Results 1 to 4 of 4

Thread: Unreal Level creation.

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #3
    A Loose Screw Phopojijo's Avatar
    Join Date
    Dec 2006
    Location
    Ontario, Canada
    Posts
    2,749

    Re: Unreal Level creation.

    I'm working on Skyhook at the moment. It's got zero BSP... all static meshes (and non static meshes, of course )

    You import it by going into your "Generic Browser" (where all materials, meshes, etc are kept) and clicking file -> import.

    It looks for static meshes in ASE format. If you have Max -- you can use the built-in export command.

    If you have Maya -- you can pick up ActorX and make an ASE file using the axmesh MEL command I believe.

    **If you want to do animations in Max, you'll need ActorX too -- but not just for static meshes...**

    Make sure to check out Hourence's Tutorial

    http://hourences.com/book/tutorialsue3modeling1.htm

    He explains how to use per-poly collision, and how to make your own collision models if you wish to not use per-poly. {He also explains with pictures how to import Static Meshes}

    I don't think ANYTHING in UnrealEngine3 has any form of "sealed world rule" or anything stupid like that. Collision can have open edges, etc. If you see infinity -- you just see a Hall of Mirrors artifact -- whoopdie do.

    Per-Poly collision is typically fine for testing purposes... and typically runs well enough even for some final builds. Making collision meshes with lower polycounts is always a smart idea though... no need to waste performance for nothing.
    Last edited by Phopojijo; April 7th, 2008 at 11:06 PM.
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •