For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Static meshes
-
GcSkaarj
- OldUnreal Member
- Posts: 162
- Joined: Wed Oct 21, 2009 4:17 pm
Static meshes
Im using the Meshmaker tool for creating models for my maps, but every model created, make a new folder and a new .u file, so, the question is:
It is possible to avoid the massive amount of folders and files, whe creating meshes with this tool?, in other words, to move all the folders in a "static meshes" folder and not in the Unreal directory, and fusion all the .u files in one .u file?
Because if it not possible, i will not create some models, for mantain some "order" (its not cool to have 20something new folders in the Unreal folder)
It is possible to avoid the massive amount of folders and files, whe creating meshes with this tool?, in other words, to move all the folders in a "static meshes" folder and not in the Unreal directory, and fusion all the .u files in one .u file?
Because if it not possible, i will not create some models, for mantain some "order" (its not cool to have 20something new folders in the Unreal folder)
Last edited by GcSkaarj on Thu Feb 11, 2010 10:57 pm, edited 1 time in total.
-
Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: Static meshes
I've never used meshmaker before, so I would not know about mergine .u files using that, but you can create a new package and use the line:
Add more lines for each .u mesh file you have and use UCC to comple. UCC should spit out a .u files with all your meshes in.
Code: Select all
Class MeshImports expands Actor
abstract;
#EXEC OBJ LOAD FILE=*Your mesh file.u* PACKAGE=*Your mesh package*
Last edited by Gizzy on Fri Feb 12, 2010 1:48 pm, edited 1 time in total.
-
creavion
- OldUnreal Member
- Posts: 365
- Joined: Mon Oct 12, 2009 9:07 am
Re: Static meshes
Instead to export the prefab/mesh to a ready u-file you should maybe consider to choose "Export the prefab to a model"
and btw dude.. class is the classname of the decomesh, package is the name of the package where it should be. What about if you JUST select everytime the same package name?!
and btw dude.. class is the classname of the decomesh, package is the name of the package where it should be. What about if you JUST select everytime the same package name?!
Last edited by creavion on Sat Feb 13, 2010 3:53 pm, edited 1 time in total.
UT99.org Community Mappack 2:
http://www.ut99.org/utr/infopage.html
http://www.ut99.org/utr/infopage.html
-
Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: Static meshes
All the imports are done in this class (That's why it is abstract)
After all the .u files are combined as one, the user can then subclass decoration for each model they wish to put in the map.
After all the .u files are combined as one, the user can then subclass decoration for each model they wish to put in the map.
-
creavion
- OldUnreal Member
- Posts: 365
- Joined: Mon Oct 12, 2009 9:07 am
Re: Static meshes
AFAIK abstract means only that this actor is not placable (not supposed by the author to be placed)
UT99.org Community Mappack 2:
http://www.ut99.org/utr/infopage.html
http://www.ut99.org/utr/infopage.html
-
Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: Static meshes
Correct. I use it for parent classes where important variables are declared.AFAIK abstract means only that this actor is not placable (not supposed by the author to be placed)
-
[§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Static meshes
Abstract just means it cannot be initialized and is meant to be subclassed by non-abstract classes (sometimes through more abstract classes), so it's either used as a parent class with declared variables and functions (which are then later implemented in subclasses), a dummy class (like for exporting/importing stuff) or in rarer cases, something else.
☆
-
GcSkaarj
- OldUnreal Member
- Posts: 162
- Joined: Wed Oct 21, 2009 4:17 pm
Re: Static meshes
I solve the problem, but by another way.. thanks anyway.
-
[§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Static meshes
Please when you solve a problem post how did you solve it, it may help someone else in future. 
☆