View Full Version : How can i import assets from UDK Mobile?
12-17-2010, 05:57 PM
Hey everyone, this is my first post on this forum, but i have been following along quietly, learning the engine through the many great tutorials here and on UDKC (http://udkc.info/index.php?title=Main_Page)and slowly but surely giving my ideas form.
Before i get into my question, i just wanna say a big THANKS to Epic for the great technology and the opportunity to learn it all!!
So as my title suggests, I'd love to swap some assets from the new iOS editor to the plain UDK editor to mess around with, so i opened the regular editor and opened packages from the iOS folders as 'external packages'. Many if not all of the assets opened, but many where also missing their materials and what not.
Am i importing them the wrong way? Or are certain things made with the mobile engine incompatible with regular UDK?
Thanks in advance!
12-18-2010, 10:38 PM
Yes the .mobile does open in the normal editor but first you have to import alll the other assets first into a folder for example Castle_game and put all the stuff.then open one map and it will load suscelfully.:)
12-19-2010, 10:26 PM
Awesome, thanks for the reply!
12-20-2010, 02:15 AM
Ok, so i figured it out and thought I'd throw up a step by step for anyone who wants to know, this is exactly what i did to transfer assets from the UDK Mobile editor to the regular editor;
1- Start up the UDK Mobile editor, and open the content browser.
2- Find the assets you want to transfer and select them, (fully load the packages just for good measure) use control+left click to select multiple (I suggest you select meshes first and don't worry about the referenced textures/materials right now).
3- Right click any of the assets and select 'Move or rename' (Make sure all the assets you want are still highlighted when you do this).
4- In the dialogue window that appears, Changes the package name on the first line to something new (ex: Mypackage).
5- To simplify things, delete the group name and leave it blank, and completely skip over the new name line unless you're doing the process one asset at a time!
6- Click the 'References' check box, and hit 'ok to all'.
7- Find the newly created package you named in step 4, make sure everything copied over, then right click and hit save.
8- Now exit the editor (Save selected first) and navigate to the main directory where you installed UDK. Find the correct build (assuming you have more than one installed) open the folder and and go to 'MobileGame' --> 'Content' --> and find the new package you saved containing the duplicate assets.
9- Copy/Paste the package into the 'Content' folder or sub-folder of your choice (i stuck them in 'environments' and if you want to be 100% issue free, do as i did and rename the package as well, i just changed it from Custom to Custom1)
10- Open the editor version that you added the package to, sniff it out in the content browser, fully load it if nothing is showing up and voila. And be sure to save the package again.
If anyone finds any issues with this method or just have any suggestions, feel free to post.
Hope this helps!
Crusha K. Rool
12-20-2010, 10:18 AM
Well, I just copy-pasted the whole UPKs from the Mobile stuff to the normal stuff. Many meshes didn't have Materials applied in the Mobile Editor already.
12-23-2010, 01:18 AM
Yea, a lot of the citadel meshes don't have materials applied to them in the Mesh Viewer, they are assigned on the meshes in the world. The reason I did that it is just easier to duplicate a similar mesh in the world that has multiple materials, and then just point it to a different mesh, than to have to manually go and assing them to every mesh in the Mesh Viewer.
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