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 > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > 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 > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers