WhiteDevil wrote:I gotta say thanks a lot for this tool! Once you get used to the UI it's frigging awesome. Everything about modeling for source what once was tedious work with the command line tools and whatever the fuck you had to deal with before.
You pretty much forget how shitty it was before since once you get everything set up, it's just one click and you got your model in game.
You are welcome.
I apologize for any frustration in the UI... I've tried to clean it up a lot over the last year as well as always give functions tool tips when hovering over buttons, spinners, etc. Or also adding Help links. Some of the quirks are that the toolset has always been a work in progress where I've added functions as I learned both Source and Max programming tools/functions/techniques. Were I to start from scratch now, the system might be different... but I've got no incentive to start over
Regarding the setup... using the Settings Import function should make it mainly painless now (in WW settings you click Import and browse for your mod's GameConfig.txt if it has one and most paths get imported).
Also, there was a significant update today that addresses various SMD importer issues and adds extra functionality for WW Entities and WWMT Proxies. This requires updating your FGD cache in the global settings after you run the update. More information is here
Also, I've significantly updated Hammered to the Max: A Hammer User's Guide to 3ds Max
in the last couple of weeks. Much of the revision is on the chapter on world/brush geometry in Max.