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Forum: All Forums : Unreal Tournament 2003
Category: UT2K3 Mapping
UT2K3 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: 3DS Max to UnrealEd
rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
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Level 10
Admin
Category: UT2K3 Mapping
Posted: Sunday, Nov. 10, 2002 07:18 pm
I finally was able to get a brush from 3DS to UnrealED with a great little tool that I found through a topic at the UT2K3 forums. It allows you to Export a form from 3DS to a TDS file extention then you can import this file into UnrealEd where you can retexture. It's not what I want but it is something of an accomplishment for me so far. At least I am seeing some progress.
What this is all about is you are very limited on brush manipulation in UnrealEd.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
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rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
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Level 10
Admin
Category: UT2K3 Mapping
Posted: Thursday, Nov. 14, 2002 10:56 am
I exported a t3d format file to unrealed that was quite complex and found that this is strictly bsp. I actually stalled unrealed just trying to move this brush after importing. Unrealed was really taxed to the max so to speak.. So the t3d format would be could for uncomplex shapes (bsp) that you can't make in unrealed.
There is an option in 3ds Max to export as an ASE format. After exporting unrealed's static mesh browser allows you to import the ASE format mesh.
I also did the same complex object in this format and imported to unrealed. It went really smooth with no taxing of the editors or pc's resources. I am making some progress but still practicing with 3ds max and some of the basic functions. Texturing and lighting of the mesh is pretty involved. The mesh I imported looked good but the lighting of the mesh needs to be changed so will work with that.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
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rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
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Level 10
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Category: UT2K3 Mapping
Posted: Saturday, Nov. 16, 2002 01:32 am
I hope somebody can get some use out of these posts.
(hind end)uming the other 3d modeling programs are similar it all stacks up to polygons. In 3ds Max there are lots of objects like cylinders, etc. There are modifiers out the wazoo. The catch is when you start using the modifiers (there are many to choose from and you can pile multiple modifiers on one object) on say a cylinder the polycount goes through the roof, which I (hind end)ume could cause problems in ut2k3. So is it advisable to build your static mesh a stick at a time, a block at a time etc.?? That is a good question that I will post at the UT2003 site and see what kind of response comes in.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
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foyleman
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Since: Nov 7, 2001
Posts: 95766
Last: May 10, 2024
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Im a HOST of MODSonair
Category: UT2K3 Mapping
Posted: Saturday, Nov. 16, 2002 03:10 am
I am sure that I am not the only one that reads every post that goes through here. I don't read them because I am a moderator... but rather because it all interests me.

I learn something from all that goes on. I bet there are others too. That doesn't even count those who are passing through looking for answers and don't feel they can post around here.

Keep up the awesome work and when visiting other forums, mention more of what we have here. It might bring in some more "verbal" parties.
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rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
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Level 10
Admin
Category: UT2K3 Mapping
Posted: Saturday, Nov. 16, 2002 03:42 am
Roger that. I am getting so close to having at least one good static mesh in my level. Size and textures are the big hold up. Can't seem to get the gist of the grids in both programs. Maybe I need to count the large grids in my level set at 8 and set the grids in 3ds max to 8.
As for the textures in 3ds max they look good but when I import to unreaded they are kind of washed out and kind of a real light green. Oh well I will figure it out. As a matter of fact they are really dark in 3ds max something is not carrying over.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
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[CE]Darkone
General Member
Since: May 23, 2002
Posts: 135
Last: Jan 1, 2003
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Level 4
Category: UT2K3 Mapping
Posted: Saturday, Nov. 16, 2002 06:16 am
i read them too :)
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Deactivated Account
Since: Jan 1, 1970
Posts: 25
Last: Oct 4, 2003
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Category: UT2K3 Mapping
Posted: Saturday, Nov. 16, 2002 06:38 am
Hey, even a noob like me reads em, heck, I read them all, I like to learn as much as I can, even if it's not relevant yet to what I am doing, simply because I know that it will be eventually!! LOL
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[CE]SerPenT
General Member
Since: Nov 20, 2002
Posts: 3
Last: Nov 23, 2002
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Level 0
Category: UT2K3 Mapping
Posted: Wednesday, Nov. 20, 2002 08:06 pm
Man, i wish i knew how to model, sounds fun.
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grb
General Member
Since: Oct 31, 2002
Posts: 56
Last: Feb 10, 2003
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Level 3
Category: UT2K3 Mapping
Posted: Thursday, Nov. 21, 2002 02:09 am
rEdrUmMDK,
I to have read most if not all the recent postings, since and before I joined up. I for one appreciate what others have pioneered and are willing to share.
Hopefully I may be of some use in this forum once I get more under my belt. Obvious to some is that I have been leaning toward Single Player mode.
But I bet if I came up with some pretty neat missions that act and look like those found in the regular game there would be a lot of people banging at the door. It appears that it is a uphill battle trying to figure out many things included in the two tool kits (MP/SP). I am a bit alarmed at how much basic information does not seem to be available from Radiant as to how to use their tools.
I have spent hours reading through the BehavED
tool for instance, am at a loss as to how to integrate a script file (the compiled version of it) into a map. There is absolutly nothing in the scripting documentation that gives even a hint as to what to do with a compiled script file.
So it may be a few billion years at this rate, before I can contribute anything of meaning to this forum!

cheers,
grb
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rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
[view latest posts]
Level 10
Admin
Category: UT2K3 Mapping
Posted: Thursday, Nov. 21, 2002 03:04 am
Hey guys I will be 57 my next birthday. And if an old fart like me can learn this stuff (and Fox Too)lol
You guys ought to be going great guns in no time.
I made about ten maps for Red Faction which had a really good editor, then started with SDK and learned almost everything here at GDConnect. So stay tuned guys it only gets better. Just keep jumping the hurdles.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
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