View Full Version : Exporting Unreal BSP geometry to a 3D program.
MaTibay520 07-28-2004, 05:24 PM How do you export bsp geometry from Unreal Ed 3 to a modeling program like Maya or Max and have the scale fit?
I need this to help me create static meshes that fit with both buildings built w/ bsp's and w/ terrain features.
I've used wavefront obj but the scale gets screwed up. It becomes extremely small.
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operativem
07-29-2004, 05:30 AM
Many (most?) converters simply convert 1 unit in the source format to 1 unit in the destination format, which is logical enough unless there are specific conversions (EX: US to Metric) that need to occur. In my experience, units are an abstract concept in 3D models (especially between different formats), and labels (ft, meters, inches) are mostly used for either correlation (EX: a runway that is exactly 5000 ft long) or for programming, especially physics, where velocities are imporant.
Assuming there are no other problems with the conversion, then a scale operation (at some point during the conversion) should fix the problem. Can't you fix this by applying a scale to the root of the scene in Maya?
MaTibay520
07-29-2004, 06:01 AM
For whatever reason, when i export bsp's out, they were exported out extremely small. I found another way of exporting them out and now do not have a problem. I haven't trieed this method w/ terrain yet, but it does work w/ regular bsp's.
AndersonCGI
07-29-2004, 09:06 AM
Does this work also for quake3 BSP as theres some SOF2 maps I would like to recreate for Far Cry ???
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