Need help with static meshes

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Islington

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Dan, an easy way to ensure all the insertion points at exactly 0,0,0 is select all the meshes at the same time and in the actor properties under movement, location set the x, y, z to zero.
 
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afecelis

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Hey Vito and Spooger.... Success!!!! sweet success!!! Spooger, that did the trick! Now I got some questions that will make the project enter its next stage but righ now I'm on my mid-day break so I'll email you long tonight. Many thankss for all the support and patience!!!

condo01.JPG

condo02.JPG

condo03.JPG

condo04.JPG


Hey Will, cool tip!

Spooger, I'll upload the new stuff as soon as I get back from work.
 
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Spooger

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Dec 16, 2003
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HEY HEY!! That looks great! That turned out better than the last one I was messing with. Very cool! I can't wait to take a walk through it on my system. I'll look for your email later on then.

Will, I knew I should have asked you about that problem sooner, should have known you would have a way to set everything back into location. Makes sense too, why didn't I think of that? Don't answer. :)


Afecelis... The next thing you might try is to reduce the overall poly count. I noticed the deck is actual planks, that's a lot of extra geometry that might look just as good as a solid surface with a good texture representing the planks. I might even have a texture for that, I'll look for it. Anyway, make sure you put that one on the FTP (include all of the supporting Unreal files, texture packs, SM packs, etc.) I can't wait to have a look around.

Peace!
 

spatte

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Feb 26, 2004
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Some screenshots

Hey Afecelis, is it available for DL? I have a couple of busy days at work now, but I wanna give it a shot this weekend. Interested in how the lighting works with the mesh.

If you need a texture for the wooden floor there is one at ftp space I am using. ( a few others as well)

All the attention I have got from you guys here has given me new energy :lol:

I split up my large bottom floor in smaller parts to enable better shadows. Finally I got my pillars standing safely on the groud ;)

Thinking elevators inside the twisted columns (saw that in a building of a Japanese architect called Toyo Ito) I have a lot of other plans for this middle space as well. Walkways, sushibars, trees, waterfalls, an aquarium with animated fish in it (anybody knows how to?)........then I will need to add all that atmosperic sound. I recorded a a few MDs when I stayed in Japan, so it shouldn't be a problem. ......aaarrfghg why can't they pay me for doing this instead??

It's getting late and I my head is spinning way to fast :eek:

Try to upload this version tomorrow at least.

Does anybody have good skybox textures? Day and night.

Love to you all
 

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afecelis

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Hey hey hey! thnx for the comments! Like Spatte says, that gives you energy (and I really need it now, It's 9:00 pm and just got back from work).

Ok Spooger, I'm uploading the stuff now and I'll be writing you an email with my questions. Hope you can get a wooden texture for the deck's planks.

Spatte: Sure, NP. Just let me tweak some things cause lights are not well yet, so perhaps by the weekend I'll have a nicer version... or I might put up another project I think would take more advantage of the engine... But sure, It'll be a pleasure to share this stuff. Oh! and let me know where I can get that texture you mentioned.

thnx for all the comments, I'm glad you liked it.

cheers!
 

afecelis

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@Spatte:

Ok, I found your stuff now. Btw, I liked your file structure so I reorganized mine in a similar way (if you don't mind, he he hehe ). =)

I also like the readme stuff as well as the project progress document. I'll create one as well.
 

Spooger

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Dec 16, 2003
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Yup, it looks even better spatte, the lighting looks much better. And you COULD be getting paid to do that, you just need to get all legal on that runtime, hey it's only money.
laugh.gif
Seriously, with any luck Epic will work out the details some day and maybe we can use the runtime all legal like and make some money too.

Anyway, when it comes to the animated fish, any sound stuff or even skybox's, etc., you need to talk to Will (Islington), he's the master at that stuff, my maps suffer without his co-production. It's funny you would ask for animated fish, he did some for my last map "The UnderGround", look...
UG03_small.jpg

Of course these are in a tank but the way he did it they swam around and if you shot the tank it would bust, the water drained out and the fish flopped and died, it was excellent! He might be willing to help you out if you let us use your map when marketing our services in the US & Canada. *hint* :)

Keep in touch!

EDITED: Afecelis... we also need a residential house for the runtime, would you consider letting us use your stuff as well? I would consider that a huge favor. It makes marketing much easier if you can cover all the basis. Let me know!
 
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afecelis

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Of course spooger. Just let me know when you think we've reached the point of professional quality look (Iknow... still a long way to go, but I'm a fast learner, h aha hah =) ). As I told you on my email, I'm considering the project we're developing as a pilot but if one of the others turns out better you may use it as well.

let me know if you got my email
 

Spooger

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Dec 16, 2003
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afecelis said:
Of course spooger. Just let me know when you think we've reached the point of professional quality look (Iknow... still a long way to go, but I'm a fast learner, h aha hah =) ). As I told you on my email, I'm considering the project we're developing as a pilot but if one of the others turns out better you may use it as well.

let me know if you got my email

Yes, you are a fast learner, agreed. And thanks a ton for the use of the files, it's great material to show off to an architect or developer.

Also...
I got your email. Sounds like everything is working out good for for you and this version of the runtime, I’m right there with you man, it’s a whole new world and it’s looking damn good! I hope you don’t mind but by answering your questions from the email here, in the forum, well… maybe it will help others who visit this place later down the line. They are all good questions, don’t ever feel awkward about asking, if you had any idea what I would have done to find answers when I needed them. Let’s get started.


(The following was edited from Afecelis Original email)

Q-1
The viewer (player) is a bit big. What shall I do, scale the model
(house) in max up and then re-export all the ases or there's a way to
make the player a bit smaller? Height of the doors is approx. 2.00meters and with the upper window it's 2.30. Notice that the player is almost 2.00 meters tall!

Answer:
Vito turned me onto this one, so I’m just passing the information on. Use the “ScalePawn" code that was created for the runtime (why it’s not included with the runtime installer I’m not sure, ask Vito). The ScalePawn code not only allows you to set the player size, but it also changes the eye height, collision and third person player size. And yes, it gives you an actual third person human character model, instead of a “floating box”, that’s very cool. That's why I told you earlier not to worry so much about building scale and to just build at one to one in CAD/MAX/VIZ. Simply change the player pawn value by using this sweet piece of code, it worked great for me. It’s on the UDN site here - http://udn.epicgames.com/Technical/PawnTricksAndTips look at the bottom for the zip file, inside is a self-extracting installer. The page tells you how to load the map with the scale pawn but if you want me to walk you through it then no problem, Vito had to help me the first time. It’s easier than the information/description given on that page, (Vito’s laughing at me right now for saying that, but I was like?!?! I don’t read greek! LOL).


Q-2
Ok, I added a skybox. The subtracted box is textured with it just for
look-sake. The skybox is created aside and skyzone info is placed in it.
My question is, why all the skyboxes I create have the edges visible? In
other words,how do you make them seamless, specially at the vertices?

Answer:
Honestly I’m not sure, Islington can correct me if I’m wrong (more than likely I’m wrong) but if I remember right you have to scale the texture a hair larger to hide the edges or something like that. Someone help me out on this one, although I read someplace how to correct this, I honestly don’t remember anymore.


Q-3
Terrain: I created a basic plane to use as a terrain. Any suggestions
on this topic will be welcome. I'm glad collision is working ok on it.

Answer:
Not sure exactly what the question is here, but as you run into terrain questions I’ll gladly hand that over to Will again, it’s his specialty… or should I say “turf” (pun intended).


Q-4
Lighting: one of the toughest. I placed lights all over the place to
illuminate the level. And then I added a zoneinfo with ambient
illumination, and then in the skybox, in the skyboxinfo I also added
ambient illumination. I really need excellent tips on Unreal lights to
get the best Architectural look possible!

Answer:
Sorry, this is a bit long, but a point is made.
I think I know what kind of lighting issues you are having, been through it more times than I care to count. Perfect lighting is a biatch in any application; even in MAX/VIZ it can make or break a scene. It’s far tougher in the Runtime, in my opinion, when trying to build the “structure” itself out of Static Meshes oppose to a BSP brush, more so when it’s a mesh that originated from a CAD file/application. Simple reason, you have large spans of geometry (walls, roofs, etc.) that are not created with the runtime in mind, so you do not end up with enough segments/vertices, or worse, too many scattered all over the place. Autocad, ADT, Inventor, MAX/VIZ… they all have rendering engines that deal with poorly broken up surfaces, (in most cases as long as they are coplanar), far better than a runtime does. Runtimes have to work in real-time leaving less time for calculating perfect looking surfaces out of crap. Understand that the "crap" is not your fault and can't be avoided, it's the fault of a CAD application creating surfaces never intended for a real time engine. The easy fix is… there is NO easy fix! HA! :D The runtime wants fairly even surfaces with evenly divided segments along the geometry to handle it’s lighting calculations, and CAD programs just don’t produce that type of surface (on the average). CAD geometry, when viewed in wire-frame, looks more like a broken window with shards of faces all over the place, so lighting suffers and can end up looking like hell in the runtime. That’s another reason why BSP (in some cases) still works/looks better than a static mesh for a complex structure like a house, etc.. Of course If you build the structure in MAX/VIZ you have a far better chance of it looking correct in the runtime (compared to CAD), simply because MAX/VIZ has better tools to divide surfaces up more evenly, avoiding that “Shards of faces” crap that CAD more times than not produces. If you want to build in CAD and use THAT geometry in the runtime, you either have to do more cleanup work in MAX (eliminating all those poorly divided surfaces) or do what you have been doing and use ambient lighting in conjunction with the lights you place in the scene. So, you’re on the right track if using un-edited CAD geometry, but it’s a tough road regardless of the path you take. In the future I’ll bank on the fact that the runtimes are less picky or… whatever, but for now it’s pick your poison.


Q-5
Triggers: not so important now but I think it would be cool to
trigger stuff like doors, or sounds or music or recorded descriptions of
the spaces. Some piece of advice on Unreal entities.

Answer:
Let’s hit that when we come to it, I know just enough about triggers to consider myself dangerous. I can hold my own, but a lot of mappers are more knowledgeable than I when it comes to that subject (again, Will’s a good example). The information at UDN can take you a lot further than I can and besides, retyping all the info is pointless. Let us know when you start looking that direction, what you want to accomplish, and we’ll all pitch in and tell you your options.
SWEET! Got out of that one easy! LOL ;)


Q-6
Transparent textures: how to create them for the glass materials. Right
now I erased all of the glass meshes so that you can pass thru the windows.

Answer:
Let me guess, when you tried running through the information on UDN it got confusing fast, or worse… the editor crashed on you every time you created a texture/shader. That’s what happened to me anyway. Then I found out that the crashes can be caused by a crappy display card or bad drivers, that was my case. So, I had to get a better display card ($$$ bummer), and searched for more descriptive tutorials on the subject. I have a few methods for windows but we’ll need to talk more to find out the look your going for. It’s like material and rendering options in MAX/VIZ, too many options to say “try this”. We’ll talk by phone on this one and then you can share with the forum how you did it at a later date. Cool?


Q-7
What r .u files? I downloaded one of the tree packs in the forum and
they came packed in a .u file. How do you use it?

Answer:
That’s the older file/brush type that Static Meshes replaced. It’s from the Unreal Tournament days of mapping with the older engine. They looked and acted similar to our current Static Meshes (in more ways than one), but the importation process was different (and not as simple) as the ASE file imports. And although better than BSP, with U file meshes you could not have nearly the number of poly’s as our current Static Mesh offers. I know where you are going with that question… “how can I use cool stuff people have built using the older system and U files”, right? You need the MAX file so you can export the ASE and build a new pack. I think most people would share the MAX file if you asked, especialy if they shared it as U file (this was known as a "Deco" or "Decoration Pack" by the way) If I remember correctly you might even be able to export meshes out of the U file with a utility, I could swear I saw some utility-thing like that, but I could be wrong… Anyone else know of something like that or was I seeing things again?


Q-8
After having all the ASE’s imported and the USX file is created, can
(should) you turn all the separate ASE’s into a whole one (i.e. the house)?

Answer:
Let’s talk more about this… ummm… simply because I’m not sure what you mean, you crazy Colombian you! LOL, joking :D I hope you are importing all of the ASE’s into a single USX file. Just like you would a bunch of textures into a single texture pack/file. You can have more USX files if the one grows too large, but from what you have posted one would likely do it. Or do you mean something entirely different?


Well, I believe that’s all the questions!
And after looking at it all again I believe I was only able to offer help right now on questions 1, 4, 7 & 8. Hey 50% is not bad! :lol: We will work out the other ones later or by phone, or as I said maybe Will can help you too.



As for the other (file/FTP) question you asked:
Share it with everyone and anyone at anytime you want, I think it’s a good idea personally but I could not ask you to do so publicly. I was unsure who owns the buildings and the right to view/use the related runtime files. As far as I’m concerned you can share the FTP folders just don’t share the user/login info (not that you would anyway). :D

Same goes for you Spatte, if you are comfortable sharing your project with the forum and this community then have at it! Or if you want to wait until it’s out of BETA, or never, or whatever… then that’s cool too.

Peace!
 
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afecelis

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Ok Spooger, It's almost 1:00 am but here's the new project, up and running!!! This will be the one for tomorrow's presentation. Will be uploading it soon.
Wish me luck!
mn300.jpg
 
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Spooger

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Good luck man! It looks great!

I have been asleep for a couple hours and woke up for no good reason. Guess this is a good enough reason.

Remember to shoot the video and send the whole thing, I want to see the reactions too.
 

afecelis

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Great man! "The force" of unreal woke you up, h aha ha a! =) I'll send the video unedited as you requested but remember it's gonna be in spanish, the only thing in English will be me, my partner and my dad saying hello.

another shot for the sake of luck!

mn300_1.JPG


and one from the inside (no lights yet, only the sun and ambient ilumination), now I can hit the sack!
mn300_2.JPG


too bad there are no transparen textures in the runtime. As you see, the house has got no glasses! Thank God it's tropical around here!

cheers! and thnx...once more
 
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Spooger

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I'm with Vito, you two have done a ton in a short time! Kudos afecelis & Spatte!

afecelis, Spanish is fine, a friend of mine well translate for me, so no problem. It looks very good, did you say you are also working on a BSP version for the walls, roof, etc.? To improve your surface lighting?

Also, I hate to do this but I may be pulling back from being able to offer as much support as I have in the recent past, just for a few weeks. I have a pressing deadline on not one but two projects, both due by the 15th of this month. What’s worse is I may be dragging Will/Islington with me. I'll still take some breaks from time to time, check progress and offer what I can, I'm sure Will may end up doing the same. Just don't be disappointed if I'm late returning emails or responding here in the forums, I'm around but trapped in a large vise.

Peace!
 

afecelis

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Thanx Vito and Spooger! It's been a race against time. Specially when I decided to change the project and take advantage of the presentation we have today. I think one of the most important things you must advertise of the engine is its power to have a project like the one I created (If you have your models in max ready) in one night. Well, at least the basic stuff, then you can put the other stuff in.

Vito, it'll be a pleasure to have you walking thru the map. It's nothing ultra amazing, nor fantasious, but it became a great way of showing a project to customers. It's a great help for people who don't understand blueprints very well. It will be ready for download tonight, after the presentation. Oh! and thanks for the Skybox info, it looks great. I'll read it once I'm back.

Spooger: thanx for everything. Nothing of this would've been possible without your help. Tonight, if we go for a beer (which I think we deserve), we'll make a toast on you...cheers! Oh, and of course, I'll pass the DV to VHS if that format is ok with you. Just remember to email me an address where I can send it.
I had already noticed you were busy. Does that mean we should put our phone conversation off for next week,perhaps? Just let me know cause I don't want to bother you. And please send will my regards and thanks, his support was also very valuable.

About bsp walls, well, I only added the four walls that surround the project to give it a feeling of delimitation, oh and subtracted the big one as a map container. Enough bsps for the day, ah aha h ah!

I suppose bsp walls respond to lighting better in the engine. I'll have to find a 50/50 point of equilibrium for that; but only time and practice will give me the skill.

guys, if you think you may show the map as it is right now feel free to do so, but keep checking for updates. I think I'll move then to putting up only one house and add the rest of the stuff (furniture, doors, windows, interactivity). For today, I wanted to give a feeling of a "condo" to the people, but to take advantage of the engine I'll concentrate in just one house. Waddaya think?

peace!
thnx!
cheers!
 

Spooger

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Dec 16, 2003
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Sounds like a great idea, showing a street lined with house was cool too, but a showcase house is also a good idea as well. It's all good, as they say.

As for the phone call... I'll take time out to talk, I can cover far more ground that way than typing, so go ahead and get that calling card.

I wonder how big that DV file would be... I could have you upload that to the FTP if not too huge... or maybe have you convert it to DivX or something. Anyway, let me know.

Drink 2 for me while your out!
 

afecelis

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=)

I'll try to recompress the video with divx for you and upload it. The only thing is that resolution may suffer, I'll have to bring it down to 320x240, but meanwhile I can mail you the vhs so you get the best of both worlds.

ok, 2:00 pm, I got eyebags the size of Texas for not sleeping and my office conputer is compiling the latest version. I hope everything is ok when I arrive. The moment of truth is here! tah dah adah dah dah tah dah tah dah! (fanfarre!)

cheers! I'll get that phone card.
 

afecelis

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hey hey hey!

great success! the project was a hit! thnx guys, as I said before, it wouldn't have been possible without your help!!! The only bad thing was that we taped too much of the blueprints discussion in autocad and ran out of tape to catch the round of applause, arghhhhhh!!!!

Anyway, a brief version of the video (brief? 17min) is ready for download but even zipped and divx'ed and lowered to 320x240 it weighs 260mb, so Spooger, email me your large account to UL it or let me know if I may UL to the folder you created for me.

F.....k , guys! It was great! People were with their jaws dropped and couldn't stop asking us to show them the stuff again and again.

Spooger, let me know if you're still interested in the whole stuff or wait and see the video first.

Cheers!

I'm f... tired so I'm gonna hit the sack! for 723 hours! h ah aha ha a

ps. The project will be ready for downlaod tomorrow night, so comments are most welcome!
 
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