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Forum: All Forums : Unreal Tournament 2003
Category: UT2K3 Mapping
UT2K3 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: 3DS Max to UnrealEd
Foxhound
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Since: May 31, 2002
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Category: UT2K3 Mapping
Posted: Thursday, Nov. 21, 2002 01:20 pm
What do you mean and Fox too??? 80


Cheers
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rEdrUmMDK
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Since: May 29, 2002
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Category: UT2K3 Mapping
Posted: Thursday, Nov. 21, 2002 04:33 pm
You are over the hill ain't ya?? :biggrin:
Backup Your Work or your Work will be gone.
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better red than dead
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rEdrUmMDK
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Category: UT2K3 Mapping
Posted: Sunday, Nov. 24, 2002 03:36 am
I have found very few problems getting a static mesh built in 3ds Max and importing the ASE file into UnrealEd. Texturing the static mesh is getting easier also. I have just been working with basic designs so far. I am not very artistic. There are so many basic shapes in 3ds max to use but I would like to design from scratch. This is going to be a real challenge for sure. Learning more and more in Max as the evenings go by. What I need to do is see if it is possible to get an image in Max in the back ground so I can draw the lines in. Don't know if this is possible or not but would of great benefit to me since drawing is not one of my best points. Wow this is some program. Later guys.
Backup Your Work or your Work will be gone.
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better red than dead
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rEdrUmMDK
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Category: UT2K3 Mapping
Posted: Sunday, Nov. 24, 2002 04:01 am
Hmmm. I found a place in Max to insert an image in the viewport or all viewports. Cool. Maybe this can be done like tracing. Get the picture. lol
Backup Your Work or your Work will be gone.
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better red than dead
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foyleman
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Category: UT2K3 Mapping
Posted: Sunday, Nov. 24, 2002 02:58 pm
welp.. you beat me to that, Red.

yup viewports
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rEdrUmMDK
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Category: UT2K3 Mapping
Posted: Tuesday, Nov. 26, 2002 04:55 am
Well guys added a couple of more meshes to my level. This level will not have any ut2k3 meshes. Just mine. Maybe by the time I get finished with this level I will be able to really do the next one some justice. Learning more and more each day in Max. Just learned how to actually split the mesh into different parts. The only BSP brushes will be the main level structure.
I have the ambient light set to 128. Need to turn that off and add some lights around the meshes to see what effect they will have like shadows and such. I had read somewhere that some meshes do not shadow. We will see. I am still having problems getting the correct grid sizes from Max to unrealed. They are either too wide or way to small. You can stretch them in unrealed to a certain extent (that little tidbit came from darkone by the way). But if you get too carried away the mesh can get way out of wack.
Backup Your Work or your Work will be gone.
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better red than dead
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DEATHGIGAS
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Since: Aug 20, 2004
Posts: 111
Last: Mar 11, 2006
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Category: UT2K3 Mapping
Posted: Friday, Sep. 17, 2004 12:30 pm
Not sure if you know this yet, but you can bake an object into a texture in max and then use that texture in your level instead of building or modelling anything too hectic, after all, you dont want the engine too push too much and low down.

It's actually the way that a lot of tectures were created for doom. In lightwave they built the complete model and textured it, then just baked the model into a texture. Voila, no need to model everything and thats why the textures in game look so good.

You can do the same in unreal ed and if you have the max .dds converter plugin, ca convert the resulting jpeg into .dds for use in unreal Ed.

Great way to keep the polygon count down.

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