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Re: New gametype idea - any UScript coders interested?
Posted: Wed Nov 11, 2009 4:56 pm
by DaveW
That's awesome. The issue I'm having is getting it in any state to export though
Milkshape3d deletes the skeletal mesh information on export so it does import to Unreal
Re: New gametype idea - any UScript coders interested?
Posted: Wed Nov 11, 2009 6:19 pm
by mentalhunter
Use Umodel for exporting models, only thing you might have to redo is re-asign the materials/textures to their groups

Re: New gametype idea - any UScript coders interested?
Posted: Wed Nov 11, 2009 6:32 pm
by Pyro
That's awesome. The issue I'm having is getting it in any state to export though
Milkshape3d deletes the skeletal mesh information on export so it does import to Unreal
Re: New gametype idea - any UScript coders interested?
Posted: Wed Nov 11, 2009 6:44 pm
by []KAOS[]Casey
Have you tried exporting straight to PSA/PSK then testing it in game? maybe milkshape doesn't like the animation but unreal does
Re: New gametype idea - any UScript coders interested?
Posted: Wed Nov 11, 2009 7:08 pm
by DaveW
[ch961]ÿ[ch638]ø[ch7753]ïø[ch965][ch7777], what version of Max do you have? I have the animations in Max but I have no idea how to export them with ActorX, it's just throwing errors at me.
Re: New gametype idea - any UScript coders interested?
Posted: Thu Nov 12, 2009 3:32 am
by []KAOS[]Casey
it appears that the cement road block and that other orange ..thing do not look like they are supposed to in game. I do not know why, and unrfx could not fix them. The cement block appears to be missing 2 polys on the top, there's a hole.
It's almost like they're inverted or something, but I really don't know.
Re: New gametype idea - any UScript coders interested?
Posted: Thu Nov 12, 2009 4:13 am
by []KAOS[]Casey
Re: New gametype idea - any UScript coders interested?
Posted: Thu Nov 12, 2009 7:08 am
by Pyro
[ch961]ÿ[ch638]ø[ch7753]ïø[ch965][ch7777], what version of Max do you have? I have the animations in Max but I have no idea how to export them with ActorX, it's just throwing errors at me.
2009. i could show you how to do it in a video? youll have to wait a bit, since i almost finished a G3, and ill record the export.
Re: New gametype idea - any UScript coders interested?
Posted: Thu Nov 12, 2009 8:09 am
by DaveW
only difference from your original UCs is I put MLOD=0 {no LOD support} on, which should not cause this.
The UC was generated automatically by Milkshape 3d. If we're going to use 227, shall I export them as PSK from Max instead? The smoothing won't be awful on them, then.
A video also sounds good, that'd be brilliant

Re: New gametype idea - any UScript coders interested?
Posted: Thu Nov 12, 2009 8:23 am
by .:..:
MilkShape does not export predefined animations that you do in 3Ds Max, however you can still specify them on UC files import:
Code: Select all
#EXEC ANIM SEQUENCE ANIM=AssaultAnims SEQ=AltFire STARTFRAME=117 NUMFRAMES=16 RATE=20 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=AssaultAnims SEQ=Down STARTFRAME=132 NUMFRAMES=15 RATE=28 COMPRESS=1,00
#exec ANIM DIGEST ANIM=AssaultAnims
Re: New gametype idea - any UScript coders interested?
Posted: Thu Nov 12, 2009 3:59 pm
by []KAOS[]Casey
Might as well use 227, could be good promotional material if I code it well enough and get the balance right

Re: New gametype idea - any UScript coders interested?
Posted: Thu Nov 12, 2009 6:46 pm
by DaveW
And because they'll look crap without proper smoothing groups
I'll wait on [ch961]ÿ[ch638]ø[ch7753]ïø[ch965][ch7777] to finish up this G3 so he can show me how to export - I've always been hopeless at it. Meanwhile, I'll work on getting the other weapons together.
Re: New gametype idea - any UScript coders interested?
Posted: Sat Nov 14, 2009 5:05 am
by []KAOS[]Casey
Any progress on either guys?
Re: New gametype idea - any UScript coders interested?
Posted: Sat Nov 14, 2009 12:32 pm
by Pyro
yea im going to grab some food then imma record the export.
DaveW, do you want voice explanation with it ?
EDIT: just noticed my mic is broke. ill add text boxes. fixed it.
ok, so now it has voice, beware, my english sucks ass and so does the quality of the sound.
Re: New gametype idea - any UScript coders interested?
Posted: Sat Nov 14, 2009 1:25 pm
by Pyro
[media]
http://home.kpn.nl/guusenjenny/export.wmv[/media]
right mouse -> zoom in / out -> full screen
(
http://home.kpn.nl/guusenjenny/export.wmv)
my pronunciation sucks. AU-TO-MA-TI-CA-LY lol. I know.
Re: New gametype idea - any UScript coders interested?
Posted: Sat Nov 14, 2009 7:30 pm
by DaveW
Cool, I'll try follow what you did and have a go at it myself later on tonight
Edit:
Seems to be working fine, except the UC only makes reference to one material, when there's 3 in total on the model...
Anyway,
Barrier and
Revolver.
Re: New gametype idea - any UScript coders interested?
Posted: Sun Nov 15, 2009 12:36 pm
by Pyro
thats what i experienced too, my solution was dump all skins on a single map and adjust the UVW's
Re: New gametype idea - any UScript coders interested?
Posted: Sun Nov 15, 2009 4:16 pm
by []KAOS[]Casey
the revolver is weird. it seems the references to the animations beyond the hand aren't working, perhaps due to it thinking it's one material like mentioned before.
Dots took a look at it in milkshape and it seems all vertexes are assigned to the first bone and nothing else.
edit:
The barriers need 1 frame PSA's to actually display a "still" animation, they currently crash the mesh viewer and do nothing in game.
Re: New gametype idea - any UScript coders interested?
Posted: Sun Nov 15, 2009 5:26 pm
by DaveW
Probably, there's 3 seperate objects on the Gun that all have Skin modifiers (that bind the skeletal rig to it), if they're not getting exported right the skeletal mesh won't apply to it.
I'll look into fixing it. I'll also re-export the barriers, I hadn't thought of that. Silly me

Re: New gametype idea - any UScript coders interested?
Posted: Sun Nov 15, 2009 7:37 pm
by Pyro
aw crap, i wanted to tell you that!!
You have to make a proper tree of the scene, it is forbidden to have multiple objects linked to the scene root.

Also, what i did was apply all textures on a single texture,
and give that single texture to all objects, and adjust the UVW's,
so you have 1 material used in the scene.
(like so:
http://img510.imageshack.us/img510/6121/g3final.png)
If you cant figure it out, give me the mesh you had in 3dsmax. ill fix you something nice

Re: New gametype idea - any UScript coders interested?
Posted: Sun Nov 15, 2009 9:36 pm
by DaveW
Done that, now ActorX is refusing to realise the objects exist at all. This is why I hate export tools, they
never work properly.
I don't know how best to give you the file, because 3DSMax's own FBX format doesn't support skin modifiers.
Here's the FBX file for the Barriers. I would export them myself but ActorX isn't recognising the objects, even though it did with the exact same scene setup a few days ago. This Max/ActorX rubbish is really starting to do my head in..
Re: New gametype idea - any UScript coders interested?
Posted: Sun Nov 15, 2009 10:24 pm
by []KAOS[]Casey
By the way..
most people will have s3tc enabled on 227 since it's true by default, so feel free to use a 2048x2048 texture if necessary.
Re: New gametype idea - any UScript coders interested?
Posted: Mon Nov 16, 2009 12:46 am
by DieHard SCWS
Hey Dave
Art question though, what's the maximum texture size Unreal Engine 1 supports? I'm used to working with 1.5 which supports up to 1024 but I'm not sure on Unreal's limitations.
non s3tc is 1024x1024, s3tc is 2048x2048 iirc
By the way..
most people will have s3tc enabled on 227 since it's true by default, so feel free to use a 2048x2048 texture if necessary.
For the normal textures 1024 x 1024 pixels is the limit, for S3TC the current limit is 4096 x 4096 pixels.
.
.
.
Re: New gametype idea - any UScript coders interested?
Posted: Mon Nov 16, 2009 2:16 am
by []KAOS[]Casey
sometimes I think unreal isn't as insane as it really is, the resident texture master speaks.. :p
Re: New gametype idea - any UScript coders interested?
Posted: Mon Nov 16, 2009 7:38 am
by Pyro
Done that, now ActorX is refusing to realise the objects exist at all. This is why I hate export tools, they
never work properly.
I don't know how best to give you the file, because 3DSMax's own FBX format doesn't support skin modifiers.
Here's the FBX file for the Barriers. I would export them myself but ActorX isn't recognising the objects, even though it did with the exact same scene setup a few days ago. This Max/ActorX rubbish is really starting to do my head in..
Aslong as the UVW's remain its ok.(perhaps give those too)
what error ? unmatched node ID? then you didnt link all objects properly.
and about not working properly.. it does, you only have to know what the error means.