Mr. Happy wrote:If I'm understanding the UVW scaling/rotation, your goal is to make it export without stretching? Do the displacements get unwrapped automatically? It would actually be handy to have a checkbox to turn that on and off.
The scale/rotation I'm talking about is the equivalent to Texture Scale X/Y and Rotation in the Material Tab of the Face Edit dialog in Hammer. Right now the texture scale in Max doesn't match what you get in Hammer... but it will.
As for stretching textures on the displacements, I don't really have plans to deal with that because there is a really easy way to handle it in Max... just use the Relax brush in the Graphite Modeling Tools (Max 2010+) to quickly alleviate stretching on faces. I don't think there can be a UVW solution to stretched textures on displacement faces because I believe that each displacement has a fixed UVW (planar, I think) that cannot be changed per face (all you can do is rotate/scale the entire displacement UVW). I may be wrong about that... but I'm working under that assumption... so it means that stretching can only be fixed by topological adjustments. But like I just said, the Relax brush deals with that nicely... and if you really need to extrude a face really far... it means you just might need to add another displacement.
Mr. Happy wrote:You should totally release what you've got of the displacement tool even though it's not finished,
I may do that tomorrow or Sunday. There are still quirks, though... and if I release it without at least basic documentation (hilighting features and pointing out current bugs/limitations) then I will get a deluge of emails asking for explanations, etc. So it is going to depend on how much time I have this weekend to write a little bit of explanation.
Mr. Happy wrote:Can you go back and forth between hammer and max? Say if you want to edit the displacement in max after you've exported it without re-exporting and copy pasting and arrrrghghg. Maybe have a link involving the brush id/face id?
That is certainly an idea for a potential feature in the future. At the moment it's a one-way street from Max to VMF. I personally only use Hammer anymore for testing my tool output, entity I/O... or merging together my WW VMF output with the VMF output of Convexity. If Convexity adds entity I/O support, I may never actually use Hammer again
which then lessens the appeal of builing the back and forth. But still, I'll put it on the list of potential features.
Mr. Happy wrote:I have been learning 3DS Max specifically because Wall Worm's is so awesome! If it wasn't for your work I would stick with Softimage.
With the exception of a couple naughty things my woman said to me this week, that's about the coolest thing I've heard all week. Thank you!