View Full Version : (edit) UED Materials Help
legacy-mersil
09-14-2003, 12:49 PM
a couple question please.
first.( edit) a really good UED material editor tutorial, would be handy.
second. i would like to know how Epic make their collisions on there objects. it would be extremely hard to build blocking volumes for everything. so player dont Fall through the static meshes made in Max.
here is the net texture i want to make..
http://home.comcast.net/~mersil/NewFolderScreens/walkway.jpg
legacy-mersil
09-14-2003, 02:12 PM
ok i found this. is this all i need ? i havnt tried it yet, but im gonna try it tonight.
"UT2003 editor tips: Staticmesh Collision
Collision is one of the more complicated things. First there is per polygon collision (UseSimpleBoxCollision=False). But because of the small polygons in most staticmeshes this can cause some slowdown. So thats why simple collision was added.
You can add this simple collision in different ways. The easiest is to make a box, add the staticmesh and with normal BSP make a simple shape that covers the staticmesh. Intersect this shape with the builder brush, then select both the Builder brush and staticmesh, right click and save brush as collision.
In the staticmesh browser under view enable collision, and now you can see a wireframe of the collision mesh IF that staticmesh has one. In the collision tools you can also make primitive shapes as collision, but i prefer the other method i discribed.
SimpleboxCollision means: use the simple collision mesh for walking on the staticmesh.
SimpleKarmaCollision means: use the simple collision mesh for karma (this is on by default, if you don't have a simple collision mesh karma bodies will fall through the mesh)
SimpleLineCollision means: use the simple collision mesh for line traces (gun fire)
Some brushes are impossible to make a simple collision brush for. If this is the case you can just set all the simple collision properties to False on that staticmesh. But its best to only do this one meshes with large polygons.
Now your staticmesh will have all the right properties, remember to save the package !!
You can always go into the properties of a staticmesh and change the collision attributes per instance. You can play with the settings BlockKarma (logical) BlockZeroExtendTraces (Gun fire, zero extend is line trace) BlockNonZeroExtendTraces (everything else including player)."
- Source: Checker's Chapel (http://members.ams.chello.nl/b.frank/)
legacy-Heisher
09-14-2003, 04:26 PM
leveldesigner.com has a tutorial on static mesh collision which will tell you everything. You do the collision in UED (you can make a collision mesh in Max but UED is the usual way of doing it).
Angel_Mapper
09-15-2003, 01:13 PM
What a coincidence, I have a Material tutorial in the works. Can't give any estimate on when it will be ready, there's a lot to cover. :bulb:
legacy--Loric-
09-15-2003, 02:16 PM
Originally posted by mersil
a couple question please.
first.( edit) a really good UED material editor tutorial, would be handy.
UDN has a comprehensive one (http://udn.epicgames.com/pub/Content/MaterialTutorial/) .
I have worked a lot on that topic for my skins. I may be able to help you if you have a specific question. (PM me)
legacy-mersil
09-16-2003, 12:37 AM
i just read on the 3dbuzz forum. abot a Handy little button in the static mesh browser, i did not know exist.
hmmm..was this button always there ? COLLISION TOOLS . i dont recall seing it earlier .
dam that Works better than building a brush to surround your mesh..... you can see that when i applied the Fit DOT 26 it completely surrounded the Mesh with collision !!
and Now a player will Not fall throughthe mesh :D
http://home.comcast.net/~mersil/NewFolderScreens/Collision_Pic.jpg
legacy-Aaron M
09-16-2003, 04:46 AM
dam that Works better than building a brush to surround your mesh.....
Not always. It depends completely on the complexity of your mesh. That case you gave in the screenshot above only works well because the mesh in question is a sphere - try building some other shapes, such as archways etc. , and you'll soon see that the auto-DOP fit does not work well.
There is a video tutorial over at 3DBuzz, the last video (no. 11 I think ??) in the second series of VTMs on static meshes, that deals entirely with the issue of static mesh collision, so I suggest you download that and take a look - it will tell you everything you need to know, and then some.
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