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  1. #71
    Join Date
    Jun 2004
    Location
    the Netherlands
    Posts
    161
    thx alot sigarms, this should be very handy

  2. #72
    Join Date
    Feb 2004
    Location
    Stockholm, Sweden
    Posts
    741
    *deleted*Except for that it is illegal...*deleted*
    Besides generally you shouldnt use the convert>to static mesh function.
    Last edited by Dynamit; 10-08-2004 at 01:29 AM.


  3. #73
    Join Date
    May 2004
    Posts
    42
    Oh ok i guess it is, i deleted the post. Id be intrested to know a better way of converting a brush to a mesh, other then right clicking and chooseing 'convert'.

  4. #74
    Join Date
    Apr 2003
    Location
    Netherlands
    Posts
    3,944
    Originally posted by Top-Loader
    Oh ok i guess it is, i deleted the post. Id be intrested to know a better way of converting a brush to a mesh, other then right clicking and chooseing 'convert'.
    There isn't any. Converting brushes to static meshes is bad and ugly. If you want to read why exacly, angelmapper has an excelent explenation on it.

    http://angelmapper.com/tutorials/uedmeshes.htm

  5. #75
    Join Date
    Jun 2003
    Posts
    2
    When I first started mapping (and i have never released my creations btw) I'd use a simple template, e.g. a circular room with two raised bases at each end and a pit in the middle. Then I would add nicer visual touches. Bare in mind that this was the original unreal tournament and would look pritty poor in ut2004 but give it a go and start subtracting those building brushes use static meshes as filler at first to get you creation looking cool.

    I personally dislike static meshes as you have little control over them unless you know 3ds MAX. If you like me then i advise you get fammiliar with the terain creation as that looks fitting for ut2004 and is compleatly in you control. Creating terain looks hard but once you know what to do and what not to you'll find it quite easy. Use the unreal terain VTM for that.

    Don't be worried about using static meshes from other levels as even the boys at epic do that. Once you get fermiliar with the static meshes you will start noticing the same ones all over the place

  6. #76
    Join Date
    May 2004
    Posts
    42
    Thanks mr Mr. SlackPants, i see what you mean.

  7. #77
    Join Date
    Apr 2003
    Location
    Netherlands
    Posts
    3,944
    Small handy little program to view thumbnails in windows from DDS files.
    http://download.nvidia.com/developer...DDS_viewer.exe

    Handy if you have exported DDS textures from UED and want to view thumbnails.

    Other DDS tools:
    http://developer.nvidia.com/object/n...ure_tools.html

  8. #78
    Join Date
    May 2004
    Posts
    42
    That dds viewing tool is very handy, thank you.

  9. #79
    Join Date
    Oct 2004
    Posts
    4
    wow this helps alot thnx

  10. #80
    Join Date
    Oct 2002
    Location
    Germany
    Posts
    109
    Cool Stuff MSP Thx
    btw. Sorry for my poop english, iam a pretty noob with the language "english"

    Greetings

    IRC.: irc.3dbuzz.com - Channel #UED

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