This plugin will be available in all versions of WW when officially released. At this time, WW Pro customers can test it by downloading the WW Pro Beta in their account. At this time it only works in 3ds Max 2016. We intend to compile for 2015-2017 once testing is done.
For more info on what the plugin does and credits for developers, go to http://dev.wallworm.com/document/211/mdl_file_loader.html .
#gamedev #sourceengine #blackmesa #wallworm
Read about the development of the MDL loader and other news from the past several months: http://dev.wallworm.com/document/216/a_source_for_new_tools.html . Includes information on how other developers and myself helped bring the plugin to current release. Also find links to get Black Mesa on Steam for a discount during the Halloween sale.
Cool new features in WW/WW Pro lately include tools for creating, displaying and exporting lightmapped_4wayblend shaders (a cool shader for displacements in Black Mesa and CSGO that allows blending four textures on terrains by vertex colors).
I've also included the first Wall Worm Substance map that can work in 3ds Max's material editor. It's a texture map I made to help create rock textures for models that might also need to match, to a degree, the terrain displacements using the ligthmapped_4wayblend shader. This (and future substances I may release) are included in the assets/substance folder of Wall Worm.
And another important update is that Sky Writer got some updates this week. The updates fix a few bugs and improve results when rendering your 2D skies.
And a few new updated videos on using WW:
Wall Worm Model Tools Basics
Using Hull Helper
For the best results, I suggest that you use Allegorithmic's Bitmap2Material. More info on the B2M integration into Wall Worm's material functions can be found here: http://dev.wallworm.com/document/198/bitmaps_to_materials.html The tools in Wall Worm will automate the generation of the shader from bitmap files on your system.
#3dsmax #texturing #substance #wallworm
- Wall WormPipeline Development, 2010 - presentBuilding pipeline tools for 3ds Max and game engines. Primary focus is developing MAXScript tools for 3ds Max to generate assets for the Source Game Engine.
Other interests and skills include digital photography, 3D design, level design and science fiction.
- Westland High School1991 - 1995