logo
Main

Forums

Downloads

Unreal-Netiquette

Donate for Oldunreal:
Donate

borderline

Links to our wiki:
Wiki

Walkthrough

Links

Tutorials

Unreal Reference

Usermaps

borderline

Contact us:
Submit News
Page Index Toggle Pages: 1 Send TopicPrint
Hot Topic (More than 10 Replies) Model import to Unreal 1 engine (Read 8564 times)
Xoleras
New Member
*
Offline


Oldunreal member

Posts: 9
Joined: Oct 28th, 2011
Gender: Male
Model import to Unreal 1 engine
Mar 12th, 2012 at 12:02am
Print Post  
I've been wanting to import a model for a custom pawn to UT. I already know of the 3DS -> 3D -> U pipeline and whatnot. I just wanted to know if there were some prerequisites. For example, I understand that in general UT pawn models have an average of 800 polys or so. Can anyone tell me if there are any other requirements for the model to be imported correctly. (I tried it with a high def model and it obviously didn't work, it looked like a big stretched out box).
  
Back to top
 
IP Logged
 
AlCapowned
Full Member
***
Offline


Oldunreal member

Posts: 167
Joined: Dec 22nd, 2009
Re: Model import to Unreal 1 engine
Reply #1 - Mar 13th, 2012 at 9:28pm
Print Post  
Models needs to fit in a 256x256x256 box (or maybe it was 128x128x128). In my experience, the more complex the model, the fewer frames it can have before screwing up in some way. Sorry, I don't know enough to give you any concrete information.
  
Back to top
 
IP Logged
 
[]KAOS[]Casey
Developer Team
Betatester
Offline


nedm

Posts: 3181
Joined: Aug 7th, 2011
Gender: Male
Re: Model import to Unreal 1 engine
Reply #2 - Mar 14th, 2012 at 3:15am
Print Post  
Skeletal meshes are not nearly as limited. You could try adapting your model to that
  
Back to top
 
IP Logged
 
Turboman.
God Member
Developer Team
*****
Offline


I love YaBB 1G - SP1!

Posts: 860
Location: Somewhere else
Joined: Feb 4th, 2003
Gender: Male
Re: Model import to Unreal 1 engine
Reply #3 - Mar 21st, 2012 at 11:06pm
Print Post  
AlCapowned wrote on Mar 13th, 2012 at 9:28pm:
Models needs to fit in a 256x256x256 box (or maybe it was 128x128x128). In my experience, the more complex the model, the fewer frames it can have before screwing up in some way. Sorry, I don't know enough to give you any concrete information.



Correct on this one, although i should probably add that after alot of research into it, it seems models screwing up is alot more likely to happen to models where many verticles overlap during a frame or two (complex models have a much higher density, hence more likely to cause overlapping when cramped in a 256^2 area)

Doesn't always explain how i manage to overlap many verticles without messing that one up though (think headshot anims)
  
Back to top
WWWICQ  
IP Logged
 
Dozey
God Member
*****
Offline


I love cleaning The Sunspire
with my mop.

Posts: 609
Location: Poland
Joined: Aug 12th, 2009
Gender: Male
Re: Model import to Unreal 1 engine
Reply #4 - May 6th, 2012 at 5:50pm
Print Post  
To avoid my spam messanges I would like to put my question in this topic. If I've got model with polys more than in limit, I must re-model the weapon?? Or there is another way to import it to u1 engine?? BTW I am working on 227h version.
  
Back to top
WWW  
IP Logged
 
Smirftsch
Forum Administrator
*****
Offline



Posts: 7925
Location: at home
Joined: Apr 30th, 1998
Gender: Male
Re: Model import to Unreal 1 engine
Reply #5 - May 8th, 2012 at 9:27am
Print Post  
what means more than in limit? I've seen models with over 100k polycount and all what happened what a heavy drain in FPS...
  

Sometimes you have to lose a fight to win the war.
Back to top
WWWICQ  
IP Logged
 
Gizzy
Ex Member
**


Oldunreal member

Re: Model import to Unreal 1 engine
Reply #6 - May 11th, 2012 at 12:16am
Print Post  
Dozey wrote on May 6th, 2012 at 5:50pm:
To avoid my spam messanges I would like to put my question in this topic. If I've got model with polys more than in limit, I must re-model the weapon?? Or there is another way to import it to u1 engine?? BTW I am working on 227h version.


I had no problems or lag issues when I imported models from UT2004/UT3/Postal2/Bioshock (Assuming that your models won't be as high-poly as the ones used in those games)
  
Back to top
 
IP Logged
 
mentalhunter
God Member
*****
Offline



Posts: 784
Location: Netherlands
Joined: Oct 7th, 2007
Gender: Male
Re: Model import to Unreal 1 engine
Reply #7 - May 11th, 2012 at 5:59pm
Print Post  
I think his refering to the distance glitchy bug?? Models get screwed over when standing from a certained distance and further.. THAT is the problem when porting models with to much poly's then unreal was meant to deal with.. You can fix this if you can get that.. whats it called? Oh yes! "MLMODE 0" If you can build that in the model's UC file this issue should be fixed. Unless.. This is NOT the issue afcourse, then this post is a total waste of time, hehe.
  
Back to top
 
IP Logged
 
Dozey
God Member
*****
Offline


I love cleaning The Sunspire
with my mop.

Posts: 609
Location: Poland
Joined: Aug 12th, 2009
Gender: Male
Re: Model import to Unreal 1 engine
Reply #8 - May 21st, 2012 at 5:23pm
Print Post  
mentalhunter wrote on May 11th, 2012 at 5:59pm:
I think his refering to the distance glitchy bug?? Models get screwed over when standing from a certained distance and further.. THAT is the problem when porting models with to much poly's then unreal was meant to deal with.. You can fix this if you can get that.. whats it called? Oh yes! "MLMODE 0" If you can build that in the model's UC file this issue should be fixed. Unless.. This is NOT the issue afcourse, then this post is a total waste of time, hehe.


Thanks exactly what I've meaned for.
  
Back to top
WWW  
IP Logged
 
Gizzy
Ex Member
**


Oldunreal member

Re: Model import to Unreal 1 engine
Reply #9 - May 21st, 2012 at 11:48pm
Print Post  
mentalhunter wrote on May 11th, 2012 at 5:59pm:
I think his refering to the distance glitchy bug?? Models get screwed over when standing from a certained distance and further.. THAT is the problem when porting models with to much poly's then unreal was meant to deal with.. You can fix this if you can get that.. whats it called? Oh yes! "MLMODE 0" If you can build that in the model's UC file this issue should be fixed. Unless.. This is NOT the issue afcourse, then this post is a total waste of time, hehe.


That, or modify the "STRENGTH=w/e" to 0.1 or something (Not 100% what the difference between MLOD and Strength is, waiting citation)
  
Back to top
 
IP Logged
 
[]KAOS[]Casey
Developer Team
Betatester
Offline


nedm

Posts: 3181
Joined: Aug 7th, 2011
Gender: Male
Re: Model import to Unreal 1 engine
Reply #10 - May 22nd, 2012 at 4:48pm
Print Post  
MLOD=0 in the import options disallows any LOD and actually makes the mesh into a standard Mesh, and not an LODMesh
  
Back to top
 
IP Logged
 
Page Index Toggle Pages: 1
Send TopicPrint
Bookmarks: del.icio.us Digg Facebook Google Google+ Linked in reddit StumbleUpon Twitter Yahoo