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Wall Worm A-Z (Basics)

  • shawnolson
  • April 26, 2016 at 12:45 AM
  • baem123
    • December 9, 2016 at 9:06 PM
    • #21

    thank you very much for taking your time, informative answer.

  • shawnolson
    • May 24, 2017 at 7:18 PM
    • #22

    Added a new video today along with a significant revision of Hammered to the Max that details some of the recent additions in WW and updates several chapters. Also adds a couple new chapters in today's update.

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  • shawnolson
    • July 3, 2017 at 1:14 AM
    • #23

    A couple newer videos on WW features:

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  • shawnolson
    • October 5, 2017 at 8:32 PM
    • #24

    Latest update to WW/WW Pro includes new nudge tools and enhancements to grid objects.

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  • shawnolson
    • February 7, 2019 at 5:21 PM
    • #25

    Recent updates to WW have included a bunch of new icons/toolbars/UI updates. I did not know that these updates broke the installer/updater for 2016 and older as I've been primarily working in 2019.3 and later. Today I loaded a new update for WW that will properly install/update into 2016 and older.

    That being said, I strongly urge all WW users to use 3ds Max 2019.3 or later. Why? Too many reasons, honestly. But here is just one example of the kinds of things you can do in later versions of Max. (See the new site Hammered to the Max for even more videos that precede this video).

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  • Interfearance
    • February 24, 2019 at 11:56 PM
    • #26

    @shawnolson Looks great, this is the first thing I dreamed of when I came to the antiquated hammer tools from modern modeling software. Little did I know it was a thing! However, as a Maya lover, I was wondering if there was any way to install wallworm on Maya with basic brush import/model export functionality. If not, I suppose I could just pick up 3ds.

  • shawnolson
    • March 1, 2019 at 11:14 PM
    • #27
    Quote from Interfearance

    On ‎2‎/‎24‎/‎2019 at 6:56 PM, Interfearance said: @shawnolson Looks great, this is the first thing I dreamed of when I came to the antiquated hammer tools from modern modeling software. Little did I know it was a thing! However, as a Maya lover, I was wondering if there was any way to install wallworm on Maya with basic brush import/model export functionality. If not, I suppose I could just pick up 3ds.

    Wall Worm started as a work of passion that proceeded so extensively and rapidly only because of my own particular goals (centered in a Max pipeline). At this point to start a new branch of WW (devoted to such an old engine) on a new platform would be a huge investment of my time with little returns. As such, it is very unlikely that there will ever be a version of WW outside of 3ds Max. That being said, if you are already competent in Maya, you will certainly pick up Max fairly quickly.

    Also, in general news about WW, Autodesk recently featured an article they asked me to write about the development of Wall Worm. See From Black Sheep to Black Mesa and Beyond.

    More excitingly, I will be the keynote speaker this year at GDC for Autodesk on 3ds Max. So if you're going to GDC, make sure to come see talk that includes a lot of information about using Max and developing tools for Max.

  • Mega
    • June 19, 2019 at 11:08 PM
    • #28

    Hello Shawn, first I'd like to thank you a lot for creating WallWorm. Being able to do pretty much all of my mapping workflow inside of Max is an absolute bliss.

    I want to ask you if WallWorm supports or it's a planned addition for VMF importing to include the correct scale of CSGO props that have been adjusted in Hammer (this is a feature added in March 2018 that allowed re-sizing static props, more here under [SDK] https://blog.counter-strike.net/index.php/2018/03/20309/ ). I looked around the settings and on the internet and couldn't find any info on this, so this is why I came here to ask you.

    Thank you for your time.

  • shawnolson
    • June 20, 2019 at 1:32 AM
    • #29
    Quote from Mega

    2 hours ago, Mega said: Hello Shawn, first I'd like to thank you a lot for creating WallWorm. Being able to do pretty much all of my mapping workflow inside of Max is an absolute bliss.

    I want to ask you if WallWorm supports or it's a planned addition for VMF importing to include the correct scale of CSGO props that have been adjusted in Hammer (this is a feature added in March 2018 that allowed re-sizing static props, more here under [SDK] https://blog.counter-strike.net/index.php/2018/03/20309/ ). I looked around the settings and on the internet and couldn't find any info on this, so this is why I came here to ask you.

    Thank you for your time.

    :) I am happy you are enjoying WW.

    The VMF exporter honors scale for props that support it. But it looks like I may need to address this in the importer. I'll put it on the TODO and try to get it into the next update.

  • shawnolson
    • June 20, 2019 at 5:10 PM
    • #30

    @Mega WW/WW Pro were updated today to support importing props using modelscale or uniformscale. This includes CS:GO and Black Mesa prop_dynamic as well as prop_scalable. Other games/mods depend on their particular FGD. For any entity using modelscale or uniformscale, the prop will be scaled on import.

  • Mega
    • June 21, 2019 at 7:50 AM
    • #31

    Phenomenal work, thank you very much, Shawn! This will be very useful, not only for myself but for many others.

  • Karthoum
    • June 25, 2019 at 10:00 AM
    • #32

    Just wondering if this is something stupid that I've done on my end but the uniform scale on importing the vmf seems to work, except it has moved all the props down and rotated them 180 degrees?

    Spoiler [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/773972278150876070/1CE9F733B97B50CFE3A1D4C5BE5A177845D801C9/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/773972278150875508/CB41744CCE517BE04F92C2D89F08A4C0CDF003AB/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/773972278150876598/4392C8B6B49D3BFE888BA769FCBDBE18B1E0AEC2/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/798741531907853193/C060D0809304B0C7FB0100F16AAFDA359806FB5C/]

    The last pic is in game (and not gone through wallworm yet, it was just the compile before I opened wallworm as it didn't have the scale support then) so you can see how the bikes and the arch isn't supposed to be in the ground

    Still, if it's something I've done then it could be a cautionary tale for someone else if there's a fix or thing to avoid

  • shawnolson
    • June 25, 2019 at 11:47 AM
    • #33
    Quote from Karthoum

    7 hours ago, Karthoum said: Just wondering if this is something stupid that I've done on my end but the uniform scale on importing the vmf seems to work, except it has moved all the props down and rotated them 180 degrees?

    ...

    Still, if it's something I've done then it could be a cautionary tale for someone else if there's a fix or thing to avoid

    I tested several scenarios and could not replicate this issue. You may need to send me your VMF for testing.

    EDIT: Thanks for sending your scene and pointing this out. Latest WW fixes the problem.

  • shawnolson
    • September 16, 2019 at 1:18 AM
    • #34

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  • shawnolson
    • October 28, 2019 at 7:01 PM
    • #35

    For those interested, Wall Worm Pro Pack is currently on sale for 50% off. It includes Wall Worm Pro, CorVex, ShellVex, Arch, Brushify and many more plugins for modeling/mapping.

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