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Hey guys,
I am making a level for Ut2004 and i have come across some trouble. I use Unreal at work at have never had this problem so im at a loss. When I take my model from Max with 2 differnt textures and bring it into Unreal it only uses 1 of the textures. The weird thing is that it HAD worked before hand. I made some changes to the model and now it doesnt work. A lot of you play with unreal ed so i was curious if you know the answer. Also, it sais that the texture is there in the browser, at the bottom, it notes both Brick1 and Brick2 lets say, but only shows 1?
Thanks for the help and crits
G0st
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Tumerboy
01-27-2007, 04:36 PM
Well, I haven't used Unreal, but our editor has had issues with multisubs in max.
Basically if you have two bricks, and they're set to IDs 1 & 2, but on your texture you have polys set to IDs 2 & 3 (and max will randomly reassign Mat IDs it seems) then it will still display fine in the Max, but the editor might not understand.
Dunno if that helps, just something I've run into.
Gamedev
01-27-2007, 05:36 PM
So when its brought into unreal you're seeing only one slot for a texture in the static mesh viewer, slot [0]? And this Unreal 2K4? The only thing I can think of is that the .ase importer is picky. You can't just assign different id's to faces, you have to actually apply a material to the faces. Make sure too that when you add a multi-sub that its cleaned before export w/ only the channels you need and that each channel has a map in it.
Other than that, ensure you have the latest patch, which I believe is v3369 at the moment.
Good luck!
bingo, that was it. My multi-sub ids were not matched up with my mat ids. fixed it and now working like a charm! Weird bug.
Thanks a lot guys, now stay posted for updates =)
Heres an update
http://img201.imageshack.us/img201/7937/image4js7.th.jpg (http://img201.imageshack.us/my.php?image=image4js7.jpg)
Quality is a little low
here it is quickly polopped into unreal
http://img102.imageshack.us/img102/31/image5ss1.th.jpg (http://img102.imageshack.us/my.php?image=image5ss1.jpg)
ts-falcon
01-28-2007, 03:18 AM
this is lookin pretty awesome. nice colors in the textures. was the texture on the top of stairs and ground applied in max? or is it a UT texture. basically wondering if you can apply textures in ut editor to a model that was made in max when its pulling textures already from the multi sub.
cheers
everything there is made in max, and my own textures from sites etc..
Tumerboy
01-28-2007, 05:05 AM
cool glad it worked!
It looks good, but I dont' have time to stare at it & crit right now, so I'll try do that later.
keep it up.
Here is my progress
http://img184.imageshack.us/img184/1271/image8bb2.th.jpg (http://img184.imageshack.us/my.php?image=image8bb2.jpg)
http://img186.imageshack.us/img186/3792/image9zm3.th.jpg (http://img186.imageshack.us/my.php?image=image9zm3.jpg)
retardedmonkey
01-31-2007, 05:53 PM
Looking really nice man! I have some noob questions though. I have been wanting to try level design for a while with Unreal ed but not sure how to import my stuff from max into the editor. So...you made the level model in max...did you unwrap it before you brought it into Unreal ed? How do you do that?
I was thinking that you would unwrap the model, and apply textures in max and then they just transfer right on over to unreal ed when you import it into there. Also even though you have all this as one mesh, how do you make them have seperate uv maps?
Sorry for the noob questions....but keep going with this it looks really good so far!
finchy
01-31-2007, 11:44 PM
Nice design so far. I love Unreal Level Work. what sort of a map will it be? keep it up :)
eyezac
02-01-2007, 12:52 AM
A great environment.. I like levels that break from the overdone unbelievable-sci-fi norm. Look forward to the finished mod.
HellBoy
02-01-2007, 04:29 PM
yea G0st, I'm a fan of your work, keep it up mate
Thanks for the replies =)
@ Finchy: The map will be mainly inside, with 2 floors (large ceilings) and an outside that wraps around the building. The outside will be nothing special as i wish for the main gameplay to take place inside. Its a map im making fro Frag-Ops (www.frag-ops.com) an old mod that came out back during the MSU contest but died the last 2 years. The objective will be dual sided so that neither side can camp, as for the objectives, i have to see what i can manage with the coder, see what he has time to incorporate.
@ReatardedMonkey: My work process is this,
1. I start off with an image reference, i dont have the picture on me now but ill post it later.
2. I model everything in max, Unreal's BSP are great for lighting but you dont want to start making entire levels out of them because it just kills the engine. Staticmeshes are known to load so much faster and render so much better then BSP, except for the lighting. SMS' are vertex lit, so subdividing is a must on large walls and such to make sure that the lighting doesnt follow the triangle edges and create this nasty effect.
3. I unwrap all my meshes in max as well, you CANNOT texture your SMS in max, only BSP. You can however convert meshes in Unreal to BSP if the geometry is sound but again this isnt recommended as it causes the engine to crash 3/4 the time and BSP < SMS. You can create Multiple UV Sets with the UVWModifier but i dont do this, i just tile the texture in the UVEditor and when im done mapping one area (4 walls lets say) i just move it out of the 1,0 area of the UVEditor. By this i mean to the sides or top/bottom. I find it less confusing but everyone is different. My meshes are not ALL attached. For instance my inner walls and rooms are all seperate, you need to do this for portaling (rendering only the part of the map you're standing in). Portals are essential to unreal and can easily turn a map that runs from 30 FPS with no portals to 100, as an example =).
I think thats about it, if you have anything else dont hesitate to ask. Hopefully Hourences will see this and reply as well, he is imo one of the best with Unreal.
updates soon
G0st
Hey guys, i was curious if someone would be able to help me. Im doing some texture baking (for the first time !!) and i seem to have come across a problem. The object i wish to bake the textures too has 3 1024 textures on them, but when i render to texture it only renders 1 of them. Is there a way to render each on seperatly etc..? I tried taking each material and detaching it and rendering it seperate but the baked texture always comes out black...
Suggestions?
thank you!
Ah, figured it out, The UVS need to be inside the 1,0 cords of the UVEditor!
buddythedesigner
02-16-2007, 04:56 PM
Using diferent UV channel for each map would help too.
It's the Norwegian parliament! :)
http://www.fjordtravel.no/images/destinations/oslo/stortinget.jpg
Hahha great eye, yes it is! Thats really cool that someone recognized it.
FreakyDude
02-17-2007, 02:37 AM
I thought frag ops was continuing with the reality engine?
It was initially, and hopefully will continue, but at the moment we all dont have the time and assets to start making a new game. So were currently taking the UT2004 version and trying to bring back some attention to it and work our way from there.
Here is an update. All my SM's will be Texture Baked instead of using Unreal Lights
Crits more then welcomed!
This is still WIP, and im not much of a lighting artist
http://img339.imageshack.us/img339/3826/image001fo7.th.jpg (http://img339.imageshack.us/my.php?image=image001fo7.jpg)
I didn't think the Reality Engine was available anymore? God I wish we got it before Epic bought it.
When we were looking into engines for our Frag-Ops Next gen work we came across reality WAY before Epic bought it. All the previous licenses were allowed to keep working on the engine but support was dropped, the main programmer went to go work for Epic and no more licenses were distributed. When we come along, which i hope will be not too far in the future, to our Next Gen title i would be more then happy to contact you to help us. Up to you of course.
Long overdue update
http://fodev.frag-ops.com/G0st/update2.jpg
http://fodev.frag-ops.com/G0st/preview1.jpg
http://fodev.frag-ops.com/G0st/preview2.jpg
misterboogie
04-17-2007, 11:57 PM
Freaking cool! It was about time you posted an update on this!
Looks really promising. My only crit so far is the scale of the floor boards. They seem a little large. Maybe increase the tiling a bit. :)
heavyness
04-18-2007, 12:16 AM
very nice work [modeling and textures]!
the view does a look like your pretty short. maybe its me, i don't know.
also, don't know if you know about this or not, but Jamlander is an awesome plugin to get levels from 3ds max to unreal [http://www.fireproofgravy.co.uk/index.php?item=jamlander]
it was made a while a go and i don't know if it works in the newer versions of max.
I agree with you completely. Since all the lighting will be done in max and baked in to the texture its hard to get the textures looking crisp while being mapped properly. None of these textures are patterned and repeating. Every surface of this map has its own uvlayout, ill post some texture layouts eventually. I will try and scale it down tomorrow at work, i just hope it doesnt distort the texture too bad.
Thanks for the crit =)
Heavyness: You're right, the ingame screenies were done quickly and the scale is just a tad too big.
Ill take a look at the plug-in, maybe its one i heard about a few years back, i never tried it though. Have you tried it? Any good?
heavyness
04-18-2007, 12:35 AM
Heavyness: You're right, the ingame screenies were done quickly and the scale is just a tad too big.
Ill take a look at the plug-in, maybe its one i heard about a few years back, i never tried it though. Have you tried it? Any good?
it was made during the "Make Something Unreal" contest [he should of won]. Worked great for me back then [like i said, haven't tried it for some time].
basically, you make your map in 3ds max [model, texture, and light everything]. you can even place dummies around and name them "rocket launcher" or "ammo box". then you export it, load it in unreal, build, and you got yourself a working level. the dummies are now replaced with weapons and ammo boxes.
i made a quick test level that worked fine. since it's an exported, it still might work with newer versions of 3ds max... maybe
euclidius
04-19-2007, 08:54 PM
heey looking great man, those interior models? that's the actual interior of that building on the refference picture? your project is looking great:thumbsup:
Unfortunately that isn't the same interior as the original. I couldn't find many pictures but the ones i did find were very complex, more of a next gen sort of feel. The walls were maroon with light wood borders and very nice/complex ceiling fixtures.
Thanks for the post =)!!
paul-banister
04-20-2007, 01:59 AM
looking awesome,dont envy you for the amount of work and patience it takes to model and texture this sorta thing,but i guess it all pays off when you see it in game.
Kickflipkid687
04-20-2007, 03:57 AM
Pretty awesome stuff :D. I used unreal in college for like a year, and now ive been using Torque 2d and now we just started using torque 3d. Being able to play the game and editor your map in torque is so awesome compared to unreal. I really dont like unreal at all anymore. I like dont want to look at that editor again... or at least for a long time. But awesome modeling and texturing, keep it up.
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