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Thread: max<-->UEditor

  1. #31
    Join Date
    Mar 2004
    Posts
    2

    Re: 3dsmax

    Originally posted by Barathrum
    "Rendering to textures"

    Is this feature only available in 3dsmax 5?
    And not somewhere in version 4.2?

    as far as I know,V4 support this ,too.

  2. #32
    Join Date
    Jul 2004
    Posts
    5
    that has happened to me once, my problem was I was importing textures off of a network. Once I put the texture files on my harddrive they imported with no problem.

  3. #33
    Join Date
    Jun 2002
    Posts
    15

    modeling static meshes tri's or quads?

    so.....

    Im modeling some static meshes and characters for ut04 and was wondering:

    quad polys or tri polys?

    editable mesh or editable poly?

    any other tips???

    cheers ppl

  4. #34
    Join Date
    Mar 2004
    Posts
    2

    Re: modeling static meshes tri's or quads?

    Originally posted by Greg_Brant
    so.....

    Im modeling some static meshes and characters for ut04 and was wondering:

    quad polys or tri polys?

    editable mesh or editable poly?

    any other tips???

    cheers ppl

    you can model in Max with quad , then turn your model to mesh for the game,for Max support this kind of transforming very well,there should be no problem. P.S. I'm just learing Max ,too,I fell it's more comfortable to use poly to medel.

  5. #35
    Join Date
    Jun 2002
    Posts
    15
    yeah i much prefer the editable poly to editable mesh.. the tools are a lot nicer!

  6. #36
    Join Date
    Sep 2002
    Location
    Ventura, California, USA
    Posts
    976
    I'd like to hear more about this Jamlander exporter/map maker thang...

  7. #37
    Join Date
    Mar 2003
    Location
    Brisbane Australia
    Posts
    1,429
    Quote Originally Posted by Auky
    you can model in Max with quad , then turn your model to mesh for the game,for Max support this kind of transforming very well,there should be no problem. P.S. I'm just learing Max ,too,I fell it's more comfortable to use poly to medel.
    when you model with quads, you dont have to convert to tris, as this is done automatically

  8. #38
    Join Date
    Aug 2005
    Posts
    9
    Hi I have a problem after I imported the static mesh into UT2K4. I try to add the static mesh to the map. The static mesh just wouldn't appear after I build the level. In the Unreal Editor screen, I can see the mesh but when I build the level, the mesh wouldn't appear. Could someone please help me?

  9. #39
    Join Date
    Sep 2003
    Location
    Raleigh, NC
    Posts
    7,272
    After you build the level or when you play the map in game?

    If it is in game that you cannot see the mesh, you probably didn't save your StaticMesh package before you tested the map. Save the package you imported your mesh into from the StaticMesh browser File menu and it should show up in game.

  10. #40
    Join Date
    Nov 2005
    Posts
    9

    Tip on NumVertices>=3 crash

    Just a tip, since I've had some problems with this:

    If you're exporting a lathe from Max to import as a brush in UE, and you encounter the following message when actually trying to substract/add the brush ...:

    Code:
    Assertion failed: NumVertices>=3 [File:.\UnFPoly.cpp] [Line: 141]
    
    History: FPoly::SplitWithPlane <- FilterEdPoly <- BspFilterFPoly <- UEditorEngine::bspBrushCSG <- UEditorEngine::Exec_Brush <- UEditorEngine::Exec <- (BRUSH SUBTRACT) <- UUnrealEdEngine::Exec <- UUnrealEdEngine::Key <- WM_CHAR <- UWindowsViewport::ViewportWndProc <- WWindow::StaticProc <- MessagePump <- MainLoop
    ... you should check if you selected 'Weld Core' in the lathe parameters.

    In most cases, I might add, the error printed above is caused by a malformed brush, in this case I guess not having the 'Weld Core' ticked, results in multiple center vertices and unconnected, though bordering planes.

    Hope this helps some1

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