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Is it possible to have a static mesh with more that 7 multiskins?

UnrealEd 2.1 (227i) and UnrealEd 2.2 (227j), for Unreal 227. With many additions, bugfixes and improvements. Ask mapping related questions, or give hints, tips and tricks.
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Devil Master
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Joined: Sat Jun 18, 2011 8:30 pm

Is it possible to have a static mesh with more that 7 multiskins?

Post by Devil Master »

I've been attempting to port a level from Duke Nukem: Critical Mass to Unreal.
Duke Nukem: Critical Mass is a PSP game that never saw an official release, but a number of builds, along with source code and assets, have been uploaded to archive.org at the beginning of April. Since a level of that game is a .max file obtained with 3ds Max 2010, this is the procedure I followed:
  • I loaded the original .max file in 3ds Max 2010 and deleted everything that is not architecture (enemies, pickups, triggers, lens flares)
  • After a failed attempt to import the whole level (exported to .obj) as a static mesh, I split the level into its components (typically, a level has around 16) and exported each of them to an .obj file
  • I imported an .obj file in UnrealEd as a static mesh and saved the new package
  • I imported some of the textures into the MyLevel package so that the static mesh could use them
  • I opened the static mesh properties and reached the Display->MultiSkins option
And here's the problem. I can set up to 7 multiskins, but each static mesh needs a lot more than that (about 40 textures). Aside from making further splits to each .obj file (which would be a lot of work, with about 40 textures per .obj and 16 .obj files per level) is there a way to have a static mesh with more than 7 textures?
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yrex .
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Re: Is it possible to have a static mesh with more that 7 multiskins?

Post by yrex . »

The multiskins are just for per-actor customization. To change the "default" skins (which also allow more (128?) slots), go to the mesh browser -> Properties -> Mesh -> Textures.
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Devil Master
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Joined: Sat Jun 18, 2011 8:30 pm

Re: Is it possible to have a static mesh with more that 7 multiskins?

Post by Devil Master »

Oh wow! Looks like that's exactly what I was looking for! The solutions I received in the Discord channel were a lot more complicated!
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Devil Master
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Re: Is it possible to have a static mesh with more that 7 multiskins?

Post by Devil Master »

Something odd has just happened. I added a couple of static meshes, and all of a sudden, the weapon, as well as any eventual enemies I summoned, were completely black, as if they didn't receive any light. On the other hand, the static meshes did not diffuse real-time lights (so the projectile of the disperson pistol appeared not to cast any light, blue or any other color).
Then I selected everything and dragged everything so that all static meshes would have their origin at the center of the map (all static meshes I used have the same origin, no matter where the actual polygons are located), built the map again, and now lights work correctly again. What happened?
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