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Hot Topic (More than 10 Replies) Import model to Unreal 2 (Read 12594 times)
Akyra
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Import model to Unreal 2
Nov 22nd, 2012 at 1:36pm
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How do I import the model into U2? PSK and PSA does not suported and (solid) 3D model has not import texture...help

GLMEd is tragic..grrrr.. Cry
  
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Dozey
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Re: Import model to Unreal 2
Reply #1 - Nov 22nd, 2012 at 1:46pm
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Akyra wrote on Nov 22nd, 2012 at 1:36pm:
How do I import the model into U2? PSK and PSA does not suported and (solid) 3D model has not import texture...help

GLMEd is tragic..grrrr.. Cry


If it has no animations then try to import as static mesh.
  
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GreatEmerald
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Re: Import model to Unreal 2
Reply #2 - Nov 22nd, 2012 at 5:33pm
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Akyra
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Re: Import model to Unreal 2
Reply #3 - Nov 28th, 2012 at 9:57am
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Uff..I dont understand how I can import psk psa in GolemEd. Trough UnrealEd I can import psk and can save, but when I save and psa shutdown editor with this bug... Cry  :

General protection fault!

History: TArray<< <- UMeshAnimation::Serialize <- (MeshAnimation GlmMesh.dryad) <- TagImports <- UObject::SavePackage <- UEditorEngine::Exec_Obj <- UEditorEngine::Exec <- (OBJ SAVEPACKAGE PACKAGE="GlmMesh" FILE="F:\Z_Virtual\SourceUnreal\UnrealII\Mes).. <- WBrowserAnimation:ShockednCommand <- WWindow::WndProc <- WWindow::StaticProc <- DispatchMessage <- 00090C6A 514 <- MessagePump <- MainLoop
  
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GreatEmerald
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Re: Import model to Unreal 2
Reply #4 - Nov 28th, 2012 at 4:05pm
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Where are you getting stuck, then? All animations must go through the Golem Editor in Unreal II. Importing it is pretty trivial, too. Setting it up correctly is a bit more difficult, but the system is very powerful. It tries to make you do less work animating and more work with procedures instead, which leads to a lot more dynamic results.
  
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Akyra
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Re: Import model to Unreal 2
Reply #5 - Nov 29th, 2012 at 9:07am
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Only format 3ds import to GlmEd. Not correctly import 3ds to GlmEd..deeemm..I understand what is trivial.. Smiley..it is not user friendly..
  
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Akyra
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Re: Import model to Unreal 2
Reply #6 - Nov 29th, 2012 at 10:02am
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If you right-click on a GEM file, you will see options similar to the ones above, but with two new additions and slight changes. The New option here allows you to create only one type of element - object. Pressing the New Object button opens a new window with all the possible objects listed. After selecting one and pressing OK, you need to enter a (unique) name for the new object. The newly added object automatically contains several preset attributes depending on the object category.

The Save All and Reload All buttons are replaced with Save and Reload buttons when working with GEM files, and they only affect the selected GEM file instead of every changed GEM file in the workspace.

There are two new additions to the context menu when working with GEM files. First is the Import... menu, which allows you to import either static untextured 3DS Max files, or ActorX PSK/PSA files. If you choose to import a PSK file, and point to a PSK file, Golem Studio asks you for a prefix, which you can think of as a name for the entity you wish to import. The default is based on the filename. Once that is done, the program lists what objects will be generated from the PSK file, along with their names, and whether anything will be overwritten or not. The generated objects are typically Bone Hierarchy, Vertices, Triangles, Bone Weighted Points, Materials, Texture UV Frames, Model, Entity Scripts, Entity Blueprint and Level-of-Detail Information. The created Entity Scripts object is completely empty, but it is needed for the import of a PSA file. All the information, such as the texture name for the Materials object, is taken from the PSK file. When importing a PSA file, the first steps are identical, except that you also need to point to a Bone Hierarchy object that matches the imported animations as well as an Entity Scripts object to put the newly generated scripts into. The number of animations (scripts) added or replaced is shown in the prompt at the end. Note that 3DS file import was created for the purposes of particle emitters, and not full models (that is what ActorX is for).

It is nonsense..psk and psa not import menu..only 3ds or make cube.. Tongue
ucc no akcept psa.. Angry
  
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GreatEmerald
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Re: Import model to Unreal 2
Reply #7 - Nov 29th, 2012 at 10:19am
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They are in the import menu for sure. I used it myself. So it must be something with your installation. What's the content of your GlmEd.mnu file?
  
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Akyra
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Re: Import model to Unreal 2
Reply #8 - Nov 29th, 2012 at 1:48pm
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This is my GlmEd.mnu:

/*
    Golem Studio menu file
*/
category EditorWorkspace
{
    menu RenameDelete
    {
        item "Rename" { command "EditRename"; }
        item "Delete" { command "EditDelete"; }
    }
    menu VssFile
    {
        separator;
        submenu "SourceSafe..."
        {
            item "Get Latest Version" { command "EditVssGetLatestVersion"; }
            item "Check Out" { command "EditVssCheckOut"; }
            item "Check In" { command "EditVssCheckIn"; }
            item "Undo Check Out" { command "EditVssUndoCheckOut"; }
            item "Add File to SourceSafe" { command "EditVssAddFile"; }
            separator;
            item "Refresh Status" { command "EditVssRefreshStatus"; }
        }
    }
    menu VssFolder
    {
        separator;
        submenu "SourceSafe..."
        {
            item "Get Latest Version" { command "EditVssGetLatestVersion"; }
            separator;
            item "Refresh Status" { command "EditVssRefreshStatus"; }
        }
    }

    menu REdGemFileCategory
    {
        item "View Description" { command "EditShowClassDesc"; }
        separator;
        item "Delete All" { command "EditDeleteAll"; }
    }

    menu RGemObject
    {
        item "View/Modify..." { command "EditModify"; }
        separator;
        item "Move" { command "EditMove"; }
        item "Duplicate" { command "EditDuplicate"; }
        item "Redirect" { command "EditRedirect"; }
        inherit RenameDelete;
    }

    menu RGemFile
    {
        item "New Object" { command "EditFileNewObject"; }
        separator;
        item "Save" { command "EditFileSave"; }
        item "Reload" { command "EditFileReload"; }
        separator;
        inherit RenameDelete;
        separator;
        submenu "Import..." auto "GlmEdFileImport";
        submenu "Generate..." auto "GlmEdFileGenerate";
        inherit VssFile;
    }

    menu RGemFolder
    {
        submenu "New..."
        {
            item "File" { command "EditFolderNewFile"; }
            item "Folder" { command "EditFolderNewFolder"; }
        }
        separator;
        item "Save All" { command "EditFolderSaveAll"; }
        item "Reload All" { command "EditFolderReloadAll"; }
        separator;
        inherit RenameDelete;
        inherit VssFolder;
    }

    menu RGemWorkspaceFolder
    {
        submenu "New..."
        {
            item "File" { command "EditFolderNewFile"; }
            item "Folder" { command "EditFolderNewFolder"; }
        }
        separator;
        item "Save All" { command "EditFolderSaveAll"; }
        item "Reload All" { command "EditFolderReloadAll"; }
        inherit VssFolder;
    }

    menu RGemLodInfo
    {
        inherit RGemObject;
        separator;
        item "Generate from Model" { command "LodGenerate"; }
    }
    menu RGemScripts
    {
        inherit RGemObject;
        separator;
        item "Copy Scripts" { command "CopyScripts"; }
        item "Move Scripts" { command "MoveScripts"; }
        separator;
        item "Lipsync Curves Batch Import" { command "BatchImportVisemeText"; }
        separator;
        item "Run Attribute Extractor" { command "CharAnimAttrExtract"; }
        item "Add Notify" { command "AddNotify"; }
    }
    menu RGemLipsyncCurve
    {
        inherit RGemObject;
        separator;
        item "Import Text File" { command "ImportVisemeText"; }
    }
    menu RGemAgent
    {
        inherit RGemObject;
        separator;
        item "Import GAL File" { command "ImportScriptText"; }
        item "Export GAL File" { command "ExportScriptText"; }
    }
    menu RGemRagdoll
    {
        inherit RGemObject;
        separator;
        item "Build from Hierarchy" { command "BuildFromHierarchy"; }
        item "Scale Solid Masses" { command "ScaleMasses"; }
        item "Copy Solids From Ragdoll" { command "CopySolidsFromRagdoll"; }
        item "Copy Joints From Ragdoll" { command "CopyJointsFromRagdoll"; }
    }
    menu RGemBlueprint
    {
        inherit RGemObject;
        separator;
        item "Refresh CommonBlueprints" { command "BuildUnifiedAttributes"; }
    }
}

can I change?.. Grin
  
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GreatEmerald
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Re: Import model to Unreal 2
Reply #9 - Nov 29th, 2012 at 4:00pm
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Hm, looks fairly OK, although I don't have my copy of it on the disk right now to verify. What is your version of Unreal II? Stock, Anthology, etc.? And what is its patch version? Also, can you post a screenshot of the Import menu that you get?
  
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Akyra
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Re: Import model to Unreal 2
Reply #10 - Nov 30th, 2012 at 9:38am
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I found this. I did not have folder Plugins in system folder. Now it is ok..I import psk and psa. But I can not load gem in UnrealEd. How can file *.ugx for load mesh? I dont understant, why every game unreal engine have problem with import mesh..grr..only ut is ok.. Shocked 
  
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GreatEmerald
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Re: Import model to Unreal 2
Reply #11 - Nov 30th, 2012 at 3:31pm
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The UGX files are not displayed by UnrealEd, but they are loaded by the game itself just fine. Simply assign your imported model to an actor (Mesh should be set to LegendMesh'<YourUGXPackageName>.<YourGEMFileName>') and launch the game.
  
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Akyra
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Re: Import model to Unreal 2
Reply #12 - Dec 2nd, 2012 at 2:17pm
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Thanks..your answer. But i have one question? How can I make UGX file? In golem I make only GEM file..
  
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GreatEmerald
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Re: Import model to Unreal 2
Reply #13 - Dec 2nd, 2012 at 8:21pm
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You need to run UCC make:
http://www.oldunreal.com/wiki/index.php?title=Unreal_II_UCC#MakeCommandlet
It's like compiling UnrealScript code, just that it compiles Golem code as well.
  
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Akyra
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Re: Import model to Unreal 2
Reply #14 - Jan 8th, 2013 at 12:24pm
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Little problem...Unreal2.ini does not how ugx compile by ucc...where is what for ugx will be compile by ucc..? Thank GreatEmerald for all previous answer.. Wink
  
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