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valkyr
10-09-2011, 01:41 PM
I try to import a wood structure made from lots of beams and with some ivy growing on it, but I fail every time I try importing it. The model is made in ArchiCAD and imported in Cinema4D to add the ivy and make changes to textures and model, and I tried importing the mesh in UDK in two ways, the first was directly from cinema, but I failed with the .fbx format 'cause every time I press import, select the file and press ok this message appears:
http://i1226.photobucket.com/albums/ee410/Valkyr-A/fbx.png
I know that I didn't set any smoothing groups and I press OK hopping that it will import correctly but instead it crashes UDK

Second option was to use max or maya to export it to UDK, so I choose max, since I know that it has a .ase format on the export list. I open max, import the .fbx file that I exported from c4d and I notice that some objects doesn't have textures any more and that some of the objects are duplicated and turned 90degrees.. after I cleaned the scene up, export it to .ase and import it in UDK i get this error:
http://i1226.photobucket.com/albums/ee410/Valkyr-A/eror.png
After that, I press OK like 100 times then it crashes or it says that I have to many vertices..

How can I import this stupid model into UDK and have a chance to finish this stupid project I was assigned to do ?

And this is the structure I made in archicad:
http://i1226.photobucket.com/albums/ee410/Valkyr-A/amf2.png
as you can see it's a pretty darn simple thing..

Please help.. I spent 2 full days finding a solution without any results.. and the deadline is approaching

Zersixs
10-09-2011, 03:24 PM
Export it as a ASE.

Cheers Simon !

valkyr
10-09-2011, 03:46 PM
Export it as a ASE.

Cheers Simon !

Did that, read above the second screenshot..

valkyr
10-10-2011, 07:10 AM
can someone that knows how to work in maya ( or max ) help me export it in fbx or ase ? I can't do a thing in those two and I need this asap :(

Graylord
10-10-2011, 02:13 PM
As one of the screenshots says, when exporting from Max, do you have mapping coordinates and vertexs normals ticked?

valkyr
10-11-2011, 12:55 PM
Don't have any idea how to do that, could you help me out please ?

Freko
10-12-2011, 06:22 AM
in the ase export options, use these settings...

http://s1.postimage.org/56cxdktre/crtpe.jpg
image link (http://postimage.org/image/1mqznrqtg/)

valkyr
10-12-2011, 09:49 AM
I must be blind for not seeing those.. thanks:)
But now I have a different problem, after I press import it loads for a few seconds and it says that only those first 65k polys will have collision and after I press ok it's not responding anymore.. look
http://i1226.photobucket.com/albums/ee410/Valkyr-A/nr.png

as you can see, the cpu is around 30% and 3/4gb of RAM used..



I managed to import something, but the textures are gone.. Do I need to bake the textures in max or in c4d ? in c4d the ivy's leafs are made using an alpha channel and in max the leafs appear like a black rectangle with a leaf image in the middle of it

ankangronto
10-13-2011, 07:42 AM
UDK cant handle a single object with more then 65k polys, split it up in your modelling program.

Froyok
10-13-2011, 11:18 AM
UDK cant handle a single object with more then 65k polys, split it up in your modelling program.
False. This limit have been removed since a few beta version.


UDK now supports 32-bit index buffers for skeletal meshes which have more than 65,535 vertices.

Freko
10-13-2011, 11:40 AM
Which release are you using valkyr?

ankangronto
10-13-2011, 04:40 PM
False. This limit have been removed since a few beta version.

"UDK now supports 32-bit index buffers for skeletal meshes which have more than 65,535 vertices."

" for skeletal meshes which have more than 65,535 vertices."

"skeletal meshes"

Is that wooden structure a skeletal mesh?

valkyr
10-14-2011, 03:06 PM
I'm using version 8916 changelist 1009027

no, the wooden structure is not a skeletal mesh, is there a way I could do that ?

valkyr
10-16-2011, 02:22 PM
can someone please make it a skeletal mesh ? I really need this and I don't know how to use any autodesk software. Please help

ankangronto
10-18-2011, 08:31 AM
can someone please make it a skeletal mesh ? I really need this and I don't know how to use any autodesk software. Please help

there is a reason that stuff shouldn't be more then 65k polys, just split the mesh up and import them separately

SICGames
03-18-2012, 11:15 AM
Hey boss, this may be inconvenient for you but may be some a work around. Froyok stated that UDK now has 32-bit index buffers which enables more than 65K skeletal mesh. Index buffers are what stores the vertices in direct X. I'm assuming before the unreal engine could only store less than 65K of vertices data in a array. So, a quick solution which may save you from future head aches. Open a default UDK map file and click on each structure of the level. You'll see they are slit up in multiple objects. So, do this with your wooded structure as you would like building blocks. It wouldn't make sense to have the wooded structure as a skeletal mesh because it's not a actor. FBX files work well with me but don't take my word for it. I think it's easier to remember that a Static Mesh is much like as a Prop or parts of a building. A skeletal Mesh is easier to think of a Skinned Actor, or Rigged Actor that has bones and is rigged for animation. (Hence the name Skeletal). Alright, gotta get off but just wanted to give a helping hand in the right direction buddy. Peace! Hope this helps a ton!