How to add own static mesh using 3D Max???

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mckinzie

FNG / Fresh Meat
Jul 3, 2010
52
2
0
Kazakhstan/Astana
People! :( I really need your help! :( I wanted to add own static mesh... but I did something wrong...

This is what I want to add in the game!
2010_07_27_040934.jpg


These are textures that I chose...
2010_07_27_041013.jpg


And finally, the result...
Textures in the Killing Floor Editor...
2010_07_27_040717.jpg


And, WTF??? Why it's happened like this???
2010_07_27_040747.jpg


Please!!! People, I really-really need your help!!!
 

braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
0
Merry Ol' England
Good attempt there Mckinzie but there are a few thnigs you need to know before you start importing statics into Unreal.

1. I am assuming you have not UV mapped the coordinates of the mesh to a texture and just allocated colors per element and imported the separate colors as textures? Unreal does not handle meshes in this way

Look for a guide to UVW Mapping and it should explain how you get a texture mapped onto a mesh prior to importing.


2. Once you have a mapped mesh and are ready to export, unselect the following items
Animated Mesh (static meshes are not animated)
Animated Camera Lights etc
Inverse Kinematics etc
Vertex colors (UED does not use this)

and the rest should leave ticked

3. Importing textures, once imported please compress them to either DX5 or DX3 depending on the level of detail you want them to show, as RGBA8 is the pure texture and triples the size of the texture package.

Hope that helps
 

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,134
329
0
bwhgaming.com
one other small thing, in 3dsmax, instead of solid colors, use complex textures, so you can see which way the texture is mapping.
for uvw mapping, add modifier -> uvw map, then play with the options in that to see which way best wraps your texture to your model.
OR
you could unwrap the surfaces of your model, add modifier-> unwrap something (i'm trying to do this from memory) and it will basically make a big sheet out of your model, and you can postition the polygonal surfaces on a tiled texture sheet.
it's a little nmore complicated than that, but go through the character modeling tutorials included with 3dsmax.

edit:
you DONT need to check ALLLLLL those options in ASE export, mesh def, materials, geometry, mapping coordinates should be just fine to export.
 
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Freshmeat

FNG / Fresh Meat
Jan 17, 2010
278
59
0
First of all, I like the truck. Nice job. However, at ~63000 triangles it will give quite a performance hit. You might want to apply an optimize filter to see if you can cut down on the number of triangles without loosing any of you artwork.

This link might be of use to you:

http://www.odedge.com/html/rvstut_3dsm2ue.htmhttp://www.odedge.com/html/rvstut_3dsm2ue.htm

It comes with step by step instructions. Most importantly the way textures are handled when exporting. UV mapping is another story, but this link describes the basic procedure:

http://bc-central.com/forums/index.php?topic=42.0http://bc-central.com/forums/index.php?topic=42.0

I hope this helps.
 
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Freshmeat

FNG / Fresh Meat
Jan 17, 2010
278
59
0
64 x 64, 128 x 128, 256 x 256, 512 x 512 or higher.

Always a power of 2, always same size in both directions.
 

Dregs

FNG / Fresh Meat
Oct 4, 2009
33
18
0
Charleston, SC, USA
www.dregsld.com
64 x 64, 128 x 128, 256 x 256, 512 x 512 or higher.

Always a power of 2, always same size in both directions.
Not always the same size in both directions: can be 512 x 1024, 256 x 128, etc., but for the sake of newbies, keep it same size in both directions ;)

Mckinzie - Depending on the map scene location, a single mesh over 62,000 triangles may cause your comp to pull a charlie horse, especially if the mesh is trying to reference several materials too. From the pic, it also appears the verts are unwelded from your porting: weld them up and recheck the smoothing groups too. Overall, I would recommend reducing the tri-count down to 6000-8000 tris and keeping all the materials to a single material layout at 1024 x 1024 (I would build it at double res 2048 x 2048 and reduce to half size at time of importing into UEd).
 
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