Need help with static meshes

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afecelis

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Whoa! Impressive!
Is that the imported ase version or you built all that in the engine?

Well, we got a good starting point, I also use ADT for cad stuff. The only thing is that I've found it easier to draw all the 2d in autocad and import the dwg into 3dsmax and then do all the extrussion and modeling using the reference the dwg gives me.

Thanx for your interest. I'll be waiting for the info and I'll use as much as I can from my spare time to get the project up and running.

cheers!
 

Spooger

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That's all from a single ASE import from ADT/MAX. Oddly enough it had pretty good collision too, no problems, but that's not normal for a messed up Static Mesh like that.

Did you ge that link I email back to you?
*Edited* - Just found it, I see that you got it. Good. :)
 
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spatte

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Hi everybody, seems like I have found a bunch of people interested in the same things as I am.

I am runing very short of time, but I'll be back for sure :)

In the meantime take a look at the pics from my diploma work in architecture where I used UT2003 and 3dsVIZ.

Cheers
 

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Spooger

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Spatte... I would LOVE to check out that file on my monster (system). I just got the new Gforce 4 card, 256MB.

THAT is a sexy project man, very nice. I want to walk through. Well done.
 

Vito

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Mar 18, 2002
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Hot damn, that's great. Would you be interested in turning it into a standalone Runtime walkthrough?
 

spatte

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Spooger and Vito, thanks for your appreciation! I haven't uploaded the project anywhere yet, maybe you no about a good site that could host it?

I just found out about the runtime a week ago. Is it hard to turn it into a standalone? It would be really great to have it as a downloadable walkthrough. I have started to work at an architects office now, so I wont have very much spare time, but I am definately considering making it a standalone.

By the way, I am also very interested in the possibilities to use this professionally. It is indeed a very powerful tool for architectural visualization, but as I understad it, your not allowed to use it in commercially.
 

afecelis

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Hey Spatte, cool job! Amazing screenies. Nice graduation project. Congrats!

The cool thing is that to graduate they let your imagination get loose.... the bad thing is that to get money you end up designing and building regular houses, he he hehe =)

It would be great to have a standalone version with several types of architectural projects (walkthrus), don't you think? Anyone who's working on something similar should drop in and we could start a thread just to discuss each project's advance.

congrats again! see you around!
 

spatte

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Thanks man!

I totally agree with you Afacelis. After a couple of months in an office, the difference to school is really striking....

The idea with a standalone with a library of projects, famous buildings etc would be really nice. I have read about a project called Unrealty that did something like that with earlier version of the Unreal Engine. It seems to have been gently put to sleep though.

Have to get started rebuilding my level to a standalone.....From now on I will not use UT2003, better to start "clean" with the runtime.

Cheers
 

afecelis

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I'm going through the same thing here. I'm reading the documentation Spooger sent me on exporting stuff from Autocad and 3dsmax into The unreal engine. Drop him a line to get the link to the info.

I hadn't considered the idea of having famous building walkthrus. That'd be cool. I once saw a brief walkthru of LeCorbusier's Nottre Damme du Ronchamp but it was incomplete. And around the same time of the unrealty client there was a project called VRND "virtual reality notre dame" which is announced in UDN as a first generation engine project. You can still check it here:
http://www.vrndproject.com/

Right now (besides work) things have gotten to scratching my head trying to find the best way to start building my projects in UErt without much errors. The toughest part for me is units conversion (form max units to game units).

There's an interesting pdf called "unreal for architects" also. I'm googling it but it seems to have dissapeared. I'm sure I got a backup copy. If I find it a post you a link to it here.

If there's anything I can do for you don't hesitate to contact me at:
afecelis@intercable.net.co

cheers!
 

Vito

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Mar 18, 2002
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spatte... If you have all the original ASEs for the static meshes you made and such, in theory you just re-import them into the runtime, load up all the rest of your packages, and import your map from T3D and tidy it up.

Of course, it's never *really* that simple, but if you were able to get it loading into the Runtime, we'd be more than happy to package it all up for you. Email me at udn@epicgames.com, and I"ll give you a spot to upload it to, and we'll check it out!
 

Vito

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Oh, and I used to run Unrealty. Yes, it's been put to rest. The Runtime is much nicer. :)
 

afecelis

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kewl Vito!

I wish I already had my stuff modeled and ready for the engine so that you guys could check it. Already started today.

this week's project (study renders)
mn300_cam01.JPG


mn300_cam02.JPG


mn300_cam03.JPG


Same materials as the previous images cause everything is designed for the same construction company.

I'd love to make the full condo in Unreal and not only one house for a walkthru. Is it possible?

cheers
 
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afecelis

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Spooger

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spatte,

As afecelis has mentioned, you should contact me via email regarding the finished CAD to Unreal documentation, it should elp you later on. Also, I have plenty of FTP space (roughly a gig) for you to host the current UT version as well as the Runtime version of your map. I can even help you get started on the conversion from the UT over to Runtime part, just let me know. Same goes for you afecelis, I can host yours once done.

Just contact me when you can, I have set up a login/password for each of you and some space on my FTP site for your works in progress, and for the final when it's done. You each now have private space on the server and can upload/download/share files as you see fit.
 
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spatte

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Feb 26, 2004
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Seems like I might have some work ahead! Well, I have a day off from work tomorrow and I'll give it a try. I question - will I have to place my static meshes manually again? The map also contains some smeshes textures from the UT2003 packages, maybe best to get rid of those and replace with orignal content. If somebody have some nice looking trees to share I'd be a happy man.....

Scale conversion gets to me as well. The size of the character in UT2003 seems to be a fat fellow with eyes around the pit off the stomac regarding the minimum size you can pass through. As I understad it you can change those values without to much an effort in the runtime. Would be nice to be able to make more narrow openings as well. Changing the default running to walking is also desirable.

I have also had an issue with making terrain. Is there a way to convert a CAD drawing with height-lines to a greyscale heightmap? Manually editing the terrain to look like the real thing can be really tiresome...

Catch you later
 

spatte

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Feb 26, 2004
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Thanks Spooger! That's beutiful. I just mailed you to the adress I found in one of the posts above.

Afecelis, yes, I would like to take a look at the document you mentioned.

Cheers
 

spatte

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Feb 26, 2004
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I took a look at your pictures in the post above afecelis. Would be great to see it as a walkthrough.

One problem I encountered when making things in Unreal is lighting. Parts not affected by any lightActor (only ambient) will have exactly the same colour and tone, making hard sometimes to understand corners and volumes. One way to work around this problem is to use a few variations of the same texture with just slight variation in brightness - in your case the brick texture. Adds up to file size, but can make a big difference how the arcitecture is percieved. Distance fog can also do a bit of the trick as well.
 

afecelis

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@Spatte:thnx for the comments! Let's get this project going! Thnx also for the lighting tip. Man! I still got a lot to learn!

It's great to see you hopping on Spooger's bus too! =)
 

Spooger

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spatte said:
Seems like I might have some work ahead! Well, I have a day off from work tomorrow and I'll give it a try. I question - will I have to place my static meshes manually again? The map also contains some smeshes textures from the UT2003 packages, maybe best to get rid of those and replace with orignal content. If somebody have some nice looking trees to share I'd be a happy man.....

Scale conversion gets to me as well. The size of the character in UT2003 seems to be a fat fellow with eyes around the pit off the stomac regarding the minimum size you can pass through. As I understad it you can change those values without to much an effort in the runtime. Would be nice to be able to make more narrow openings as well. Changing the default running to walking is also desirable.

I have also had an issue with making terrain. Is there a way to convert a CAD drawing with height-lines to a greyscale heightmap? Manually editing the terrain to look like the real thing can be really tiresome...

Catch you later

Don't go through the trouble of placing all of the static meshes by hand, it should be easier than that, we can go over it when you are ready to start. And yes, if you can get rid of the UT textures it migh be best, I also have a rather large texture library that you may use, most of them custom made over that last 5-6 years. Trees... we have a bunch of GREAT trees that no one else has right now, a good friend of mine created a very nice library of them. A couple of the Palms can be seen in this shot... although dark they look very nice
UG08.jpg


Again, don't worry about the player size, that can be adjusted to fit the building. Just build everything to scale, whatever scale you like to work in, we will get the player to the right size, no worries.

And yes, we can create a heigth map from elevation contours using MAX/VIZ, it's pretty easy believe it or not. I guess I need to get on the ball and do the UDN doc for that, as I said I would (sorry Vito, been busy as you know).

Send me another email, I have not received the one from you yet... maybe try this email dpatton@chartertn.net
(if you used the abby@danielpatton.com I will not received any notification that I have mail, that's a large email account that I have to check on manualy, and I only do so if I know someone sent something to it).

afecelis - I got your email, I'll look at that other engine, looks pretty cool. And I see that you are up and running on the FTP server, good! :)

PEACE all!