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Formatting?

The section related to UnrealScript and modding. This board is for coders to discuss and exchange experiences or ask questions.
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Orthrus
Posts: 1
Joined: Sun May 18, 2008 11:26 pm

Formatting?

Post by Orthrus »

Well, this isn't directly Uscript, but I'd say it's sufficiently related. I'm working on a weapon for Unreal and am using 3Ds max for the modeling and textures. What I wanted to ask if how do I do this in a way that Unreal would accept? Pretty much, what do I need to do to make it compatible with Uscript and Unreal in general?
Last edited by Orthrus on Thu Jun 05, 2008 10:16 pm, edited 1 time in total.
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Smikey
OldUnreal Member
Posts: 52
Joined: Tue May 27, 2008 3:42 pm

Re: Formatting?

Post by Smikey »

Wel i know how to.. but this is what Qtit explained me...
Actor X is THE best way of exporting models.

Listen. There are 2 types of models in Unreal.

Skeletal mesh: file *.PSK is the MESH data and file *.PSA is the ANIMATION data.

Vertex mesh: file *.3d_a is the vertex animation data and *.3d_b is additional data.

Now, Actor X can export both types of mesh for you. Bu I would recomment Skeletal Mesh as it is much better, easier, funnier, narrowlier.

Now, prepare the model in 3d studio max with bones and PHYSIQUE or SKIN modifier on the model. When you have animations done, first thing you do is define those animations in Actor X plugin.

For this you open the Actor X in 3d studio, define the name of animation (eg All, Fire1, Fire2, Reload, Sway etc) then difine the range of animation ( 0-15, 15-42, 43 (for stills you can make 1 frame animation)) and you click DIGEST ANIMATION.
Animation is stored in animation manager. When you digest all animations, you can type in the animation file name (file with ext. *.PSA) and in Animation Manager save it.

We come down to the model.
First define the Mesh File Name and Output PAth (where it should be saved)
Now, in Axtor X setup rollout we have some stuff:

Persistent settings, presistent paths - if checked saves Actor Xs' paths and settings (screw it)

-Skin Export- these are settings of the skin which youll export.
All Skin Type - if true it'll search thrue all scene and export ALL skin type meshes (meshes in 3d Studio which have Skin or Physique modiffier on iy)
All Textured - if true, it'll reduce its search to meshes which have textures applyed.
All Selected - itll export only selected meshes.

Better to have all three checked before youll Export something.

-Bones- never played with it, dunno what it does

Scale factor - you can scale dow the mesh (0.8, 0.2, 3 like this I think)

If you have those things done, you click EXPORT MESH (ahaving selected the mesh you want to export) and the Actor X saves *.PSK file.

Last thing we need is the imprt script.

-Logfiles- here Actor x can save you time by making basic UC file which will help you imprt the mesh into unreal.

Class - name of the class in Unreal (eg P90)
Base - the base existing in unreal class under which itll be saved (eg Decoration)

I always save the first model under decoration class - easier ti find and later on youcan easily change it.

Haw to imprt model into unreal???? Easy:

Create folder (eg P90Weapon) in your Unreal directory. Inside put folders:
Classes - put here all *.UC files
Models - All *.PSK, *.PKA files
Textures - all textures.
Now, go to Unreal system directory, find Unreal.ini, edit it.
Find lines where is something like "EditPackages=something"
Copy the last line, edit it like "EditPackages=YourFolderName" (eg EditPackages=P90Weapon).
Now, go to windows command line (start - run - cmd)

Write the path to your unreal system folder and execute UCC MAKE.
Eg:
D:\Games\TheBestGameEver\Quake3Suxx\Unreal\System\UCC MAKE

Now the unreal should import the exported files and convert it. If you did all the way it should be done, if I explained everything it should be explained, if the world still turns...

Good luck!!

Some inportend links to visit!

http://unreal.epicgames.com/skeletal/utskelanim.htm#weapon
http://wiki.beyondunreal.com/Legacy:Reloading_Weapons
http://udn.epicgames.com/Two/ActorX.html
http://udn.epicgames.com/Two/ActorXXSITutorial.html
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Chaos13
OldUnreal Member
Posts: 951
Joined: Sat Feb 16, 2008 10:24 am

Re: Formatting?

Post by Chaos13 »

Then it will only work with 227 but not 226.
Skydev = Chaos13 = Dimension4
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GreatEmerald
OldUnreal Member
Posts: 5347
Joined: Mon May 21, 2007 2:30 pm

Re: Formatting?

Post by GreatEmerald »

There's that Mesh Browser in UnrealEd 1, you can reach it by opening some actor's properties, display, mesh and clicking on the '...' button. Not sure if it lets you import things though, and of what format, though there are buttons like "texture it!" or something like that that are grey if you view the default meshes :)
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Chaos13
OldUnreal Member
Posts: 951
Joined: Sat Feb 16, 2008 10:24 am

Re: Formatting?

Post by Chaos13 »

Lol not. You have to use #obj syntax to import meshes.
Skydev = Chaos13 = Dimension4
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HeadShot
OldUnreal Member
Posts: 228
Joined: Wed Nov 21, 2007 4:30 pm

Re: Formatting?

Post by HeadShot »

The issue me and orth are talking about is like where only bits and pieces will show up after importing, kind of like it's too complex. We want to be able to load perfected models 224+ compatible.
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Smikey
OldUnreal Member
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Joined: Tue May 27, 2008 3:42 pm

Re: Formatting?

Post by Smikey »

Export vertex only

_a.3d & _d.3d same way als UCC .. only you need a script first to inport them .. put thos in classes.. a3d and d3d @models.. and textures @ textures..

use UCC or 3Ds2unreal converter .. there are some more tools..

and btw.. 224.. i ques. smaller polycount then i use in 227.. lol ..
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