View Full Version : exporting UnrealED to max ???
Can you build a level in UnrealED then export it to max? As its a pain making indoor levels in FarCry and I think this would help alot :)
| |
This is a good question sadly i cant help you but i am going to add to the question cos i have some of my own.. sorry if his is rude..!? anyway i think youd be better off just building the whole thing in max and exporting to sandbox... xandbox is a nightmare when it comes to doing indoor bits.. but its exactly like max in a LOT of aspects which is cool! this is where my question comes in.. does anyone know of the level exporters for max to the current games around (HL2, Unreal, Farcry and doom 3) im wanting to create a couple of levels in max and export them to an engine or two (1) cos i think it would give me more freedom (2) i dont really want to learn the intricacys of the level editors at the moment. so if any one can help it would be great cheers.
there is a way, and its quite usefull as well.
first go to www.highend3d.com (http://www.highend3d.com/) and go to the 3DSMax tab, once there find the obj2max plugin. Its a .obj extension (Mayas export method). Now in real ed there is a drop down menu, i think its under tools. Its Export Brush, now if i remember correctly you need to intersect all the burshes in order to export it all as a single brush, this meaning if you have a cube and a cylinder and just want the cube you intersect the cube and export it, if you want both intersect both.
[Edit] And jody im not sure about Doom or halflife but in unreal the best way to export meshes from Max is just the outer wall, meaning, Make the room in unreal ed (a cube) now once thats made in max make the exterior of this wall with all the detail you want. The reason for doing this is for zones, it helps frames ALOT.
For tutorials try
udn.epicgames.com
Any more questions just feel free to ask
G0st
Hourences
03-11-2005, 07:54 PM
-You dont need to intersect, however when you imported the file in to Max you do want to enable most options in the import popup option box youll get and in that same option box you also want to set vertex scale to 1.0 instead of the default 0.00001
Beware exporting is possible but not intended. It will work but tho. And be sure to weld all vertices after import, all triangles are seperate elements after exporting...
-You want to build a level in Ued, port it to max and then port it to FC ? I completely fail to see why you would want to do that. Max modelling is way faster than UED bsp brush stuff
-Other question : Doom and Unreal both use Max standard .ase export. Dont know about HL and FC. And you should learn the editor of the game of choice. Level stuff is more than 3D objects in a room, its about lighting, particles, moving stuff, sound etc and that Max cant do.
Farcry has no built in BSP mapping everything must be built in Max or Maya then exported into the editor its like a big jigsaw puzzle! And since they updated the sdk to 1.3 the angle lock does not work correctly so its a big pain!
I'm not a mapper myself but a game designer, I just thought it would be easy to create the basic map in UnrealEd first then import it to max touch it up then export it to FarCry
CGTalk Moderation
03-11-2005, 07:56 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2009, Jelsoft Enterprises Ltd.