Well done, sir.

Well done.

On Wed, Dec 1, 2010 at 12:08 PM, Ben Nadler <nadler....@gmail.com> wrote:

> Shawn,
>
> This is a huge contribution.  I basically stopped mapping for Left 4 Dead
> and Source because it was always difficult to get models and textures into
> the engine, meaning most of my time was spent neither mapping nor modeling
> but making sure things imported correctly, that the materials were set up
> and my QC wasn't wrong for some reason.
>
> I may get back in the game if this means I can spend more time working on
> games rather than setting these things up.  Thanks!
>
> On Wed, Dec 1, 2010 at 8:14 AM, Shawn Olson <smols...@hotmail.com> wrote:
>
> > When I first learned to make models for Source last year, I was surprised
> > with how much a pain it was, especially if you want to add LOD models.
> For
> > the first map I made with my own custom models, I just sucked it up. But
> as
> > I've finished the architecture for my newest map and prepared to make all
> > the props... my heart sank.
> >
> > Because of that feeling, I forced myself to study some more MAXScript and
> > create a tool to help expedite the whole process (if you, like me, use
> 3ds
> > Max).
> >
> > Enter the Wall Worm Model Tools at
> > http://wallworm.com/projects/utilities/wallworm_model_tools.html
> >
> >
> >       Key Features
> >
> >   * Automatically generates a QC text file for your model
> >   * Allows you to pick your own custom collision model if you don't
> >     want to use the auto-generated model
> >   * Can automatically generate convex collision hulls for your model
> >     (not yet implemented)
> >   * Auto-generate LOD models of your model
> >   * Gives you a visual representation inside Max of the limits (range)
> >     tied to each LOD model which is especially helpful if you are also
> >     building your level design inside of Max (with Convexity
> >     <http://www.maple3d.com/>)
> >   * Visually set the $illumposition position
> >   * Assign a surface property to your model from inside the Max interface
> >   * Set various model flags including $staticprop, $opaque and
> >     $mostlyopaque
> >   * Will automatically create textures for your model and each LOD
> >     (not yet implemented)
> >   * Automatically makes layers in the layer manager for the model,
> >     hull, LODs and helpers
> >   * You can select LOD objects in layer manager and tweak their
> >     Multi-Res settings or edit the LODs to your liking after they are
> >     created
> >
> > Note that this is a work-in-progress. I currently only use Max 2011 so
> have
> > only tested it in 2011. I have been informed by Michael Little of
> > www.maple3d.com that it isn't working in Max 5... Michael may help make
> > the script backwards compatible.
> >
> > The main current limitation of the program as it stands is that it only
> > works with single-mesh models. Adding support for multi-mesh / animated
> > models is the next major task.
> >
> > Again, the tool is at
> > http://wallworm.com/projects/utilities/wallworm_model_tools.html  along
> > with videos demonstrating it.
> >
> > I'm also keeping news about it up at
> > http://www.scriptspot.com/3ds-max/scripts/wall-worm-model-tools .
> >
> > At the time of this email, the tool is at version 0.82 .
> >
> > I hope you find it as useful as I do.
> > ______________________
> > Shawn Olson
> > www.shawnolson.net
> >
> >
> >
> > _______________________________________________
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >
> >
>
>
> --
> Benjamin E. Nadler
>
>
> Web: www.ben-nadler.com/
> Mail: nadler....@gmail.com
> Cell: +1 707 480 1257
> _______________________________________________
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