Floater from a text input to a combobox so that you can enter and save multiple paths for re-use.
- Changed the Default Material Path in the Settings Floater from a text input to a combobox so that you can enter and save multiple paths for re-use.
- Fixed a bug where there was a MAXScript error if you clicked Add CM Sel and the current selection was in sub-object mode (Vertex, Face, etc). Now pops up a message telling you to change mode.
- Fixed a bug where there was a MAXScript error if you clicked Add CM Sel and the selection was a Grouped Set of objects. Note that the objects will get added as collision models, but they do not get processed automatically if part of a group (you'll need to manually run the Process CM or Prepare CM on the items in the group to automatically apply proper smoothing groups and materials). This is just to capture an error--using Groups is discouraged for all WWMT functions.
- Version 1.5 released 06-18-2011
-
- Changed some of the core directories Wall Worm functions are located in. The materials class and some common functions shared between different Wall Worm tools have now been moved to a folder called common in the WallWorm.com directory.
- Added Quick Hull to generate convex collision hulls from the WWMT model. Feature is dependant on compatible version of Convexity being installed.*
- Added Advanced Hull to generate convex collision hulls. Feature is dependant on compatible version of Convexity being installed.*
- Updated Material Library Generator to Version 1.2:
- Added Folder Filters
- Added File Filters
- Added Specular Support
- Added option to make multiple libraries or single library
- Added directory save function to remember working directory of raw materials
- Fixed bug where an exception would happen if you delete a collision hull object and then click the Select Collision Hulls button.
- Removed the branch in the code for exporting models in 3ds Max 2012 that was required when 3ds Max 2012 was first launched due to a MAXScript bug in 3ds 2012. That bug was fixed with the first Hotfix for 2012; you must make sure to install the hotfix or WWMT will not work properly in 2012 with this version of WWMT.
- Fixed bug where the VTF Export would pop up a second (redundant) window when compiling materials in 3ds Max 2012.
*At the time of this release, these functions are not yet publicly available. Maple 3D has provided me with the functions to integrate into WWMT; it will be available to owners of Convexity in the near future.
- Version 1.46 released 06-02-2011
-
- Fixed a bug that could break WWMT when you pick a WWMT helper that was previously assigned model meshes that have since been deleted or renamed.
- Fixed a bug that could break WWMT when you pick a WWMT helper that was previously assigned hull meshes that have since been deleted or renamed.
- Added a link to the Path Setup documents in the WWMT settings floater.
- Version 1.45 released 05-24-2011
-
- Added Material Library Generator
- Added Quick Properties (buttons next to proprties in Quick WWMT section) to set all selected WWMT helpers to the associated value.
- Updated code to utilize objects that have Bone On turned on so that they can be used in ragdoll exports without a Skin Modifier. (Sorry this is cryptic... but I'll explain when I have time).
- 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).
- Version 1.4 released 04-25-2011
-
- 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.
- Version 1.31 released 04-23-2011
-
- Fixed file lock bug in 3ds Max 2012.
Cannonfodder now has support for 2012; Wunderboy will soon follow.
- Version 1.3 released 04-21-2011
-
- Added support for $bodygroups.
- Version 1.22 released 04-19-2011
-
- Added support for 3ds Max 2012*.
*Even though you can now use WWMT in 2012, the SMD exporters are not yet out for it. I do have a working copy of Cannonfodder's 2012 SMD exporter for testing which will be out soon; Wunderboy will also release one in the near future.
NOTE:
3ds Max 2012 has some critical bugs in it. One bug adversely affects WWMT. It has been discussed in the Area Forums. A workaround is discussed in the WWMT Bugs page.
- Version 1.21 released 04-13-2011
-
- Fixed a bug where the Generate LODs button would not work properly if the Max Selection Lock was set. Now the selection is unset when you generate LODs.
- Version 1.2 released 04-10-2011
-
- Fixed bug where the default material path was incorrectly using the default model path in the WWMT UI.
- 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.
- Version 1.01 released 04-04-2011
-
- Fixed bug that could happen during the texture export if a material does not have a TGA bitmap (has a PNG, for example).
- Minor optimizations to export process.
- Added Skybox scale button next to scale spinner. This will set the scale to 1/16 of the current size on export.
- Added notice to update SMD Exporter if using Wunderboy's SMD exporter version 1.5 or older. (Note that version is not yet public, but will be available soon and is already integrated into WWMT.)
- Removed some miscellaneous dialogue inserted into the MAXScript listener during the export process when using the Wunderboy SMD Exporter.
- Version 1.0 released 03-30-2011
-
WWMT is out of Beta! Not all of the features are yet available if they require Wunderboy's SMD Exporter 1.6 since that exporter is still in testing and not yet available for download.
- Added setting control called Export Non-Renderable Mesh as Bone that will let you use meshes as bones (which means you can now use CAT to export rigs). At the moment, this only works with the Wunderboy exporter--and you must upgrade your Wunderboy SMD Exporter to version 1.6 to use.
- Added control in settings called Processed Hulls Become Non-Renderable. This lets you turn off the current default that makes collision hulls non-renderable. NOTE that you should turn this off if using the new Export Non-Renderable Mesh as Bone (listed above) as it will cause your collision hulls to not export!
- Added Phong support in texture exporter. Docs forthcoming.
- Updated attachment points to include rotation.
- Updated attachment function to Update Bone List to work regardless of where the Skin modifier is in the modifier stack. Note that if you have the Skin modifier below other modifiers that effect topology, then there will be Modifier Stack Warnings when picking the model with the WWMT pick tool and when updating the bone list.
- WWMT now only applies a default material to hull meshes if the hull doesn't already have a material.
- Fixed MAXScript error that would happen if you deleted a collision hull mesh then picked another.
- Updated WWMT Add to Menu script in settings that could fail if you had added a menu via Wall Worm Sky Writer before installing WWMT.
- Version 0.999 released on 03-07-2011
-
This is an important update that finally gives support to Left For Dead.
- Added new Settings control for setting the Game Info Directory. This is necessary if you are trying to compile models and textures for Left 4 Dead.
- Added Setting button to clear Game Info Directory (and use the system-wide setting in Steam).
- Fixed UI bug where Fade Time Spinner was active before a model was picked.
- Version 0.998 released on 03-02-2011
-
- Fixed Pick LOD1 Bug that would pop up when picking a model and you had previously set the Lod List Length in the Settings floater to 0.
- Fixed LOD List Length spinner range so it does not include 0.
- Added new buttons to the Model & Basic QC rollout to open the model and material output folders in explorer.
- Updated the Settings floater to not let you pick an SMD Exporter that isn't currently installed.
- Added new button to Settings floater to add a Wall Worm item to the Max Main Menu with a sub-menu for Wall Worm Model Tools.
- Added support for Wunderboy's upcoming SMD Exporter update.
- Created a new install script that has users first choose settings for WWMT before running.
- Version 0.997 released on 02-27-2011
-
- Fixed fadetime spinner not working and throwing an uncaught MAXScript exception.
- Added check for QC and SMD export path write permission on export. Now catches error and notifies you before trying to run the exporter.
- Removed collision hull material check on export. Now hulls without a material are just given one.
- Gibs models now also inherit the root model's damage modifiers at creation time. After creation, the parent model's damage modifiers do not control gibs model damage modifiers.
- Updated Texture Exporter to stop listing repeat materials/bitmaps.
- Added material label between each group of textures in the texture exporter.
- Added bitmap thumbnails for texture exporter.
- Updated default naming of WWMT Source Icons to reduce the frequency of naming collisions when merging WWMT scenes.
- Version 0.996 released on 02-24-2011
-
- Fixed invalid output for some prop_data items added in the 0.995 update. Fixed output settings include Physics Mode, dmg.bullet, dmg.club and dmg.explosive.
- Fixed export bug that would cause the export to have unexpected results if the Selection Lock Toggle turned on in the Max UI. (You can inadvertently turn that on by pressing the Spacebar in Max).
- Added Custom Gibs support to the prop_data UI. To use, you must select CustomGibs in the Gibs Model Class drop-down menu.
- Added button to compile all custom gibs assigned to the model. This will let you compile an indefinite number of models that are assigned as gibs models.
- Added gibs textures to the texture export utility.
- Added Fade Time to Prop Data Rollout.
- Fixed Del Sel Button in Model and Basic QC Rollout not activating.
- Version 0.995 released on 02-22-2011
-
- Added Prop Data and Custom Gibs Rollout. The Custom Gibs capabilities have not been added, but you can now set all the standard settings for prop_data.
- Added Physics Mode for prop_data.
- Added Allow Static for prop_data.
- Added Block Line of Site for prop_data.
- Added Health for prop_data.
- Added AI Walkable for prop_data.
- Added dmg.bullet for prop_data.
- Added dmg.club for prop_data.
- Added dmg.explosive for prop_data.
- Added Ignite for prop_data.
- Added Explosive Resist for prop_data.
- Added Flammable for prop_data.
- Added Explosion Damage for prop_data.
- Added Explosion Radius for prop_data. A future update will give you a visual gizmo to control this.
- Added Gibs Model Class (breakable_model) for prop_data.
- Added Breakable Count (number of gibs) for prop_data.
- Added Skin # for prop_data.
- Added Multiplayer Break for prop_data.
- Version 0.994 released on 02-21-2011
-
- Added support for multiple skins for your model.
- Added $constantdirectionallight to Lighting Rollout.
- Added $ambientboost to Lighting Rollout.
- Added the Export VTFs to the Model & Basic QC rollout. This was done to optimize workflow.
- Added a copy of the $illumposition helper button to the Model & Basic QC rollout. This was done to optimize workflow. You can also access this button in the lighting rollout.
- Version 0.993 released on 02-19-2011
-
- Fixed bug where Model Folder Path and Material Folder Path were not being saved if set by the Default path functions added in 0.992.
- Fixed quirk where Default Model Path and Default Material Path in Settings did not take effect until after WWMT was restarted. Now it takes effect immediately.
- Fixed Export Fail notice when Model Path or Material Path were not set... the error was inappropriately saying that you needed to set a Sequence Name as well.
- Version 0.992 released on 02-16-2011
-
I had expected to release no more updates until Jed's new SMD Exporter is out... but as I've been recording videos of using the current version... I decided there was a step I could cut out... setting defaults for model path and material path for new models. Saves some typing.
- Added Default Model Path in settings floater. Optional setting that will prefill the Model Path of new models... which can be good if you are working on multiple models that reside in the same path.
- Added Default Material Path in settings floater. Optional setting that will prefill the Material Path of new models... which can be good if you are working on multiple models that reside in the same path.
- Version 0.991 released on 02-15-2011
-
- Added Auto Hull to Collision Hull & Physics Rollout. When checked, the tool does not make a separate collision hull SMD. The QC then uses the root model SMD for the collision hull.
- Added Process CM to Collision Hull & Physics Rollout. When checked, each mesh and Element of each mesh is given a unique smoothing group. Needed if you want $concave and haven't prepared the mesh. Each mesh in collision hull is also given a material with a diffuse Bitmap and made non-renderable.
- Fixed UI bug where some collision rollout items were not activating until after the collision hull was picked.
- Version 0.99 released on 02-14-2011
-
NOTE: The 0.99 Update makes significant changes to the UI of Wall Worm Model Tools. The documentation may not reflect all these changes!
- Optimized entire UI. Many functions are no longer where they were in previous versions. As such, the docs currently do not match the tool.
- Many Rollouts Renamed.
- Picking main model, setting base QC settings and the Run Export button now consolidated in the first Rollout which is now called "Model & Basic QC".
- Collision Hull and Physics controls consolidated into own rollout.
- LOD Generator, $shadowlod and LOD Camera controls placed into own rollout.
- $illumposition now in Lighting & Miscellaneous
- More changes. The docs will reflect these changes as time permits.
- Fixed export bug where Sequence SMDs were not properly saved if using the Wunderboy SMD Exporter. This was a bug caused by bad logic added to the WWMT code in the 0.988 update.
- Model name now will automatically convert periods and spaces to underscores.
- Added $jointconstrain. If checked, the QC will include $jointconstrain lines in the QC for each axis of each bone the model that has Limits imposed in the IK tab of the Max Command Panel.
- Tool now doesn't let you select objects as the model if not of the GeometryClass.
- Added $rotDamping.
- Fixed MAXScript bug where there was an exception if you deleted a mesh from the collision hull without first clicking the Del Sel button for collision hulls.
- Fixed LOD List controls to activate the Append LOD # and + Sel to LOD # buttons when you have clicked the Pick LOD buttons.
- Fixed + Sel to LOD button to work on all objects that have been selected. Previously, it was only adding a single object at a time.
- Updated naming of most variables and functions in
WWMT to have a prefix ofwwmt_to avoid namespace conflicts with other variables and functions.
- Optimized entire UI. Many functions are no longer where they were in previous versions. As such, the docs currently do not match the tool.
- Version 0.988 released on 02-12-2011
-
- Added support for Cannonfodder's SMD exporter. To use, make sure you download Version 2.04 or later. Note that version 2.04 is now available on Cannonfodder's site.
- Added new Settings controller to choose which SMD exporter you want to use. You can now choose between the Wunderboy Exporter or Cannonfodder's exporter. The default is the Wunderboy exporter.
- Updated Texture exporter to create the paths to the material export if MAXScript can write to the directories.
- Updated texture export error checking to give more informative explanations for errors.
- Added new model export checks for folder paths. If the export path for a model does not exist, the exporter will fail and prompt you to make that path.
- Added new model export checks for materials on models and collision hulls. If there are not materials, the export will fail and prompt you to add materials.
- Version 0.9871 released on 02-08-2011
-
- Fixed bug where the collision hull was not animating with the bones designated in the mesh's skin modifier in models that only had one collision hull. Note that this was introduced in the 0.987 fix that addressed the
'EXCEPTION_ACCESS_VIOLATION' (assert: 1)compile problem (see below). Now both issues are resolved.
- Fixed bug where the collision hull was not animating with the bones designated in the mesh's skin modifier in models that only had one collision hull. Note that this was introduced in the 0.987 fix that addressed the
- Version 0.987 released on 02-08-2011
-
- Fixed bug when trying to export a model that had multiple collision hull objects and also using the $masscenter gizmo. This bug was causing the following compile error:
'EXCEPTION_ACCESS_VIOLATION' (assert: 1). - Fixed bug when picking a pre-existing model that was previously given an $attachment that was not given a parent bone.
- Fixed bug when picking a pre-existing model that was previously given a collision hull which was then deleted from the scene.
- Added $contents selection.
- Added $inertia for collision hulls.
- Added $damping for collision hulls.
- Added $drag for collision hulls.
- Replaced credits to Michael Little and Jed since the UI still has space for it.
- Fixed bug when trying to export a model that had multiple collision hull objects and also using the $masscenter gizmo. This bug was causing the following compile error:
- Version 0.986 released on 02-07-2011
-
- Added Attachment Rollout.
- Added UI entry for WWMT to create button in toolbar or menu. Installer is now in the Settings floater.
- Fixed a MAXScript error when reloading a model that has LODs.
- Fixed MAXScript error that occured in Generating LODs in older versions of Max.
- Fixed texture exporter ui bug where the names of bitmaps were sometimes not shown.
- Removed the title rollout and moved WWMT logo to About Section.
- Added new Help links in some rollouts.
- Replaced credits in tool to links for credits because UI is starting to fill up.
- Removed some more of the items printed to the MAXScript listener when files structs are loaded.
- Added more informative responses when various errors occur (like when exporting textures fail).
- Version 0.985 released on 02-01-2011
-
- Fixed a bug in the new LOD Camera. The initial release had a MAXScript error the first time you moved the LOD camera. I missed it initially since the error is only there the first time you opened WWMT and moved the camera... but the second time you opened WWMT in a session and moved the camera, the bug didn't present itself... and I didn't notice it until this morning.
- Version 0.984 released on 02-01-2011
-
- Added new LOD Camera functions in the Utilities rollout. Documentation not yet loaded. What you can do is view the model with this camera, and it will change the LOD mesh based on the distance and your current LOD switch distances as you move the camera around.
- Fixed UI bug where the last LOD in the LOD list would not fill details for LOD upon creation or reloading.
- Added Show/Hide Collision Mesh buttons in the Utilities Rollout.
- Made a change in the LOD generator procedure. Previously, LOD models were "frozen" upon creation. That no longer happens. They are still hidden at generation time, but can now be selected when unhid. This was important to make it easier to run the "Generate" for the MultiRes modifier of each in animated models. It was also necessary to make the new LOD Camera more useful so that textures can show up.
- Version 0.983 released on 01-15-2011
-
- Updated texture exporting function. Previously, the exporter could fail if any file paths for textures were in folders that had names with a period (.) which is possible if you are namespacing your material folders with something like a domain name (like
wallworm.com). - Removed some debugging text being printed into the MAXScript listener when running the texture exporter.
- Updated the sequence Start and End spinners to not pop up a messagebox warning you that the end must be after the start. Now the tool will simply push the start to before the end if you reduce the end before the start; it will also now push the end higher if you move the start after the end.
- Updated texture exporting function. Previously, the exporter could fail if any file paths for textures were in folders that had names with a period (.) which is possible if you are namespacing your material folders with something like a domain name (like
- Version 0.982 released on 01-11-2011
-
- Added a try...catch block in the texture exporter to catch a problem if the export fails (usually due to lack of write permission).
- Version 0.981 released on 01-09-2011
-
- Removed Generate MAX LOD button from Generate LODs rollout. (Not the Generate LOD button... but the one to make a standard LOD group.) This was dropped since MAXScript doesn't have access to the Make LOD function of 3ds. The Generate LOD function of WWMT is still there!
- Added error checking to Sequence Start and End frames. You can now no longer set the start to after the end, or vice versa.
- Added new sequence setting called "loop". While the VDC docs say that all sequences can be looped, it mentions this as a cleanup feature. Well... it's here in case it's of any value.
- 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
- Version 0.97 released on 01-03-2011
-
- Fixed bug in new texture exporter that would not let you open the texture export window the first time you opened the texture exporter.
- Added more texture exporting options. Now the exporter will automatically export the following standard material maps into VTFs and make the VMTs referring to each:
- Diffuse becomes $baseTexture
- Specular becomes $envmapmask
- Self Illumination becomes $selfillumtexture
- Bump/Displacement becomes $bumpmap
- Ambient becomes $AmbientOcclTexture (create this map with Mental Ray)
- 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.
- Version 0.95 released on 12-24-2010
-
- Added skinned mesh support. Now you can export meshes that are animated with bones and a skin modifier.
- Version 0.94 released on 12-22-2010
-
This is an important update that includes updates to the LOD metrics. The new features are not yet documented.
- Updated and corrected LOD metric calculations! New LOD switches are more accurate. See following config additions.
- Added new LOD Metric Resolution menu to config floater. This new menu determines the resolution to use for calculating LOD switch distances. This is a preference setting. The default is now set to 1680x1050 because that is the most common sreen resolution according to Steam Hardware survey.
- New LOD Field of View (FOV) setting to use for calculating the LOD switch distance. This value, in conjunction with the LOD Metric Resolution control the calculation for the LOD values. The default is set to 75 which VDC reports as the FOV for HL2.
- Added some try...catch blocks to code to stop MAXScript errors when generating LODs based off of models that were animated with various position and rotation controllers.
- Version 0.93 released on 12-21-2010
-
- Improvements to the Use Local Origin as World Origin
- Added new option to use Alternate origin placement in case of incorrect placement with default compile
- Updated Prepare CM utility to automatically set the prepared mesh to non-renderable
- Tool no longer creates an $illumposition helper until you've clicked the $illumposition selector in the Export Options Rollout.
- Tool no longer creates an $masscenter helper until you've clicked the $masscenter selector in the Export Options Rollout.
- Version 0.921 released on 12-21-2010
-
- Fixed a bug introduced in a recent release for picking a collision hull.
- Version 0.92 released on 12-20-2010
-
- Updated Use Local Origin as World Origin. Please see the entry.
- Added Utilities Rollout
- Added New Button to select the model objects in Utilities Rollout
- Added New Button to select the model Collision Hulls in Utilities Rollout
- Added New Button to Prepare a Mesh to be a Collision Mesh. This runs the same function as the Collisionmodel Prep Tool
- Added new button to remove selected items from the model.
- Added new button to remove selected items from the collision hull.
- De-activated the "Make and Use Copy" function in the settings. As the tool is getting closer to completion, this option has lost its need.
- Moved the Configure Tool button to the top of the About rollout.
- Updated the tool's documentation link to go straight to the documentation table of contents.
- Updated the tool's $collisionmodel line in the QC output. If the model has $staticprop set, the hull uses $collisionmodel. If $staticprop is not set, $collisionjoints is used instead. Animated collision hulls is still not available in WWMT.
- Version 0.91 released on 12-19-2010
-
- Added Auto Compile
- Added support for loading multiple meshes to the main model, LODs and Collision Mesh.
- Added Sequences Rollout
- Added Model Name Field
- Added Append Mesh and Add Selection buttons for the Pick Models Rollout.
- Added Append CM and Add CM Sel buttons for Collision Models in the Pick Models Rollout.
- Added Append LOD # and +Sel to LOD # buttons for LODS in the LOD List Rollout.
- Version 0.89 released on 12-12-2010
-
- Fixed bug created in V 0.88 for auto-generating LODs.
- Version 0.88 released on 12-12-2010
-
- Finished adding support to pick all of your own LODs.
- New User Preference to set the SDK bin folder... if set there is a working Batch file for compiling your model with the QC file.
- Added settings to control the SMD exporter (Reference/Sequence, Start, End, etc). Note that for this to work you must make your Plugcfg folder writable!
- Fixed the Pick Collision Model function to not Copy the selected mesh if you have set the preferences to not COPY.
- Fixed bug where extra Center Of Mass helpers were created when changing a collision mesh.
- New User Preference to set Material Export Root folder. This option is not used yet (since the tool does not yet export materials) but is in preparation for when that is added.
- Various minor UI tweaks.
- Version 0.87 released on 12-11-2010
-
- Added new configuration utility to set user preferences which follow. To access the preferences, click the "Configure Tool" button at the bottom of the WWMT Rollout.
- New User Preference to set the root export path (for example, you can choose your SDK model_src folder as the root).
- New User Preference to force the tool to copy your model for all actions or simply use your model.
- New User Preference to turn on/off the tools layer creation. If off, all items that the tool makes will be placed in the scene's currently active layer.
- Version 0.86 released on 12-10-2010
-
- Added $scale spinner.
- Added new option labeled "Use Local Origin as World Origin" that will set the SMD's world origin to the model's local origin. Useful if you are building models in scenes rather than in their own files.
- Version 0.85 released on 12-10-2010
-
- Added $masscenter gizmo.
- Fixed FPS line error for idle line in QC.
- Added (partial) support to add own LODs. As of now, you can only add one. If you add one, then close the tool, you can add more incrementally by re-opening the tool and re-selecting your model.
- No longer presume the $concave flag. You must now check it manually.
- Version 0.84 released on 12-07-2010
-
- Added $automass flag.
- Added Mass value setting.
- Fixed bug with getting the $opaque setting of a model's attributes when reloaded in Max. $opaque was always being set to true.
- Version 0.83 released on 12-04-2010
-
- Fixed the problem with QC files having quotation marks at the beginning and end of the file.
- Fixed the QC file bug where model paths and material paths has backslashes (\) when they needed forward slashes (/).
- Made the Model Path and Material Path fields in the UI work regardless of whether forward slashes or back slashes are used.
- Fixed bug where LOD would not generate if the LOD spinner was never changed from the default value of 1.
- Commented out the $shadowlod property in the QC file. If you want that setting, simply uncomment the $shadowlod lines in the QC.
- Version 0.82 released on 11-28-2010
-
- Fixed a bug where the buttons to select the LOD distance helpers were not working when you created a new LOD set.
- Version 0.81 released on 11-24-2010
-
- Bug fixes to the hide/show LOD tools.
- Added support for saving settings between Max sessions.
- Version 0.8 released on 11-23-2010
-
- Added controls to hide/show LOD radius gizmo.
- Fixed incorrect LOD radius distances in QC file
- Fixed various typos in QC file.
- Added more QC settings that can be added in 3ds
- Version 0.5 released on 11-18-2010
-
Initial public release of the Wall Worm Model Tools.
Although


