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shawnolson

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shawnolson last won the day on April 1

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About shawnolson

  • Rank
    Regular
  • Birthday 01/02/1977

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    wallworm

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  • Real Name
    Shawn Olson
  • Job
    Wall Worm and Black Mesa Developer
  • Location
    USA

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  • Website
    http://dev.wallworm.com

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  1. shawnolson

    Procedural Modeling/Texturing Tutorial

    This video shows some techniques that you may find useful in your modeling/texturing adventures in 3ds Max. Enjoy.
  2. For all the Hammer users who have been praying for an update, Wall Worm is happy to announce a new Advanced VMF Editor. Just some of the key features: Classy black and white theme to increase readability in High Contrast Monitors. Familiar Hammer menus (some of which work as expected) Context-sensitive right-clicking to open assets directly in your Hex Editor of choice. Currently supports MDL and VTF. Tons more! Finding the cause of a bad brush never got easier. Here is a screenshot of this new, exciting product:
  3. shawnolson

    Border Spline

    New free shape primitive for 3ds Max: Border Spline. This shape will create splines on each border of each valid geometry assigned to it. Enjoy.
  4. shawnolson

    Black Mesa Source

    There is also another feature we've added into BMS that didn't get into press release about new features: $moss. We've add a new set of VMT parameters that add a new layer to textures that works on VertexLitGeneric, LightmappedGeneric and Lightmapped_4wayBlend. When a prop with this param is used with a displacement using it on 4way, for example, there is a layer of texture blending between them that helps blend them more seamlessly. I'm making a video soon to demonstrate how to create and visualize them via Wall Worm in 3ds Max. If no docs are up by time I make video, I'll also post information on how to set it up and all the accompanying parameters.
  5. shawnolson

    Wall Worm A-Z (Basics)

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

    What I'm Working On, 2014-Forever

    Looking good @FMPONE. Really nice.
  7. shawnolson

    [CS:GO] surf_galaxy (Surf Galaxy)

    Great Job Joris! You are right Will
  8. shawnolson

    Wall Worm A-Z (Basics)

    A couple newer videos on WW features:
  9. Dillon... if you don't make it in WW, I will seriously haunt you for eternity as a ghost. And not the Casper kind!
  10. shawnolson

    Wall Worm A-Z (Basics)

    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.
  11. shawnolson

    3ds Max UVs for Hammer Guys-n-Gals

    Next video for this series:
  12. shawnolson

    3ds Max UVs for Hammer Guys-n-Gals

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

    3ds Max UVs for Hammer Guys-n-Gals

    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.
  14. shawnolson

    Dynamic levels - in Payday 2 and beyond

    Nice article. I've always been a fan of dynamic level design. I personally like it even in MP. The only Source level I released to the public had this for CS:S. My dynamic design for MP was to cut off some paths until different number of players were on the server. Thus the same level can accommodate different crowd sizes. So I don't think that MP should be ruled out of the discussion. A common example of levels that are kind of dynamic in MP are Battlefield levels that have different boundaries or points depending on the player size (albeit set at server setup time). The main challenge when doing interactively dynamic levels in MP is that many players are not very "aware" of the environment. So my attempts at educating with signs that changed based on available routes was not successful because I would hear players exclaim "Why isn't this path open anymore?" or another scenario of "I didn't know they could get behind me here!" So it takes some educating the players--especially the loud and self-important ones that get angry at things that surprise them. When playing and I pointed out the signs, players might respond with either "STFU!" or "There are signs?". But for me, these concepts are things that I find interesting both as a player and as a designer. I personally enjoy the stress of unknowns in playing, so I like that kind of thing.
  15. shawnolson

    Wall Worm A-Z (Basics)

    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.
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