Don't use the SDK as a modelling tool.. make your models in a 3d app and import them into the editor. I believe UDN's ActorX page lists a plugin for XSI.Im sorry that these are many questions but I find the UnrealEd a modelling/mapping tool quite slow compared to XSI...so I would like to quickly make that kind of things under my 3D package and just the finish the lighting and other stuff on UnrealEd
What you do is import your mesh into the editor. Then Import your texture(s) into the editor.Do ASEs contain info about the texture projection and asigned texture or only geometry?
If so...will the UnrealEd look for the texture in the absolute path or do I need to set a copy of the texture?
If so where?
Yes, you can create Static Mesh and use it as terrain, and not have to use the actual 'SDK Terrain' tool etc... Be aware you have to incorporate Karma collision if you do it this way (terrain automatically has karma collision). Search UDN for information on Static Meshes and Karma collision.As far as Ive been watching in the tutorials Terrain are created from a kind of displacement map...but is it possible to create the terrain from a mesh? I mean...can I use a imported ASE to turn it into the terrain?
ROEd mimics reflections using Cube Maps. Check UDN for info on what they are and how they are created.Does UnrealEd shading support reflections?
What materials are avaivable fot the shading?
I'm not sure what a 'polygon cluster' is? Perhaps someone more versed with 3d terms can help you out.Do ASEs contain info about polygon clusters?
If so...how many clusters can contain the mesh?
Off hand, not sure. Check them in the SDK. Most houses are not a single Static Mesh, but rather a BSP building block with static mesh decorations. This is done for optimization and lighting purposes.Whats the average poly-count for common object as houses or trees?