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could someone

Posted: Fri Aug 13, 2010 6:58 pm
by Dozey
:)
could someone put ut_Decorations and all deco from UT in the internet?? for unreal 1 of course.


Re: could someone

Posted: Sun Aug 15, 2010 1:08 pm
by Dozey
ok so if anyone don't have time/don't want to export this and upload - give me link for turtorial about exporting meshes to unreal 1

Re: could someone

Posted: Sun Aug 15, 2010 1:38 pm
by Pitbull
There are hundreds of posts already on the forum reguarding this. The search feature does work on the forum Try it. Click the link and search for exporting meshes. Make sure your search includes the option to search for all posts.  Not to be rude either but if you are to lazy to do a simple search why should anyone else take the time to post? There are even several topics on the wiki.

http://www.oldunreal.com/cgi-bin/yabb2/ ... ion=search

http://www.oldunreal.com/wiki/index.php?title=Main_Page

Re: could someone

Posted: Mon Aug 16, 2010 10:46 pm
by Gizzy
I'll try and get round to this at some point. Should be fairly easy, but as Pitbull said, there are tutorials :P

A quick sum up of exporting models:

UTPT (Unreal Tournament Package Tool)
NEVER use UTPT for exporting models (I learnt that the hard way). UTPT breaks the models' animations 9/10 times. It is, however a good tool for exporting textures and sounds and also decompiling and exporting code.

WOTGreal
I never used WOTGreal for exporting meshes, so I've no idea how it would turn out. Apart from that, it shares similar functions to UTPT

Unreal Model Viewer
I use UModel for UT2004/UT3 models. It can batch-export models, skeletal models (And their animations) and even static meshes now. Although it can export textures, I still prefer UTPT/WOTGreal for exporting those.

Ghetto Method
Then there's the "Ghetto Method" introduced to me by Gigu. (Credit to him for the vid) This method is the least time consuming and can rip any model you want with the textures still bound to the model and save it all to a single .u file. All the user has to do is add the classes themselves.

Re: could someone

Posted: Tue Aug 17, 2010 9:04 am
by Dozey
yeah..but from what link i can get ghetto way??? ::) This link is only video from YT.

Re: could someone

Posted: Tue Aug 17, 2010 9:50 am
by Gizzy
There are no tools as such to export using the ghetto method. Just watch the vid and if you still don't understand, I'll write up a small tutorial later.

Re: could someone

Posted: Tue Aug 17, 2010 10:38 am
by Dozey
i don't hear him very well. He isn't saying clearly. I hear one word and something like "hmmmmmmm,Bhmmmmm"
It will be better if you write a turtorial Gizzy ;D


And question to all:
Is there possible to make mover that is strafeing more than 10 times (to simulate moving humvee) ??

Re: could someone

Posted: Tue Aug 17, 2010 2:49 pm
by スマイル・ドラゴン
I love it when people watch my video and can't hear the audio... Yes I know my microphone is bad but, I can hear myself perfectly fine in that video.

Get some headphones, turn them to maximum possible volume, apply a noise removal effect, and if you still can't listen then I might as well save a text version of that stupid ass tutorial on my website...

Re: could someone

Posted: Tue Aug 17, 2010 4:56 pm
by Dozey
:o :o :o
??? it is your turtorial????
Yeah with headphones is better but not enough as i need. It will be better if you write. i understand better if someone is writing not talking in english. ;D

Re: could someone

Posted: Wed Aug 18, 2010 9:14 am
by スマイル・ドラゴン
Are you serious? Yes it's my tutorial.

And as you can see on the date of the video I made it a few years from now...

[ch12462][ch12540][ch12464] when romanized is Gigu, but other romanizations lead to Giegue, Gyiyg, and Giygas... But in general, it's the name of the final adversary from Mother 1, and Mother 2.

Re: could someone

Posted: Wed Aug 18, 2010 6:12 pm
by .:..:
Well heres how the ghetto method works step-by-step (ripping off some UT mesh for Unreal 1):
- Startup UT UnrealEd
- Create a simple cube room and add a PathNode actor (or any Engine actor).
- Open up the properties of it.
- Change Mesh = TheMeshNameYouWantToRip
- Optionally change DrawType = DT_Mesh
- Save map and close editor
- Open UnrealTournament.ini
- Remove EditPackages=BotPack line (if there is also remove UTMenu).
- Relaunch UT editor and reload ur dummy map you just saved.
Now BotPack has only loaded that mesh used in your map, so save BotPack from Texture Browser with an own name (and if you want you can rename it to .u file). After that make some class;es for it in Unreal 1 editor.
It is also possible to directly add some BotPack decoration classes in your dummy map and you get the classes directly ported over (as long as they don't make references to UT specific codes).

Re: could someone

Posted: Wed Aug 18, 2010 8:21 pm
by スマイル・ドラゴン
Sometimes it's a good idea to add a extra step, after saving that dummy package, make another dummy cube map, put another random ass actor, load your dummy package, set the mesh, then set the meshmap surface textures to None in the UnrealED log, save the map and package again, close editor, reload the dummy map, and then save the dummy package again, then it's just the model and you can safely re-import the texture in a older Unreal version without it crashing.

Re: could someone

Posted: Thu Aug 19, 2010 8:03 pm
by Dozey
Well heres how the ghetto method works step-by-step (ripping off some UT mesh for Unreal 1):
- Startup UT UnrealEd
- Create a simple cube room and add a PathNode actor (or any Engine actor).
- Open up the properties of it.
- Change Mesh = TheMeshNameYouWantToRip
- Optionally change DrawType = DT_Mesh
- Save map and close editor
- Open UnrealTournament.ini
- Remove EditPackages=BotPack line (if there is also remove UTMenu).
- Relaunch UT editor and reload ur dummy map you just saved.
Now BotPack has only loaded that mesh used in your map, so save BotPack from Texture Browser with an own name (and if you want you can rename it to .u file). After that make some class;es for it in Unreal 1 editor.
It is also possible to directly add some BotPack decoration classes in your dummy map and you get the classes directly ported over (as long as they don't make references to UT specific codes).
thank's a lot for you and Gigu :)