MeshMaker 1.0 released

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usaar33

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Mar 25, 2000
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www.UsAaR33.com
Mychaeel, I see that DavidM has already visited here :)

Oh, and he has already made use of the program.

I know that meshmaker will automatically build .U files. However are the .3D files still saved in a build directory? As all meshes should go in one package for Operation: Na Pali (this makes file structure neater.. although has the downside of long compile time), I would rather have the .3d files and .uc's than a compiled .U, where I am forced to use UTPT to export them. As I have not tried the program (I only map if I have to ;p), could you tell me? :D

BTW, I just downloaded screen and promptly checked the source code. That is neat stuff! It should really be p1mped a lot more. I was thinking of making a scriptedtexture for ONP that would view another area of the map (like a warpzone only with a static/rotating position.. i.e. a camera). Yet it seems you do not have this? Well, just an idea... (all you would need is an actor tag and a drawportal canvas call). But the HTML stuff rox!
 

Mychaeel

New Member
Originally posted by usaar33
I know that meshmaker will automatically build .U files. However are the .3D files still saved in a build directory?

Yes, they are (in a subdirectory of your Unreal Tournament base directory named like the target package you specified). Since MeshMaker never deletes files from that directory, you can even specify an existing package directory.

If you select "Export the prefab as a model" in the second step as limpbizkit suggests, MeshMaker will skip the automatic compilation and only export the .3d and .uc. From the walkthrough:

MeshMaker exports the model anyway, regardless of whether you select one or the other option. The difference between the two just is that MeshMaker automatically compiles the package if you select Create a ready-to-use decoration.

BTW, I just downloaded screen and promptly checked the source code. That is neat stuff!

Thank you... :)

I was thinking of making a scriptedtexture for ONP that would view another area of the map (like a warpzone only with a static/rotating position.. i.e. a camera). Yet it seems you do not have this? Well, just an idea... (all you would need is an actor tag and a drawportal canvas call).

I guess that's the single most requested feature for the Screen component... :) (See also this thread in the Screen forum).

Unfortunately, I'm stuck with exactly two drawing functions as far as scripted textures are concerned: One that draws texture tiles, and one that draws arbitarily colored text. Scripted textures don't have a Canvas that provides a DrawPortal method; they implement their own (very limited) set of functions, alas. :(

But thanks for your suggestion anyway---maybe I'll figure out a decent way to "fake" a 3D surveillance screen by drawing a portal on the HUD instead. (I'm wondering how I should make the engine replicate the actors that are visible through that portal since it's drawn purely client-side...)
 

LP

*wants to be your friend*
Mar 2, 2001
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www.mvpb.net
Originally posted by purice
"licking my chops"
lmao
thanks for the compliment :)
no, i don't have the new editor please quit reminding me :p

aww dude u gotta see that new editor it rawks , particle generator, proper terrain, super for yourr map!!:D :D :D :p
 

usaar33

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Mar 25, 2000
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www.UsAaR33.com
Originally posted by Mychaeel

Unfortunately, I'm stuck with exactly two drawing functions as far as scripted textures are concerned: One that draws texture tiles, and one that draws arbitarily colored text. Scripted textures don't have a Canvas that provides a DrawPortal method; they implement their own (very limited) set of functions, alas. :(

For some reason, I always thought that they received a canvas call. I never actually bothered to look at the class :/

Well, you also have that replace() function to place in other textures, as well... ya you are limited.

And I suppose there is no non-native code solution. Like you said, you can do a HUD plugin. But, alas, drawportal will always render a square image. The square can not be rotated either. (this reminds me of UT's sad collision code). So, I suppose the static movies indeed are impossible :(
 

Mychaeel

New Member
Good question... ask the moderators. ;)













By the way, a slightly updated version of MeshMaker will be up shortly. Here's the lowdown:





  • Localization! Native English speakers won't notice, but MeshMaker will be easily localized to (almost) any language. German, Dutch and French language packs will be bundled. (If there's somebody out there who'd be willing to help me creating more language localizations, mail me---a simple text editor is all you need to use.)
  • Support for multiple Unreal Tournament installations on the same computer. So far, MeshMaker doesn't care about the directory it's installed in---it always used the directories of the chronologically last install. The new version will use the Unreal Tournament installation it's located in (if appropriate).





  • Added some warning messages to prevent situations that could lead to undesired results (accidentially unskinned meshes, for instance).





  • Fixed an occasional texture readjustment bug.











I'm also looking into native .3ds mesh import support (a multiply requested feature) and the option to embed some or all used textures in the .u package file itself (as opposed to referencing the textures in their original packages).













Oh, and something else: There actually is a pretty straight-forward way to embed the decorations created by MeshMaker (or basically any .u package) in MyLevel. Check the "Conversion Details" section on the MeshMaker site.
 

N3f

Lost in Post
Sep 29, 2001
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its either the mesh or UED... but ive had this prblem before with some of the tree decorations that actually come with UT
after i changed the brush to a mesh i stick it in the level and nothing appears, in game or UED...
i can only come down to either a texture problem or mesh problem however the mesh maker has found all textures needed so that kinda threw me =\
 

Mychaeel

New Member
Are you sure that the decoration was actually added? (Do you see the mesh in the 2D viewports? If the mesh is just untextured, you'd still see the wireframe there.)

If not, maybe the mesh simply didn't fit into where you wanted to place it. Check UnrealEd's log (View/Log).
 

N3f

Lost in Post
Sep 29, 2001
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lol f***ing sods law isnt it ;P
this is the first time its ever opened in the 2d viewports ... so its obviously a texture file not found, however im not sure how because mesh maker was supposed to find them all =\
heres a bit from the log:

Log: CurrentClass=Jeep
Localization: No localization: Unreal.General.Product (int)
Log: addactor
Log: Added actor successfully

however u were right with one my mesh seemed bigger than i thought ;P
 

Mychaeel

New Member
MeshMaker might, but unfortunately UCC (the compiler that creates the actual package) is a bit more picky. :hmm: The upcoming update of MeshMaker issues a warning message if a package can't be loaded during compilation.

Two things to look for: Firstly, was the texture package open in a different application (other than UnrealEd---a third-party texture viewer, for instance) when you were using MeshMaker? Secondly, does that texture package of yours happen to be write protected (read-only)?

In any case, if the problem persists, please send me the .t3d prefab file and the .u package generated by MeshMaker to mychaeel@planetunreal.com to allow me to further investigate that issue.

By the way, you can always manually reskin the mesh by modifying the "MultiSkins" texture array in the "Display" section of the decoration's properties.