Just to clear things up... there is a separate export button for the Model and the Textures. So clicking the export model button does not export/re-export textures... it's a separate function. I kept them divided since they are often different phases. However... if you change the material on your model (changing the name…
This happens when the output folder doesn't exist. In this case, the path C:/Programs Files <x86>\Steam\steamapps\eli_roberto\team fortress 2\tf\materials/custom_hats/square_hat/square_hat does not exist at compile time... there are a few solutions: * Make sure that path exists before running the exporter. * Run 3ds as…
Sorry Shawn! but It happened the same problem whith the textures! (it exported the tga and .vat) and now with the model root configured in, ...sourcesdk_content\ tf\modelsrc, it exported only a qc, smd and .bat
Version 0.988 released on 02-12-2011 Added support for Cannonfodder's SMD exporter. To use, make sure you download Version 2.04 or later. Note that version 2.04 is not yet available on Cannonfodder's site... but when he has released the new version you will be able to use it with WWMT. Added new Settings controller to…
Well I've gotten most of the update finished but probably won't have time to finish it and test today. One problem is that the change effects how prop orientations are calculated in the VMF exporter... and while I've gotten it working as I expect... there are things I have not tested (like what happens in the VMF exporter…
There is a new version out today: Version 1.01. The main fix is catching a MAXScript error if you try to run the VTF exporter when there are non-TGAs in the model materials. here's the full changelog.
Version 0.9871 released on 02-08-2011 Fixed bug where the collision hull was not animating with the bones designated in the mesh's skin modifier in models that only had one collision hull. Note that this was introduced in the 0.987 fix that addressed the 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) compile problem (see…
I've updated the tool today to version 0.97. Among the changes is the ability to compile your model's materials into VTFs. It will use Diffuse, Specular, Ambient, Bump/Displacement and Self-Illumination maps of the Standard Material.
A new version out that fixes a couple minor bugs and adds a convenience setting in the Settings Floater: You can now save multiple model/material paths in your list of default paths. Here's the changelog.
At the moment, you don't type a distance... you drag the ditance helpers to the desired distance. I may add a type-in control at some point. Incidentally, I did update WW today. You can now export models with normals controlled with explicit normals, etc (from an Edit Normals modifier or from a model brought in from Maya).…