UE1 - UT MayaPLE to UnrealEd 2.0. tutorial

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CyberSirius

Mostly dead.
Jan 4, 2004
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Here's a tutorial for importing static meshes (terrain and stuff) to UnrealEd 2.0.

You need Maya (obviously),UnrealEd 3.0 and UnrealEd 2.0

  1. Create your mesh (Unwrapping is not obligatory).
  2. (Recommended) Reduce the poly count by using whatever methods (it must be closed).
  3. Export it to UnrealEd 3.0 as a static mesh.
  4. Place it in a box as big as the static mesh.
  5. Choose it and place it in your map and if needed,scale it to size
  6. Choose your static mesh in the 3D View and from the Static Mesh Browser,press the "create static mesh from selection" (obligatory).
  7. Place the static mesh you just created and remove the other static mesh.
  8. Choose your static mesh,press the RMB and Convert it to a Brush.
  9. Export your brush.
  10. Close UnrealEd 3.0 and open UnrealEd 2.0.
  11. Import your brush you just created as Non-Solid (To Remove BSP Errors) and Substract it.
  12. Make a Brush bigger than the mesh and Press the Deintersect button.
  13. Remove your old brush and substract your new one then rebuild.
  14. (Optional) Texture your brush.
  15. (Optional) Add Stuff.
  16. (Optional) Simply add lights and a PlayerStart,rebuild all and test.
  17. (Recommended) Save your map.

Hope that helps.
 

hmooboi06

New Member
Jan 24, 2008
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hey. I'm working on a terrain and I want to know how big of static mesh I'll need to create in order so that I won't have to resize it or remodel. So I want to know if there's anyway that you can do the opposite of this, like exporting it out from UnrealEd and importing it into maya?
 

sWs»Cheapshot

New Member
Jan 20, 2008
236
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I believe the units translate... ie... 1 unit in Maya / mAX = 1 unreal unit. Could be wrong, but I remember someone posting that a while back.

So a 512 x 512 terrain has roughly those size limits in either program.
 

ShredPrince

New Member
Sep 14, 2005
447
0
0
CTF-Omicron BONG
hey. I'm working on a terrain and I want to know how big of static mesh I'll need to create in order so that I won't have to resize it or remodel. So I want to know if there's anyway that you can do the opposite of this, like exporting it out from UnrealEd and importing it into maya?

Export the map as .obj file. Then convert to .fbx.