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Imported Meshes with destroyed UV co-ords? (Solved)

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    Imported Meshes with destroyed UV co-ords? (Solved)

    I've been importing some meshes from max into the UDK editor. Every time I subtract or add the brush this happens (see image right):



    I've tried both .DXF and .ASE exports with various options checked, nothing seems to make a difference. Is there a specific way in which I should unwrap my meshes for use in UDK? The last time I used UnrealEd was 7 years ago (Unreal and Unreal Tournament) so this is all new to me.

    Add.

    Actually while I'm here can anyone advise how to make a custom texture package? I've been looking for tutorials on youtube and here but I'm still not getting how this works. I remember making a .utx file for unreal tournament and putting all my custom textures in that. Can I do similar for UDK?

    #2
    How are you placing these meshes? The brush shouldn't effect static meshes.

    You need to import the textures in to the editor and then save that package. In the content browser there is a button labeled Import. You can import all of your textures using that as long as they are in a supported file format. You are then going to need to create materials for them before applying them to a mesh.

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      #3
      Brush > Import > HallSection1.ase

      The brush then turns into the shape of the hall section and I perform a CSG Subtract operation. That's how I created what you see in the image above.

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        #4
        Originally posted by Winter Dragon View Post
        Brush > Import > HallSection1.ase

        The brush then turns into the shape of the hall section and I perform a CSG Subtract operation. That's how I created what you see in the image above.
        Try to import the hall as a static mesh.
        And don't use the subtract way, use the additive one.

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          #5
          You mixing 2 systems form unreal engine.

          First is CSG (BSP), for it you use simple building brushes and substract/add from game space.

          Second is staric mesh system that has superior rendering speed to CSG, but you need to make elements for it in external application.

          What you did is creating static mesh shape in external application then using it as building brush.

          Instead, just import your meash from ASE file into general browser (just create new package) or use your map package. When you have it in browser, double click on its thumbnail and assign materials in that small mesh editor. Then you can just place your static mesh inside game space. For it right click on spot where you want it and add actor - static mesh.

          For CSG use only simple shapes and add/substract them, complex shapes can cause errors in collision or HOM effect.

          And you can easily fix UV on substracted CSG geometry:
          select on of its surfaces, then press Shift+B (to select them all), then "F5" key brings small window, you can apply there mapping and few more things.

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            #6
            @Nawrot

            Thanks! That put me right, it's now coming in properly. I got a warning about #vertices exceeded but it loaded without any problems and the uv co-ordinates are perfect. I can't seem to place a player start entity though. (Right click, Add Actor > Player start) Nothing happens but that's not a priority for me right now, I'm just glad to have the mesh coming in correctly.


            @Saishy

            I'm not entirely sure what type of construction favors this UDK editor, but when you say 'additive' two things came to mind:

            1) The playable space is carved out of an additive box, which defines a limit for calculations to lights and other things. I'd sort of designed my geometry in max with this concept in mind.

            2) The playable space is surrounded by additive brushes and must be 'sealed' to be efficient. More like Hammer (halflife 2 editor and such). Every wall, floor and ceiling would have a thickness, no deleted backfaces. Or were you referring to something else.

            Does the map's shape or design influence anything? Or is there one specific method that should always be used? My map is pretty much all underground for example and is more vertical than horizontal. I'm familiar with portals and occlusion but I'll be getting out the documentation for more info on that stuff.

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              #7
              Start maps as additive world, substractive is rather for nostalgia reasons (it was used in UT99 and UT2004) and it is faked from additive world. Also substractive may have performance issues (it has for UT3), and give you less control over level, also makes creating skybox unnecessary complicated.

              You can always fake substractive world by adding your own, big additive mesh, then applying 100% transparent material to walls, so you can see inside it in lit and unlit modes. I usually make small box then carve my room from it, and expand that box whatever i need by dragging verticies.

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                #8
                Originally posted by Nawrot View Post
                Start maps as additive world, substractive is rather for nostalgia reasons (it was used in UT99 and UT2004) and it is faked from additive world. Also substractive may have performance issues (it has for UT3), and give you less control over level, also makes creating skybox unnecessary complicated.

                You can always fake substractive world by adding your own, big additive mesh, then applying 100% transparent material to walls, so you can see inside it in lit and unlit modes. I usually make small box then carve my room from it, and expand that box whatever i need by dragging verticies.
                How do you expand using vertices? I tried that and they only seems to move on a weird way.
                I could only increase something by moving the faces.

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                  #9
                  Originally posted by Winter Dragon View Post
                  I'm not entirely sure what type of construction favors this UDK editor, but when you say 'additive' two things came to mind:

                  1) The playable space is carved out of an additive box, which defines a limit for calculations to lights and other things. I'd sort of designed my geometry in max with this concept in mind.

                  2) The playable space is surrounded by additive brushes and must be 'sealed' to be efficient. More like Hammer (halflife 2 editor and such). Every wall, floor and ceiling would have a thickness, no deleted backfaces. Or were you referring to something else.

                  Does the map's shape or design influence anything? Or is there one specific method that should always be used? My map is pretty much all underground for example and is more vertical than horizontal. I'm familiar with portals and occlusion but I'll be getting out the documentation for more info on that stuff.
                  With a subtractive BSP system you are given an infinite mass to cut your level out of. In an additive system you are given an infinite space to place your level.

                  Comment


                    #10
                    Originally posted by Winter Dragon View Post
                    Brush > Import > HallSection1.ase

                    The brush then turns into the shape of the hall section and I perform a CSG Subtract operation. That's how I created what you see in the image above.
                    omg... you really shouldn't be doing this. BSP is a very primitive system, it can't handle such complex shapes. You should really be using static meshes... or maybe just a single bsp for the floor.
                    It will also cause a lot of problems with AI and paths

                    Comment


                      #11
                      Yes I know that, now.

                      I typed "solved" in the thread's subject so people know I'm sorted with this.

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