yes im newbie

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Herr_Geert

FNG / Fresh Meat
Jan 31, 2007
4
0
0
to test how to actually get a mesh ingame i did the following:

i just created a cube in maya7, textured it, exported as .obj file (actorx plug in) and opened it in milkshape so i can export it again as an .lwo file
now when in sdk, when i import the .lwo file it shows the object, but it does not show the texture that comes with it, or do i have to manually import that too?

or maybe i shouldnt be going through milkshape at all....
im so confused with all those tutorials out there that i just dont know what to do anymore, for example, i need to do coding for this? or is that only for animations?
 

DeV

FNG / Fresh Meat
Nov 21, 2005
636
2
0
35
Netherlands
Import that texture into your myLevel package as well.
Also, that step with Milkshape = bull**** because with ActorX you should export to a .ASE file, which is a filetype that UEd will import without any problems. Saves you to go through the Milkshape LWO step.
 

worluk

FNG / Fresh Meat
Nov 21, 2005
2,226
85
0
err, maya doesnt nativly export to ASE. You will have to use ActorX (not sure about newer versions though)
 

DeV

FNG / Fresh Meat
Nov 21, 2005
636
2
0
35
Netherlands
Newer versions might be able since both Maya and Max are both from Autodesk now, but I'm pretty sure Maya 7 can't without ActorX.
 

Herr_Geert

FNG / Fresh Meat
Jan 31, 2007
4
0
0
ok

ok

i had actorx but could not select .ase if i exported, but i found out i have to type axmesh in the console thing for actorxtool to work

i did had to reverse all normals tho, but thats a minor thing :)

oh, and how can i know how big the model will be ingame? i need to configure scale settings?
 

DeV

FNG / Fresh Meat
Nov 21, 2005
636
2
0
35
Netherlands
You will need to set your grid size and model to that.
Since I use Max and that has its grid set already I can't tell you what settings it should be.
 

[TW]DrGuppy

Tripwire Interactive Staff
Nov 22, 2005
1,039
36
0
37
Atlanta, Georgia
You will have to reverse all normals for static meshes with a negative value in one of their fields. It's a pain so if you can help it make sure all statics have positive values before you import them.

As for scaling in Maya 7.0 this is what I have the grid size setup to:

GridLinesEvery = 8
Subdivisions = 8


This should get Maya perfectly lined up with Unreal Units. From here you can simply type in a 64x64x64 cube and import it into ROEd. It should be 64x64x64 UUs. :)
 

Six_Ten

FNG / Fresh Meat
Mar 12, 2006
1,382
400
0
aztecmod.darkesthourgame.com
3d

3d

to test how to actually get a mesh ingame i did the following:

i just created a cube in maya7, textured it, exported as .obj file (actorx plug in) and opened it in milkshape so i can export it again as an .lwo file
now when in sdk, when i import the .lwo file it shows the object, but it does not show the texture that comes with it, or do i have to manually import that too?

or maybe i shouldnt be going through milkshape at all....
im so confused with all those tutorials out there that i just dont know what to do anymore, for example, i need to do coding for this? or is that only for animations?


I model in anim8or, uvmap in UvMapper and export as .obj. In order to get the materials to work I make each material a group of the same name, then export as .obj. In Milkshape import obj, select each of the groups, then export as .lwo, then import that to UEd.
 

Herr_Geert

FNG / Fresh Meat
Jan 31, 2007
4
0
0
yes sepp, i remember :) add me to buddies list and well drive together again :)

one more question, working on huge project, so when its finished ill have a huge uv set, if i would map them in to different uv sets, it will still work in RO?