If I made a a simple building with a door or two, added a set of UCX_ collider meshes, would I export as ASE or FBX.
What's the difference please ?
Thank you kindly.
If I made a a simple building with a door or two, added a set of UCX_ collider meshes, would I export as ASE or FBX.
What's the difference please ?
Thank you kindly.
ASE is an older format and is deprecated. FBX is what is generally used these days.
- Please do not send me questions regarding programming or implementing things in UDK via Private Message. I do not have time to respond and they are much better answered in the forums. -
Hi
Thanks for replying, I assumed this was the case as I couln't see the advantage of ASE over FBX. The problem arises, for me, when looking at older tutorials. These often use ASE as I don't think FBX was available to UDK initially.
That's not really an issue. When you see them export with ASE, just export with FBX instead. That's it.
Please don't send me private messages asking how to use UDK unless it has to do with my work, everything I can teach is already out there.
I am not support, I am here to learn myself.
In rare cases we have seen some weird shading issue sthat have forced us to export to ASE but overall we use FBX for 99% of our stuff..
~Ryan Wiancko - Producer
Ironbelly Studios - AAA Quality Services at Indie Prices
UDK Developer & Service Provider(2D,3D,UI,Animation,VFX,Audio,Code) for PC, Console and Mobile
Follow us on Facebook: www.facebook.com/ironbellystudios
Well... I usually export one object to both formats, so that way if one doesn't work, then I'll import it via the other. I usually do the FBX import first to see if it takes, and if not, then I'll take it into MilkShape or whatever, then use that to convert the mesh into an ASE then import it from that. Depends on what the mesh is, and how well it'll work.
One thing to note when using FBX, collision meshes must be named UCX_TheMeshName_01 (it won't work without a suffix on the end iirc)
Bookmarks