VMF Import/Export for 3ds Max

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VMF Import/Export for 3ds Max

Postby shawnolson on Fri Oct 11, 2013 3:41 am

For anyone interested, Wall Worm just got some major updates this last week that fill out the VMF Importer/Exporter functions. You can now bring in your level from Hammer and finish it in Max.

Here is some info on the updated VMF Importer. You can see some screen shots of levels in Dear Esther imported into Max.

Enjoy!
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Re: VMF Import/Export for 3ds Max

Postby nub on Sun Oct 13, 2013 5:31 pm

Ooh...if only I was still mapping. I could find tons of use with this, like baking lighting on to textures, or creating lighting effects that accurately correspond with the environment lighting.

And of course, cinematic physics rendering.
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Re: VMF Import/Export for 3ds Max

Postby shawnolson on Mon Oct 14, 2013 3:23 am

Well get back into mapping! :)

I also added MAP importer now. Since I had finished the VMF importer, I decided to do myself a favor (almost all finished levels I ever did were for Goldsource... so I extended the VMF importer to MAP files too.)

Also, here is a video classroom on using the latest version of the Wall Worm displacement tools:

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Re: VMF Import/Export for 3ds Max

Postby nub on Mon Oct 14, 2013 4:20 am

I feel like Valve really needs to take a look at this for when they decide to release the SDK for Source 2. Whenever that gets released. Hammer's displacement tools are just awful. So many issues and lack of functionality. Depending on how different Source 2 is, we might get an entirely new system for terrain entirely.
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Re: VMF Import/Export for 3ds Max

Postby zombie@computer on Mon Oct 14, 2013 4:38 pm

nub wrote:I feel like Valve really needs to take a look at this for when they decide to release the SDK for Source 2. Whenever that gets released. Hammer's displacement tools are just awful. So many issues and lack of functionality. Depending on how different Source 2 is, we might get an entirely new system for terrain entirely.

If Valve creates an external editor for their new engine they are out of their minds.
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Re: VMF Import/Export for 3ds Max

Postby SM Sith Lord on Tue Oct 15, 2013 3:04 pm

I want to use this collision hull generator, but it depends on Convexity, and Maple3D.com says Convexity is no longer in development.

http://dev.wallworm.com/topic/19/hull_helper.html

Is this feature ready to use yet or what is going on here? :S
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Re: VMF Import/Export for 3ds Max

Postby shawnolson on Tue Oct 15, 2013 11:39 pm

nub wrote:I feel like Valve really needs to take a look at this for when they decide to release the SDK for Source 2. Whenever that gets released. Hammer's displacement tools are just awful. So many issues and lack of functionality. Depending on how different Source 2 is, we might get an entirely new system for terrain entirely.


Only time will tell what they will do. I personally don't like the Hammer tools for displacements... but even if they update the editor to handle them differently, I'm fine with the underlying format.

As far as I'm concerned, I just wish Valve would recognize the work I've put into making new ways of building assets for Source.

zombie@computer wrote:If Valve creates an external editor for their new engine they are out of their minds.


Considering how long they've used Hammer... I wouldn't expect them to seriously consider a new editor. My guess is that they will enhance Hammer at some point... I rarely use Hammer but when I do open it for testing, I am amazed at how much it lags. They need to address the viewport performance before anything else at this point!


SM Sith Lord wrote:I want to use this collision hull generator, but it depends on Convexity, and Maple3D.com says Convexity is no longer in development.

http://dev.wallworm.com/topic/19/hull_helper.html

Is this feature ready to use yet or what is going on here? :S


Sorry, that link had out-of-date information. When I started Quick Hull, it was in conjunction with Maple 3D's upcoming tool. But as the release of that tool kept getting pushed back, I implemented my own version inside Wall Worm. The Quick Hull functions are just part of later versions of Wall Worm as long as you have a version of Max that has the NVidia PhysX plugin or the rebranded in-Max tools called MassFX.

Here is a more helpful page on Hulls ... though it probably needs to be updated too.

PS. I also updated WW yesterday to fix some bugs and enhance the VMF/MAP importers.
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Re: VMF Import/Export for 3ds Max

Postby theCommie on Wed Oct 16, 2013 6:22 pm

shawnolson wrote:As far as I'm concerned, I just wish Valve would recognize the work I've put into making new ways of building assets for Source


Obvious suggestion, but have you sent your work to Valve for them to look at? (Send in your resume too while you're at it, we could use a dedicated tool-builder over there!) They tend to ignore even the most life-saving community tools if someone doesn't slap them in the face with it, or it's on the workshop.
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Re: VMF Import/Export for 3ds Max

Postby shawnolson on Wed Oct 16, 2013 9:49 pm

theCommie wrote:[Obvious suggestion, but have you sent your work to Valve for them to look at? (Send in your resume too while you're at it, we could use a dedicated tool-builder over there!) They tend to ignore even the most life-saving community tools if someone doesn't slap them in the face with it, or it's on the workshop.

Yes, I've tried to contact them in the past. On several occasions. Via email through Valve's contact emails, at least one contact via LinkedIn, etc.

The response is just crickets. and func_echo_hallway() :)

So if anyone has connections, send them my way.
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