Announcement

Collapse
No announcement yet.

how to set imported static mesh as the level mesh?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    A level is actually just a void of space filled with various objects, like static meshes, particles, Scaleform UI and so on. So no you can not make the colosseum "the mesh for the level". However, JessieG is right that disabling simple and box collision in the static mesh editor will give you collision. The proper method for custom collision is to create a low poly shape in your 3D modelling software and export it with your mesh as UCX_meshname. This page covers the process: http://udkc.info/index.php?title=Tut...eation_process . Search for the letters UCX, there is a section on it.

    Leave a comment:


  • replied
    As a temporary option for testing, at least until you create proper collision for your map, you can open up the mesh in the static mesh editor and turn off the check boxes near the bottom for simple/box collision so it will use per poly collision. But it's definitely not ideal.

    Leave a comment:


  • replied
    http://www.3dmotive.com/training/fre...k/?follow=true

    Leave a comment:


  • started a topic how to set imported static mesh as the level mesh?

    how to set imported static mesh as the level mesh?

    Hello, i built a model of a colosseum in 3ds max and imported it into udk.

    I am wondering how i can use it as the mesh for the main level (i plan to use it as the battlefield for my game)

    because if i drag it into the scene (even if i turn on the options for Collisions in the mesh's properties), my character just falls through the floor of the colosseum.

    i was thinking if somehow there was a feature/option in udk that allows me to set-up my 3d model of the colosseum as the mesh for the level of the game, instead of inserting it into my game as "merely" a static mesh.


    how do i do this? Cheers
Working...
X