View Full Version : imported static meshes doesn't show in "On PC" test mode
Nucleus
11-06-2009, 11:20 PM
I am a programmer, and I thought I would start by playing with the editor.
I imported some meshes that I've made before for an old game.
they seem to work fine in content browser, static mesh editor.
but when I rebuild the game and run "On PC" test they don't show in the game.
*if I have pre-rendered shadow I can see the shadow but not the meshes.
*they show in "In Editor" mode
*if I use static meshes that came with the engine, they work fine!
*I tried exporting ase and psk, both dont show in game!
*I use 3D studio max 2009.
what I am missing?
thanks in advance.
Crozz
11-06-2009, 11:32 PM
Hi :)
Select the problem mesh in the editor viewport and hit F4 to access the properties.
Under Display, make sure "Hidden?" is unchecked.
Nucleus
11-07-2009, 12:05 AM
Thank you crozz.
I closed the editor and run it again, reimported my stuff and it worked.
I probably did something wrong before.
now I still have something in mind.
after adding static meshes to the scene I cant select them again from the perspective view, I keep selecting the wall behind them.
secondly, I have a full level made in 3D Studio Max.
the level has many textures inside it, no normal maps, is it possible to import it to unreal editor?
the thing is that the textures aren't being imported to unreal editor.
Crozz
11-07-2009, 12:21 AM
About the selecting problem, I remember there used to be some problems with that if you have anti aliasing on. Make sure it is disabled in your graphics driver control panel.
And you can only import the models, not the textures (aka material). You need to recreate all materials in unreal. However, the UV's do import correctly, just make sure that each model only have one material applied to it, then apply the materials again in the LODInfo inside unreal static mesh editor
Incidentally:
If you want to use more than one material on a model, you need to use the multi/sub-object material in max. It's a pain if you already created your models with multiple materials but that's the way it works. Anyway that will all be saved to the first uv channel ("1" in max, "0" in unreal). If you want your models to be lightmapped correctly, you need to use the second UV channel ("2" in max, "1" in unreal) for an unwrap of the entire model with no overlapping polys.
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