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#1 |
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Not enough vertices
After many hours working whit a brush in MAX3, I export it in DXF. When importing in to UnrealED2 i says: Not enough vertices (0) and UED dies. What the heck is that??
Please help me. ![]()
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#2 |
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mapper
Join Date: Nov. 7th, 2000
Location: The Netherlands
Posts: 487
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Every model you import should only contain polygons with a minimun of 3 vertices. Maybe there are some vertices in your model that aren't part of any polygon. I think there is an option in Max to "remove isolated vertices".
Good luck! It's a piece of KeeK! |
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#3 |
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Thanx
This is what was wrong: in max i´d used boolean operations, and that wahts wrong. insted i made 2 meshes and fixed the boolean in UED.
Thanx for the help ![]()
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#4 |
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Well...
Anyone use LightWave?
I understand that either it has a plug-in or maybe it's built in that moves every vertex "on grid". It shifts all vertices. This keeps you from having as many bsp errors after importing into Unreal. Any know about this... plugin? And I know that was not toatly related to your question, but if you are going to do boolean operations on geometry in MAX... you are going to have vertices all over the place... unluess you are REAL precise. Anyone?? Over 1 Million Served! |
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#5 |
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Bored.
Join Date: Jun. 16th, 2000
Location: Norwich, UK
Posts: 201
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To my knowledge it is possible to export from LW and import into UED without the use of any plug-ins. Below is an image of something which was an attept at building part of a map in LW then being imported into Ued....I'll be able to give ya'll a bit more info on how to do it quite soon
<img src="http://www.planetunreal.com/playaz/forum/sig.gif" width="400" http://www.planetunreal.com/playaz/ |
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#6 |
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Whaaaa?????
What the heck are you talking about duder!?!
hehe... did you even read what I posted? I was talking about a plugin that sets all the vertices ON GRID. Regardless of their position, they get moved slightly and automatically to the closest grid unit when doing models external of the UED, like in LW. So if you have a vertex at a position of say... X - 16.987 Y - 64.628 Z - 23.837 It gets shifted to... X - 16 Y - 64 Z - 23 The Unreal engine does MUCH better (in regards to less bsp calculation errors) if all vertices XYZ, are to the left of the decimal point... you know? Over 1 Million Served! |
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#7 |
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Bored.
Join Date: Jun. 16th, 2000
Location: Norwich, UK
Posts: 201
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Doh,
I'll shut up now ![]() <img src="http://www.planetunreal.com/playaz/forum/sig.gif" width="400" http://www.planetunreal.com/playaz/ |
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#8 |
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Doh!
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