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Everything posted by Quanon
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Mmm; 3Ds Max knows a lot of differant file formats. I do think UDK supports some of them. Not sure if that applies to full levelsss.
Allthough Im very certain you can get tools for 3Ds Max to import/ export for the UDK set. Once you get your model from UDK into 3Ds Max; I'dd make sure everything is an editable Mesh, not editable poly. Then I'dd take a good close look to see if any faces of your meshes aren't inverted. Exporting and importing 3D stuff, it often happens thing get turned inside out.
To export everything for the Kotor games, get NWmax. Its a plugin that'll give you all the needed bits to export out your level to a format that Kaurora can use. Plus adding a mesh to use as the Walkmesh, zone where the PC/ NPC can walk on to. Then use Kaurora to compile. Then you have all model files. Other files needed are .vis and .lyt. Both contain a short list of 'rooms' your level is made off.
Last bit is to setup a .Mod file.
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On top of my head:
Lightmaps work in both games, though the UVWmapping of the lightmaps might get mangled. Which gives odd shadows etc...
So far I haven't found a way to get rid of that problem once it happens. This happens mainly because I use auto-mapping functions in 3Ds Max. Benifit of the automapping is it's quick. But it's dirty; so to speak.
The long way around is to map all lightmaps by hand. But most of scene's contain hundreds of objects. So it takes some time to do and it doesn't mean it'll be 100 % OK in the end.
Though I guess dropping questions on a 3Ds Max forum might turn up some neat scripts and user-made plugins. I already use 1 such plugin to create my lightmaps.
Another issue is the non-solid walls. The camera floating behind the player and his party just goes through anything. It's also a problem for enemies; they see through it to. Start reacting to the player miles away, even if they aren't supposed to see him. So it potentially messes up scripts to.
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Oh, I'll have to peek in my WIP folder, those textures are gathering a lot of dust
I never continued work on the console thing though... hmm, might pick that one up where I left.
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Mmm... Odd...
A second thought came up. Did you use another sort of material on one of your meshes. "Arch Design" is not the standard material 3Ds Max uses.
I know the export script doesn't like the other materails. I know this because for certain renders I tweaked material to emit a nice glowly light. I once forgot to change it back and I got all sorts of bugs.
I'dd check that out. I think it might be something within a Multimaterial on slot 19 that causes this error.
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Okay; thanks for the update. I've been working on getting my lightmaps to work on my street area mainly. It's sucking up a lot of time. As can't get them to work 100% correct. *sigh* Redoing stuff is so boring.
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Yeah, thanks for that. Since I got a working Kaurora again, all attention went into that. But I'll reserve some time for those 2 helmets. Expect an update later this week
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Hey,
Doing well, things have changed a lot in my life.
Moved in with my girlfriend and a whole host of things had to be figured out and all.
I'm sure you know how hectic life can get