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Old 9th November 2003, 03:43 AM   #3
Willy
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Join Date: Nov 2003
Posts: 57
Default Re: UT2003 Static Mesh Modeling Help... Maybe?

Actually I have been unable to import (using .3ds) into MS with textures applied. So I have to apply the textures in MS before exporting as a .lwo.

But... It's just a test texture without any type of adjustment. When I applied it in AC3D I let it just use its default coordinates. A square texture covering all the mesh. When I import to MS, without the texture, and then reapply the texture by assigning it as a material and etc. it appears on the mesh in the same configuration and orientation as it did in AC3D.

Please do not make too much of the apparent texture differences between the two pics. I noticed afterwards that I had the square panels that make up the floor of the open-topped 'tunnel' rotated and the texturing looked different. They really aren't. The texture orientation on the meshes are the same in both pics. It's just some of the meshes were rotated.

If I make the meshes 'unlit' in UnrealEd (a valid option for static meshes) the textures are drawn just as they were created in the paint program. The weirdness goes away but I lose all local lighting on the meshes. Their textures are displayed literally 'fullbright' just as they were painted without any type of rendering by the Unreal Engine's lighting. This is something I'm very much trying to avoid as it means all lighting on the meshes would have to be 'painted' on the texture rather than being rendered in the game. Since these meshes are designed to be components that can be duplicated and put together different ways and placed into different lighting conditions no prepainted 'lighting' on the textures will fit all the conditions they are likely to be placed in.

I have spoken with others about this strange rendering of the meshes and they pointed out that static meshes in UnrealEd sometimes take their lighting from their origin. A point that usually lies outside the mesh. But I do not know how to create an origin in AC3D or MS so I haven't been able to test it. It's probably something that can be done but I don't know how yet.

Once the .ASE is working things will be easier to test I think since I shouldn't have to use two programs just to get something into UnrealEd. I know the problem can be solved since all the many, many meshes in UT2003 were created with Max, Maya and LightWave.

I just have to learn how to do it.
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