Hi there, new guy here,
I have some questions about exporting/importing meshes and terrain.
In the past I used unrealed every now and then, I still had acces to 3dmax back then, I imported some ase files as static meshes and everything was cool.
I use blender nowadays, and I'm trying to build as much as possible in it before importing into unrealed. so I'm not stuck with the engine so to say. I'm doing this thing where I'm trying to do one map with this other guy. we both use blender, but I use unrealed and he uses hammer.
I subtracted a cube, to start with a base, I imported and saved a static mesh file with some simple house/wall meshes in it.
I place the simplest, which is convex (no holes in it/intersections/ windows etc)
then I do RMB->convert to brush.
Hey! all of a sudden my mesh is turned into a brush. Splendid! that's what I wanted.
So later I place a slightly more complex mesh and try to convert it to a brush, unrealed hangs. No real differences with the first mesh, except that it has more corners and turns. But it is still a single convex thing, but unrealed hangs. Later on I try it again with the old mesh (the one that worked fine first time) and it also makes unrealed hang. I've seen more complex brushes inside unrealed when you combine different brushes and "merge"them.
Everything i make in blender is snapped to the grid to snap in ued, It can't be that. If the static meshes had okay lights, i could build a city by placing statics like lego.
That's issue one.
For those of you who used Jamlander for 3D max. I used that a while back, got some fine results with it, but what I'm (trying) to do now is basically manually in blender/unrealed with what I could automate in jamlander.
Make convex mesh->convert to convex brush.
Next issue: Terrain.
I am trying to export terrain out of unreal to use part of it to sculpt a cave into. in blender this is a snap. So I'll export the terrain from ued, import in blender, delete all but the faces I want to sculpt the cave from (so the sides will match the terrain in ued) and sculpt.
Then import the cave back into blender, make the matching faces in the ued terrain invisible, and snap the cave into place. maybe even convert the cave to a brush, it's easier to light and texture that way.
But ued does ages (hangs) about exporting one obj file and blender keeps chewing and chewing trying to get it imported. (max and cinema too, send the file to an old buddy who still has acces to max and cinema, same result)
Another way I found:
I found this great terraineditor which let's you export to heightmaps, half life1/2, quake series, unreal series and exports as an obj file.
Got the terrain working in both blender and hammer, and I know next to nothing about hammer. got a testcave in blender in it in no time.
But now I'm trying to get it into unreal.
import t3d -> equals: UED=Dead. Not a warning or an error and go on with the editor, no it chugs and hangs then finally gives you that closewarning.
A t3d in itself isn't even an object right?
SO long story short: what I'm after:
how to convert (convex) static meshes to brushes.
how to bring the terrain as a mesh out of ued and into any 3dapp, or how to make an exact same tesselated mesh plane(flat terrain is just a tesselated plane) to put a exported heightmap from unreal on.
how to make unreal import the **** terrain from NEM's terraintool.
http://nemesis.thewavelength.net/index.php?p=8
I know it's a long story to kick off with, sorry bout that, have been trying to get it done myself first, so a number of stepps where allready taken.
I have some questions about exporting/importing meshes and terrain.
In the past I used unrealed every now and then, I still had acces to 3dmax back then, I imported some ase files as static meshes and everything was cool.
I use blender nowadays, and I'm trying to build as much as possible in it before importing into unrealed. so I'm not stuck with the engine so to say. I'm doing this thing where I'm trying to do one map with this other guy. we both use blender, but I use unrealed and he uses hammer.
I subtracted a cube, to start with a base, I imported and saved a static mesh file with some simple house/wall meshes in it.
I place the simplest, which is convex (no holes in it/intersections/ windows etc)
then I do RMB->convert to brush.
Hey! all of a sudden my mesh is turned into a brush. Splendid! that's what I wanted.
So later I place a slightly more complex mesh and try to convert it to a brush, unrealed hangs. No real differences with the first mesh, except that it has more corners and turns. But it is still a single convex thing, but unrealed hangs. Later on I try it again with the old mesh (the one that worked fine first time) and it also makes unrealed hang. I've seen more complex brushes inside unrealed when you combine different brushes and "merge"them.
Everything i make in blender is snapped to the grid to snap in ued, It can't be that. If the static meshes had okay lights, i could build a city by placing statics like lego.
That's issue one.
For those of you who used Jamlander for 3D max. I used that a while back, got some fine results with it, but what I'm (trying) to do now is basically manually in blender/unrealed with what I could automate in jamlander.
Make convex mesh->convert to convex brush.
Next issue: Terrain.
I am trying to export terrain out of unreal to use part of it to sculpt a cave into. in blender this is a snap. So I'll export the terrain from ued, import in blender, delete all but the faces I want to sculpt the cave from (so the sides will match the terrain in ued) and sculpt.
Then import the cave back into blender, make the matching faces in the ued terrain invisible, and snap the cave into place. maybe even convert the cave to a brush, it's easier to light and texture that way.
But ued does ages (hangs) about exporting one obj file and blender keeps chewing and chewing trying to get it imported. (max and cinema too, send the file to an old buddy who still has acces to max and cinema, same result)
Another way I found:
I found this great terraineditor which let's you export to heightmaps, half life1/2, quake series, unreal series and exports as an obj file.
Got the terrain working in both blender and hammer, and I know next to nothing about hammer. got a testcave in blender in it in no time.
But now I'm trying to get it into unreal.
import t3d -> equals: UED=Dead. Not a warning or an error and go on with the editor, no it chugs and hangs then finally gives you that closewarning.
A t3d in itself isn't even an object right?
SO long story short: what I'm after:
how to convert (convex) static meshes to brushes.
how to bring the terrain as a mesh out of ued and into any 3dapp, or how to make an exact same tesselated mesh plane(flat terrain is just a tesselated plane) to put a exported heightmap from unreal on.
how to make unreal import the **** terrain from NEM's terraintool.
http://nemesis.thewavelength.net/index.php?p=8
I know it's a long story to kick off with, sorry bout that, have been trying to get it done myself first, so a number of stepps where allready taken.
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