Jump to content

Wall Worm 2.4 BETA


shawnolson
 Share

Recommended Posts

It's not yet released, but I've been working extensively with a new addition to the Wall Worm team Orvid King to bring new tools into WW. There is a beta release of this new version. Since it's still not extensively tested, it's not yet the main download on WW site. You can see a list of updated features and a link to download on this post on the WW forums.

 

Among the features people have wanted for a long time there are proper skin weights on the SMD importer (as it turned out, the last update that was supposed to fix that was not correct), a VTA importer, complete $jigglebone (and other bone controls), etc.

 

A large percent of our focus has been speeding up slow functions, reducing RAM usage where possible, etc. We are also working on WW Pro, which will add native read/write of VTF files in Max and much faster importers/exporters that utilize the SDK rather than just MAXScript.

 

Here is a screenshot of ctm_fbi.qc from CS:GO imported from the updated QC/SMD importer tools:

 

121_qc_importer.png

 

Notice the hitboxes and attachments. You can now bring them into Max, tweak them, and re-export.

 

Again, this is the beta and not the widely downloaded link. If you want to check out the new features, use the link above to get this beta. Please provide feedback if you find any bugs.

Link to comment
Share on other sites

Nice! maybe now we will see some custom player models in new maps ^^

 

Thanks Shawn

You are welcome.

 

Yeah, hopefully people start working with them. I haven't documented much of the new features, but there will be a video coming soon on them. Included will be setting up a model to use different bodygroups, flexfiles, various bone controls and re-using animations from compiled MDLs. I've even added support for making/placing eyes in the WWMT struct. But it's still a beta and need to test some more.

 

I really hope that level designers start learning how to use Max/WW instead of Hammer, too. Getting the VMF exporter to export scenes faster and using displacements is much better in this beta, as well as even faster in the Pro version coming soon. We are also toying with finding a way to integrate ShaderFX into the WW > Source pipeline for materials. That should be fun :) Also, at some point, I'm expecting to build a node-editor for entities (like UE4's blueprints). If/when that's around is yet to be determined.

Link to comment
Share on other sites

 

Nice! maybe now we will see some custom player models in new maps ^^

 

Thanks Shawn

You are welcome.

 

Yeah, hopefully people start working with them. I haven't documented much of the new features, but there will be a video coming soon on them. Included will be setting up a model to use different bodygroups, flexfiles, various bone controls and re-using animations from compiled MDLs. I've even added support for making/placing eyes in the WWMT struct. But it's still a beta and need to test some more.

 

I really hope that level designers start learning how to use Max/WW instead of Hammer, too. Getting the VMF exporter to export scenes faster and using displacements is much better in this beta, as well as even faster in the Pro version coming soon. We are also toying with finding a way to integrate ShaderFX into the WW > Source pipeline for materials. That should be fun :) Also, at some point, I'm expecting to build a node-editor for entities (like UE4's blueprints). If/when that's around is yet to be determined.

 

 

I completely agree with you, adding max to our usual workflow does really help. I've already used the vmf importer tool in order to resize some models and bake some shadows from other objects into the model's diffuse. Knowing the tool does help a lot, I wouldn't have thought of doing that if I didn't know that tool even existed. Despite that, I still need more practice with both max and wwm, but it seems like a good combo to speed the workflow and improve the final product.

 

Well... I guess now I have no excuse for not going deeper into 3DsMax, I'll have to learn about animation and dress up some new models for my next map! those videos do really help, they've got me out of an obfuscating mistake already, so I'm really looking forward to watch that new video ;)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • MapCore on Discord

  • Our picks

    • [CS:GO] Shore
      One of the projects I worked on after I made de_austria.

      Yeah, I know the timing is really bad (CS2!), but can't change it... 🙁

      In general a lot went wrong during this project. Had a lot of problems with the layout, but I think I found a good compromise in the end. Also learned many new things. Maybe I would even be ready to create a really good map now after all, but I think that it's gonna be the final one. I really like making maps, but it has become too time consuming over the years for just being a hobby. Unfortunately I never managed to get a job in the games industry. So that's it. I hope it's a worthy ending of 20 years of making maps for me. 🙂

      Shore is a bomb defusal map for CS:GO that takes place on Lofoten Islands, Norway. (Also have a Hostage version of this that works well imo)

      Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2955084102

      I took some inspiration from this place in Norway:


      Layout:


      Some pictures:
      • 15 replies
×
×
  • Create New...