1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. shawnolson

Posts by shawnolson

  • [CS:GO] surf_galaxy (Surf Galaxy)

    • shawnolson
    • July 3, 2017 at 2:06 PM

    Great Job Joris!

    Quote from will2k

    On ‎6‎/‎21‎/‎2017 at 7:24 AM, will2k said: Great work Joris

    Shawn must be really proud of his "ambassador" right now :D

    You are right Will :)

  • Wall Worm A-Z (Basics)

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

    A couple newer videos on WW features:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Mapcore's CS:GO Mapping Contest 2017

    • shawnolson
    • June 2, 2017 at 5:43 AM
    Quote from Dillonbarba

    22 hours ago, Dillonbarba said: I'm in!

    gonna miss posting my updates though.

    Dillon... if you don't make it in WW, I will seriously haunt you for eternity as a ghost. And not the Casper kind!

  • Wall Worm A-Z (Basics)

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

    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.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • 3ds Max UVs for Hammer Guys-n-Gals

    • shawnolson
    • January 21, 2017 at 6:00 PM

    Next video for this series:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • 3ds Max UVs for Hammer Guys-n-Gals

    • shawnolson
    • January 15, 2017 at 5:35 AM

    Thanks for your kind words. I hope this and the following videos (when I get around to them) help make your adventures more fun. :)

  • 3ds Max UVs for Hammer Guys-n-Gals

    • shawnolson
    • January 14, 2017 at 5:52 PM

    One of the things that I've learned over the last several years is that Hammer users coming to 3ds Max struggle mightily with texturing objects. And unfortunately, 99% of the videos/tutorials for unwrapping and texturing are targeted at complex UV work generally for organic models. There isn't as much good info for new users to do the kind of texturing common with brushes (Planar UVs that flow seamlessly across objects and that generally use tiling textures). As such, I've got a set of videos lined up to feed a new set of information specifically for this kind of work.

    Here is the first video for this. Enjoy.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Wall Worm A-Z (Basics)

    • shawnolson
    • December 9, 2016 at 7:54 PM
    Quote from baem123

    1 hour ago, baem123 said: .. but my materials were not the same like in 3ds. only the basic diffuse color is added like you see in the picture. what did i do wrong and how can i solve this? i guess this is a dumb question - thanks in advance for any answer and thank you for wallworm!

    No question is dumb :)

    So the answer to this question is generally straightforward. You need to "Bake" the procedural Noise texture to a Bitmap. All procedural maps (Noise, Cellular, Substance, etc) must be baked into bitmaps. Depending on what you are doing, this can be either using the Render Map function in the Material Editor or it could be using the Render To Texture (RTT) utility. The render map will create a bitmap for a texture and the Render To Texture can take a complex set of textures and bake them to bitmaps according to the UV layout. For both, make sure to create TGA bitmaps.

    The RTT will replace your material with a new material where Bitmaps are used instead of the procedural textures. If you use another method, you'll have to manually assign those bitmaps.

    Hopefully this helps you understand some more.

  • Wall Worm A-Z (Basics)

    • shawnolson
    • December 9, 2016 at 4:06 PM
    Quote from catfood

    55 minutes ago, catfood said: Wallworm is fucking awesome thank you so much

    :) Thank you for the endorsement. Such opinions go a long way in helping keep me motivated to continue working on this project.

    I should take time to make a better video than the one above. Although making displacements from a single epoly template is possible, you get better results by making a template that is actually a bunch of valid brushes (as each element). There is a tool in WW collection (ShellVex) that can convert the faces to brushes... but I didn't demonstrate it here.

  • Wall Worm A-Z (Basics)

    • shawnolson
    • October 29, 2016 at 8:10 PM

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Wall Worm A-Z (Basics)

    • shawnolson
    • October 26, 2016 at 7:22 PM

    MDL Plugin V1 released (as in video above). Included in both WW and WW Pro. Works in Max 2015-2017. Enjoy.

  • Wall Worm A-Z (Basics)

    • shawnolson
    • October 14, 2016 at 8:17 PM

    Teaser for the MDL Loader:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Wall Worm A-Z (Basics)

    • shawnolson
    • October 1, 2016 at 4:39 PM

    So this is a long time in coming. It's not finished, but those of you who own WW Pro and are using 3ds Max 2016 can now test the BETA of a new native MDL loader for 3ds Max. It will eventually be added to all versions of WW (pro and free), but at this moment it's only in WW Pro for 3ds Max 2016 (we will add 2015/2017 next). Among other things, it allows you to load MDL files from VPK (as well as VMT and VTF). Note that to try this, WW Pro users must install the BETA download in the store and not the standard download.

    Please be aware that the MDL loader is a joint project of many people including Dave Brennan, Black Mesa and Wall Worm. Credits are in the link above.

    Look forward to more updates, additions, fixes and videos on all this on WW forums.

  • Wall Worm 2.86 Released

    • shawnolson
    • August 20, 2016 at 6:11 PM

    Actually, there is another update today that is important. After more testing and reports, there were yet more bugs to fix related to the free version of WW. (I test almost exclusively in WW Pro these days, so wasn't aware of them all until they were reported to me.)

  • Wall Worm 2.86 Released

    • shawnolson
    • August 20, 2016 at 2:12 AM

    There were some bug reports this week that dealt with the VTA and SMD exporter: VTA exporter was broken is you used the free WW; the SMD exporter was breaking on spline objects. Both issues are now fixed in an update. See changelog for more info.

  • The user experience of Level Editors

    • shawnolson
    • August 7, 2016 at 4:09 PM

    @Tyker No, I wasn't talking specifically about you at that point :) I know you went into that in the video some.

    @Skybex Agreed about an editor that runs an engine is best for many reasons. That you can run engines in newer editors makes it unlikely that any serious new projects will start in Source. When your design tools more deeply immerse you into your world (which such newer editors do), the more you get to immediately bring your vision to life. When talking about Source specifically, there is no option (at least publicly) to do that--and Hammer is pretty much the least immersive editor there is. Using Max for Source brings Source level design a lot closer to an immersive workflow--despite not being able to make the jump into full immersion. The next game I work on will not likely be Source, and I probably won't be pushing Max so much then as a level editor; at the same time, I won't be using Hammer for any pet projects that are still in Source.

    EDIT:

    @laminutederire I hear you. That was never a focus for me early on as I was making WW to build new environments with new props. A lack of other needs in mind makes reusing existing assets clunky--pointing to a validation of this thread where the UI fails because it was not designed with a certain workflow/need in mind. That is actually changing in WW soon; Dave Brennan donated a code project that fellow Black Mesa developer Chetan Jaggi is helping me integrate into WW in the near future.

  • The user experience of Level Editors

    • shawnolson
    • August 7, 2016 at 6:07 AM
    Quote from Tyker

    On ‎8‎/‎5‎/‎2016 at 7:13 PM, Tyker said: Sorry! I already had to cut so much good stuff ... with those cuts, and talking super fast, I barely made it into 50 minutes. Please let me know what was erroneous though! I am not perfect, I do not know everything, and I'm always willing to learn.

    I understood that time constraints limited the talk. And, again, I enjoyed the talk.

    I wrote a very long response but deleted it. I think direct answers will best be served with actual video demonstrations rather than words, which I will try to get to when time opens. But the real gist of what I have to share with the Source LD community is that if you think Hammer is the best tool for A/B/C, there is a very good chance that your experience in Hammer itself has conditioned you to think that (in other words, you have picked up design strategies from the limitations of Hammer and let those limitations turn into "workflows" or "matters of importance").

    The problem with Hammer (I'm talking of Source Hammer, not S2 Hammer) is that it spent ~20 years with almost zero innovation and stagnated the design strategies of the would-be level designers. So even if it has a few good things--it's general lack of innovation is a disservice to the design community that becomes "faithful" to it.

    I cannot speak for the Creation Kit, but 3ds Max, UE4 and Unity have evolved with the design community. And any little aspect of Hammer you want, it's pretty much trivial for any team to add into Max any day of the week (3ds Max is just the ultimate design tool that you can morph into whatever you need it to do, and almost every Hammer function is included in Wall Worm). In fact, many of the tools for Source in 3ds Max result from me just saying to myself, "Wouldn't it be so much easier to..." The same cannot be said of the Hammer that most people are using. Of course, Dota's Hammer is a different story... but it wasn't a part of that discussion.

    Please understand that none of this is critical of you and that most of the principles of your talk align with my own views. I'll possibly share specific cases about factual errors in a video at some point.

  • The user experience of Level Editors

    • shawnolson
    • August 4, 2016 at 6:11 AM

    Very interesting video. There was a point early comparing Hammer to Unreal for number of clicks per brush that I wanted to insert because I've got some tools for Source in Max that just don't make it fair for clicks-per-brush... in fact he mentions at # 24:35 a tool that architects use that designs with splines called formz.... I've actually built a tool for Source in Max that does just that called CorVex (which I'm proud to say Autodesk featured on their app store for a couple years). I built CorVex because I personally think that the Hammer design philosophy for brushes is inefficient.

    I'm curious why he left Max out of the Terrain discussion... as that is one topic specifically that Max has no limits. Likewise, placing assets -- as Max has giant set of options on this (think of the Forest Plugin). Instancing, also...

    And for the texturing/UVs the information on Max was not exactly correct. He was correct in terms of Vanilla Max, but there are solutions for the issues.

    I did enjoy the video, but as both an expert and advocate of Max level design, I was keen on those aspects that were erroneous or skipped.

    But overall I agree with the speaker. While developing Wall Worm, I've had to update several functions and UI elements because my initial decision for action x/y/z was not good or immediately obvious for users. And this is an important aspect of design UI (which is not my personal forte). On the flip-side, one of the issues I've always had to deal with in terms of Wall Worm/Max is that most of the new users have always been having to accommodate have backgrounds in Hammer--which comes with it's own set of design-philosophy baggage. I know of many design strategies that are far faster in Max than you could ever do in Hammer... but so many people in the Source world have actually conformed themselves to Hammer that it makes it hard for them to think about level design differently. I suspect that UE4 will probably start changing that over the next few years, though.

    In terms of my baby Max, Playtesting is really the only area that it fails to hold it's ground. But in terms of the Source Engine, playtesting a level made in Max is no different than playtesting a level made in Hammer. In both cases, it's hit the compile button, go make some coffee and find something else to do for the next 5-60 minutes.

  • Wall Worm Wants YOU and your pretty maps

    • shawnolson
    • June 17, 2016 at 3:11 PM

    @magmasloth Thank you for the kind remark. The contest this thread was all about totally bombed (this thread was early 2015). But there was another you can read about here.

  • Wall Worm A-Z (Basics)

    • shawnolson
    • June 14, 2016 at 2:31 AM

    @Dosentti Those darker strips on the top are likely due to the normal on those strips. The first solution to explore is adding an Edit Normals modifier to the prop and point all the normal of the top pieces straight up. There is a function in the WW Normal Tools to do this in a couple clicks. Then make sure the WWMT settings have the Explicit Normals setting turned on (which will use the smoothing groups + explicit normals).

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™