Need help with static meshes

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

afecelis

New Member
Oct 17, 2003
80
0
0
53
Colombia
Visit site
great Spooger! Download the engine demo. It displays all the engine's features and capabilities. The latest version is pretty kewl.

sexy screenie!
 
Last edited:

Vito

New Member
Mar 18, 2002
143
0
0
There are some trees and plants included in the default Runtime texture package, as well, and we've got a few other things we've "borrowed" from old, unused Epic content that I'll get cleared for release ASAP for you guys.
 

afecelis

New Member
Oct 17, 2003
80
0
0
53
Colombia
Visit site
Great Vito! you guys are going to spoil us, h ehe he h =)

I made my first attempt with my ase file. I exported the whole geometry as a tsatic mesh and it imported ok. Obviously collision went nuts but I think from now on it will be a matter of test and error.

thnx Vito!

u_house.jpg
 

Spooger

New Member
Dec 16, 2003
43
0
0

spatte

New Member
Feb 26, 2004
74
0
0
Sweden
Good thing to hear about the trees. It is indeed a bothersome point when it comes to realistic mapping. I might also have a thing going on with a bunch of landscape architects at the university. I presented my stuff and they seem intersted in how UTcan be used in presenting their projects and such. I know that there is also different software, such as OnyxTreePro and SpeedTree, but I haven't tried it myself.

I got got everything into the the Runtime editor except for the a few meshes that I created in Unreal and hence don't have the ASE files. there seem to be some differences in colour and light as well, but it might have to do with me using different textures now.

I havn't done anything with this project for aobut 4 months now and I got some new ideas for the middle part of the building....Well one thing at the time, first I better get the thing running. Thanks for your support Vito!

Spooger, I'll mail you right away!
 

Attachments

  • editorStructure.jpg
    editorStructure.jpg
    69.6 KB · Views: 99

Islington

Sidekick
Jun 27, 2000
41
0
0
The trees on the spoogers site are low(ish) poly versions intended for the old UT engine. The masked textures are made the old way with 0-pallet transparency.
I have made some higher poly lofted trees with alpha masked texture suitable for the new engine that look more realistic. I also have quite a few bushes and flowers if you need them. Let me now what kinds of trees you need eg fir,oak etc and I will put them in a pack for you
 

Attachments

  • Shot00000.jpg
    Shot00000.jpg
    325 KB · Views: 100
Last edited:

spatte

New Member
Feb 26, 2004
74
0
0
Sweden
Thanks a lot Islington, the trees look great. I am planning to make an indoor park with a kind of rain forrest feeling to it...the greener the better. I'd love to take a closer look on the greenery you have produced

cheers
 

Spooger

New Member
Dec 16, 2003
43
0
0
Will's trees are the best I have seen yet, he also does a great job at terrain/skybox's, as well as a dozen other specialties. :) Thanks Will.
 

Spooger

New Member
Dec 16, 2003
43
0
0
Hey Will... why not put together a SM tree pack for the runtime? Maybe all the tree's/bushes/etc., That is unless Epic wants to buy them for the Runtime first... *hint* *hint*... :)
 

afecelis

New Member
Oct 17, 2003
80
0
0
53
Colombia
Visit site
Hey Will, those trees look amazing. Anything that fits an architectural presentation will do. In fact, I'd love to use all of them!

Spooger:
I was able to texture the house and import it, although some problems came up. I just wrote you an email with details.

error1.jpg


error2.jpg


error3.jpg


cheers!
 

afecelis

New Member
Oct 17, 2003
80
0
0
53
Colombia
Visit site
Will, I saw no shadows in the screenshot. Do they cast shadows?

ps. About the screenshots (above) : I removed the window (glass) brushes since I still don't know how to create transparent textures. I tried to create one following a tut I found but all I got was a frozen editor, so, If anyone knows about a good tut on how to create them please post!!!!

ps2. Spooger: I tried the same exercise of the house in ut2k3 and the results were exactly the same.

cheers!
 
Last edited:

Islington

Sidekick
Jun 27, 2000
41
0
0
Thanks :shy:
I made those trees about a year ago for a project that did not get off the ground. I will have a closer look at them this weekend to make sure there are no problems. I think I will at least need to import simple Karma collision models. At the moment the whole tree trunk and branches are the collision and it only needs the area the player can touch to be considered in the calculations.

afecelis, In real-time rendering foliage is made with sheets and masked textures to minimize the poly count unlike max where the individual leaves can be modeled, and so cast shadows.
In Unreal, by far the best way to produce tree shadows is with a projector. A good example is in the map that comes with runtime EM_Runtime.urt. Also have a look at the tutorial on UDN
http://udn.epicgames.com/Content/ProjectorsTutorial
 

afecelis

New Member
Oct 17, 2003
80
0
0
53
Colombia
Visit site
Great! Yep! I was wondering from the runtime map; the leaves move and a shadow is casted (and I think it moves too). The projector is a beautiful trick (work around) in the engine. I'll look into the link you sent me.

Even just as tree models, they look impressive! Have fun this weekend checking them. If there's anything we can do to help please let us know.

cheers!
 

Spooger

New Member
Dec 16, 2003
43
0
0
afecelis, when you exported the house for import into Unreal did you do so in pieces? Like the foundation first, then walls, roof, etc.? or did you do it as one giant attached ASE?
 

afecelis

New Member
Oct 17, 2003
80
0
0
53
Colombia
Visit site
oooooooooppppps!

I did a full giant one and whole ase.
My bad?
Following your tutorial it says when you're done texturing you must collapse all the meshes and attach all of them into one.... and so I did.

So, shall I export things by chunks?
Will their location in space be preserved ?
 

Spooger

New Member
Dec 16, 2003
43
0
0
LOL... not a problem man. It's OK to do that as a "how might it look" thing but it's not such a good idea if you want a good working map.

OK, it's a lot of info but maybe it will help...

When I talk about collapsing all the meshes in the tutorial I was referring to a group of objects like several pipes, etc.. Not so much the whole map in a single shot. But that's ok, you just got a look at how it might look once everything is imported. :)

As best as you can, it's a good idea to import "chunks" as you call it, like all external walls that touch (ones that "touch" is the key word here). If the internal walls are joined with the external walls then go ahead and do those at the same time too. It's a matter of trial and error when it comes to doing a structure (walls/floors/roof) as an ASE file, remember it's not the best approach, but for a down and dirty VR it will do what is needed. In some cases geometry that overlaps in MAX might look OK in the Runtime if it is exported out together, other times it looks worse than if it was exported alone. Again, it's trial and error at first, but you will start to see a pattern in time as to what looks/works best.

Just try and break things down into related groups (but not MAX "groups", you know what I mean), once you have all of the sections of geometry for export it's a good idea to relocate the house center and ground elevation to the 0,0,0. This way when it's a static mesh in Unreal your insertion point is not way off in left field from the static mesh. Remember, Unreal does NOT use the object pivot point that MAX/VIZ uses, it only uses the MAX/VIZ 0,0,0 grid location as it's insertion point in Unreal. So, to relocate everything into a better position, you might want to select EVERYTHING in MAX, use the actual "group" command, use move and relocate the house to that 0,0,0, then when done you can "Ungroup" everything again. Now you have a near by insertion point (0,0,0) for Unreal.

Next simply select each chunk of geometry and use the "Export Selected" command to create the individual ASE files. Give them names that best relate to the "Chunks", not an easy task sometimes. I name them in MAX and then use that same name for the exported ASE file, that way I can come back later and I know what chunk relates to what ASE. Cool?

Last, to answer your question about placing the chunks in Unreal... yes, they will retain the position given in MAX if you place them in the Unreal Editor by right clicking (as you would a normal static mesh insertion) in the same spot each time in the editor. How I do this is I use the "Top" view port at full screen, I set the grid to something like 32 or 64, and then zoom all the way in as far as I can over Unreals 0,0 (it's a little thicker grid lines and a little darker, ya know?), once zoomed in you have what looks like a crosshair that you can right click on each time to insert each of the static meshes. I just keep the Static Mesh browser open and off to the side, selecting each item and right clicking to place it until they are all in. That way I know I'm hitting the same insertion point each time in Unreal.

EDITED:
Another good thing about working this way... as you find surfaces that don't look right in Unreal you can go back to MAX and work with that chunk of geometry to fix it, then export that ASE chunk again (instead of the whole map thing, less time that way). But remember to use the same name and replace/update the older ASE file, then re-import into Unreal. The real cool thing is that you don't have to insert it again into the scene, since once you replace it in the Static Mesh Pack and save it, the editor will display the updated chunk in your map. It's fixed.

Hey VITO!!! Do you know of a command line that we could be using to insert the Static Meshes into the same location, instead of doing it the way I have been doing it? *Fingers Crossed*
 
Last edited:

afecelis

New Member
Oct 17, 2003
80
0
0
53
Colombia
Visit site
ROFL !!!!!! :lol:
Man! No wonder! Thanx a lot for the explanation. It's pretty logical and I can't wait to try it out. And what about collision. Does it work better this way?

Has the unreal level editing technique changed from added brushes to static meshes? I downloaded 3dbuzz's unreal VTM and they're using lotsa static meshes too.

Gonna print out a copy of your explanation and take it to the office. I'll have fun on my breaks!!!!

thnx Spooger! see ya around
 

Spooger

New Member
Dec 16, 2003
43
0
0
Yes, collision works a LOT better this way, not perfect, but better.

It's ALL static meshes in dis world baby! It's da shizznit! :D If you are building your levels with anything over 10% - 15% adds... your in the stone age.

You may still run into some issues with the faces/surfaces looking screwy at times, but we can help you get those cleaned up as you go along. That's another tutorial in itself.

Peace!
 

afecelis

New Member
Oct 17, 2003
80
0
0
53
Colombia
Visit site
man, I feel like an unfrozen caveman!

afecelis hits reality and sees things are easier this way... it seems like his only useful neuron worked this time!!! ah ah aha h a

Great Spooger! lotsa things to try out tomorrow, now I'll hit the sack!
Now I understand why when I opened ut2k3 maps 90% of the stuff was green!!!!

BTW. I'm also gonna check some ut2k3 maps for the sake of learning.

peace! and thnx!