Vito said:
Spooger, you can send them to him. I'll try and get them up on UDN this weekend.
Sweet, thanks Vito, I think it will help him out a lot considering his building platform (CAD). I hope he's using Autodesk's ADT (Architectural Desktop). *Fingers Crossed*
afecelis... I build everything in Autocad/ADT/MAX in generic units, as 1 inch = 1 Unreal unit. But you can build in meters just as easy, or so I have found. Just build everything to scale and worry about the player model later. As I learned from Vito, you can change the scale of the player pawn using the PawnScale download from UDN. By doing it that way you get to build at 1 to 1 and set the scale of the pawn to fit the scene. It changes the collision radii as well as lower the eye level AND it gives you a third person view/player model if you need to check your player scale against a static mesh. In al,l it makes designing around architectural related presentations much easier when using the Runtime .
- "I was wondering if it would be wise to export all the walls and main structures directly from 3dsmax to an ase file to import them as static meshes."
I have done this but the results will be different every time when it comes to walls and structural. It's fine as a "just dump it in and see how it looks" kind of thing but the way CAD programs cut surfaces up usually does not light well in the runtime. Also it confuses the SH** out of the engine in regards to collision, it gets pretty crazy. So as a reference to build on and be deleted later, or as a let's see how it looks, it can be done but it rarely ever looks good enough to take seriously. The worse thing in my opinion is how the lighting looks against the surfaces, I didn’t care if the collision was off, I could have created my own collision, all I wanted was a “build and dump” file that I could fly through in real time. But as I said, the lighting will turn your head fast to that concept.
Since Vito’s approved, I’ll email you the link to the rest of the information that you need, it should answer a lot of your conversion questions. As for terrain, skybox’s, etc., I have a build partner that is far better than I, so he’s my resource for that stuff. If I can’t help you (and I know I’ll fall short in that department) I’ll ask him to pitch in with his 2 cents.
Peace and yes, let’s get this project going.
p.s. the framed house from an ADT sample in Unreal that I spoke of...