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Very Hot Topic (More than 25 Replies) Unreal NVidia PhysX support (Read 73243 times)
Shivaxi
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Re: Unreal NVidia PhysX support
Reply #30 - Feb 18th, 2010 at 6:21pm
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ooo nice looking box.  That's some good mesh work actually.  Don't see much of a point though to re-creating the meshes...but still cool  Smiley
  

 
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Matrix224
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Re: Unreal NVidia PhysX support
Reply #31 - Feb 19th, 2010 at 4:04am
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I noticed this happened randomly, only once so far in my log

PhysX: Error code 2 (f:\p4physx\experimental\PhysX_2.8.1_GPU\novodex\SDKs\Physics\src\NpPhysicsSDK.c
pp, line 746): PhysicsSDK::releaseConvexMesh: instances of this mesh still exist!
  
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GreatEmerald
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Re: Unreal NVidia PhysX support
Reply #32 - Feb 19th, 2010 at 4:39am
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With the new mesh rendering type, you should leave sharp corners in since that creates a kind of realistic look.
  
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GcSkaarj
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Re: Unreal NVidia PhysX support
Reply #33 - Feb 19th, 2010 at 5:21pm
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Shivaxi wrote on Feb 18th, 2010 at 6:21pm:
ooo nice looking box.  That's some good mesh work actually.  Don't see much of a point though to re-creating the meshes...but still cool  Smiley


Mmm, if you don't see the point of that, i suppose that you doesn't see basically the same the point in the work, for example, of DieHardDog on his textures... Actually is the same point of nearly all the efforts in this forum...

Anyway, i can upgrade some of the meshes of the game (and the textures), but first, i must extract from the game, so if anyone knows how to do that, tell me how and i will work on remodeling.
  
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[]KAOS[]Casey
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Re: Unreal NVidia PhysX support
Reply #34 - Feb 19th, 2010 at 5:52pm
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look into a program called umodel
  
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GcSkaarj
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Re: Unreal NVidia PhysX support
Reply #35 - Feb 22nd, 2010 at 12:59am
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[]KAOS[]Casey wrote on Feb 19th, 2010 at 5:52pm:
look into a program called umodel


The umodel tool extract unreal models to a d.3d (mesh) and a a.3d (animation) that can't be readed by 3dsmax, as far as i know...

I will investigate if this is possible.
  
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Re: Unreal NVidia PhysX support
Reply #36 - Feb 22nd, 2010 at 10:06am
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Download MilkShape 3D demo, import the _d.3d files on MilkShape and export as Lightwave format so you can import on 3D studio max.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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mentalhunter
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Re: Unreal NVidia PhysX support
Reply #37 - Feb 22nd, 2010 at 12:13pm
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GcSkaarj wrote on Feb 22nd, 2010 at 12:59am:
[]KAOS[]Casey wrote on Feb 19th, 2010 at 5:52pm:
look into a program called umodel


The umodel tool extract unreal models to a d.3d (mesh) and a a.3d (animation) that can't be readed by 3dsmax, as far as i know...

I will investigate if this is possible.


umodel only exports SkeletalMeshes, PSK and PSA.
  
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Jet v4.3.5
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Re: Unreal NVidia PhysX support
Reply #38 - Feb 22nd, 2010 at 4:28pm
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How do you import the PSA and PSK files to the editor for use?
  
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Re: Unreal NVidia PhysX support
Reply #39 - Feb 22nd, 2010 at 6:58pm
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mentalhunter wrote on Feb 22nd, 2010 at 12:13pm:
umodel only exports SkeletalMeshes, PSK and PSA.


It can do that, and much more:

Quote:
Capabilities

   * Loading packages from some Unreal Engine based games
   * Visualization of skeletal and vertex meshes with animation support
   * Visualization of static meshes
   * Viewing supported material types
   * Export of skeletal animations and meshes into ActorX format (.psk and .psa) or idSoftware md5
   * Export of vertex meshes into Unreal .3D format
   * Export of static meshes into psk format
   * Export textures into tga format
   * List of packaged objects (.u, .uax, .ukx, .utx etc).


Jet v4.3.5 wrote on Feb 22nd, 2010 at 4:28pm:
How do you import the PSA and PSK files to the editor for use?


UnrealED 2 doesn't support direct importation of ActorX (PSK & PSA Files) so you need to use UCC to compile them as part of a package. When you have the files and folders in the right place, you need the right import script:

Code
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//1st Person View
#exec MESH    MODELIMPORT MESH=FP_Dude_Pistol MODELFILE=SkeletalMesh\FP_Dude_Pistol.PSK
#exec MESH    LODPARAMS   MESH=FP_Dude_Pistol HYSTERESIS=0.00 STRENGTH=0.01 MINVERTS=10.00 MORPH=0.30 ZDISP=0.00
#exec MESH    ORIGIN      MESH=FP_Dude_Pistol X=0 Y=0 Z=0 YAW=-64 PITCH=0 ROLL=0
#exec ANIM    IMPORT      ANIM=animPistol ANIMFILE=MeshAnimation\animPistol.PSA COMPRESS=1
#exec MESHMAP SCALE       MESHMAP=FP_Dude_Pistol X=1.0 Y=1.0 Z=1.0
#exec MESH    DEFAULTANIM MESH=FP_Dude_Pistol ANIM=animPistol

//Animation sequences
#EXEC ANIM SEQUENCE ANIM=animPistol SEQ=All STARTFRAME=0 NUMFRAMES=198 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=animPistol SEQ=Shoot1 STARTFRAME=0 NUMFRAMES=21 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=animPistol SEQ=Reload STARTFRAME=21 NUMFRAMES=76 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=animPistol SEQ=Idle STARTFRAME=97 NUMFRAMES=61 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=animPistol SEQ=Down STARTFRAME=158 NUMFRAMES=24 RATE=30 COMPRESS=1,00
#EXEC ANIM SEQUENCE ANIM=animPistol SEQ=Select STARTFRAME=182 NUMFRAMES=26 RATE=30 COMPRESS=1,00
#exec ANIM DIGEST ANIM=animPistol 



Of course you need to replace the model filenames in this code with the name of the one you are using. The animation names and frames will be different too. You can use this tool to load the .PSA files and look at the names and frames of each animation.
  
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Re: Unreal NVidia PhysX support
Reply #40 - Feb 22nd, 2010 at 7:00pm
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Question: Will Ued ever support direct PSK and/or PSA importing, or would the source for UT2kx be required?
  
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GcSkaarj
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Re: Unreal NVidia PhysX support
Reply #41 - Feb 22nd, 2010 at 7:28pm
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.:..: wrote on Feb 22nd, 2010 at 10:06am:
Download MilkShape 3D demo, import the _d.3d files on MilkShape and export as Lightwave format so you can import on 3D studio max.


Yes, it works, i can open the d.3d files, but how can i do with the a.3d (animations) files, because it doesn't work.
  
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Re: Unreal NVidia PhysX support
Reply #42 - Feb 23rd, 2010 at 8:29am
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Will this PhysX support be included in Unreal patch 227 or will it be/remain a separate add-on?

How does it interact with servers and online games? With replication and such? Does this work, or is it single player only?

If it works online, does the server also need a PhysX capable card?
  
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Re: Unreal NVidia PhysX support
Reply #43 - Feb 23rd, 2010 at 9:21am
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GcSkaarj wrote on Feb 22nd, 2010 at 7:28pm:
.:..: wrote on Feb 22nd, 2010 at 10:06am:
Download MilkShape 3D demo, import the _d.3d files on MilkShape and export as Lightwave format so you can import on 3D studio max.


Yes, it works, i can open the d.3d files, but how can i do with the a.3d (animations) files, because it doesn't work.

You can't revert the animations back after the mesh is converted into vertex mesh.

Quote:
Will this PhysX support be included in Unreal patch 227 or will it be/remain a separate add-on?

How does it interact with servers and online games? With replication and such? Does this work, or is it single player only?

If it works online, does the server also need a PhysX capable card?

- It will not be included with 227 patch.
- It works online.
- PhysX cards are never needed to run this, if you have none it will run it on CPU which works just fine with something simple as some physics boxes and joints (it may be different story if used more complex clothing or fluid meshes).
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Jet v4.3.5
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Re: Unreal NVidia PhysX support
Reply #44 - Feb 23rd, 2010 at 9:55pm
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How easy will the soft-bodies be to set up when you incorporate them? Will they only work on skeletal meshes, or will there be new support for the vertex meshes (using their vertexes)?
  
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