
Originally Posted by
Wormbo
Screenshot of the material? Excuse my choice of words, but that sounds like a stupid idea. That captures one possible result, but ignores all the "interesting" properties. Transparency, self-illumination and specular highlights, for example, are not visible in a screenshot.
You will never be able to duplicate the UT3 look in U2004, so you could as well start from the exported textures and combine stuff with an image editor and the features UEd3 has to offer. Keep in mind that UE3 also has stuff like normal maps, distortions and bloom that you can't use in UE2. If you have such effects no a material, they will make your screenshot even worse. It gets even worse with dynamic materials, where stuff moves or changes in other ways. Sometimes those are relatively easy to convert manually without making the results too different.
The time you spent on trying to semi-automatically convert this stuff so far could have been used to manually convert a good share of the materials you need based on the textures UModel can export.
I have done that and the screenshots are ok for what I want them for in ut2k4.Anyway I have a problem with a map I am working on in ued v3.0:

ONS-RaptureECE
I am having a problem with the map in adding a collision mesh to the glass dome seen in the picture above using the save brush as collision mesh.....Here is the error message:
Code:
Build UT2004_Build_[2005-11-23_16.22]
OS: Windows NT 6.0 (Build: 6002)
CPU: AuthenticAMD Unknown processor @ 2100 MHz with 1789MB RAM
Video: NVIDIA GeForce 8200M G (6658)
General protection fault!
History: FPoly::Split <- AddConvexPrim <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- ModelToHullsWorker <- KModelToHulls <- UEditorEngine::Exec_StaticMesh <- UEditorEngine::Exec <- (STATICMESH SAVEBRUSHASCOLLISION) <- UUnrealEdEngine::Exec <- WEditorFrame::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop
I can add the brush as a water volume which doesn't crash the game but if I add the brush as a blocking volume it gives me the same error message as above.
Thanks.
Bookmarks