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 Modelling geometry for maps? View previous topic :: View next topic  
 
 
 
 
What application do you use to create map geometry?
Maya
20%
 20%  [ 1 ]
GMax
0%
 0%  [ 0 ]
UnrealEd
0%
 0%  [ 0 ]
Other
80%
 80%  [ 4 ]
Total Votes : 5
 
 
 
 
 
 
 
FUDGONAUT
Junior


Joined: 10 Oct 2002
Posts: 5

 Post subject: Modelling geometry for maps? Reply with quote
 
Hey all, I'm new to the forum.

I used to mess around a little with UEd 2.0, but it's been quite a while. With my puchase of UT2K3, I'm really motivated to attempt some legitimate mapping with UEd 3.0.

So what do you all prefer for modelling geometry for maps? There's Maya PLE which comes with the game...there's also GMax available for download. Or do people prefer to construct their geometry in UEd itself? I had mixed results when I used to do this -- often I'd get BSP holes when making fairly simple shapes. What do you folks recommend?

(I'm really hoping someone will mod 3-Team CTF like back in the Quake II days...I'd love to make some 3-team maps)

Any advice is appreciated...thanks!


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 Post Posted: Thu Oct 10, 2002 5:47 am
 
 
 
Wolf
Valis
Valis


Joined: 21 Sep 2001
Posts: 216

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I chose other because I am referring to static meshes I make in MAX and Lightwave. The actualy "shell" I still make in UnrealEd, but most of the detail I do in a 3D prog. and import as a static mesh. With the new tech. Terrian I Usually make in the editor. The new terrain editor is pretty slick once you get to know it. BSP holes are virtually non-existent anymore.
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 Post Posted: Thu Oct 10, 2002 6:23 am
 
 
 
Muad'dib
Valis
Valis


Joined: 25 Sep 2001
Posts: 310
Location: Kingston, NY

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I had to go with "other" as well. Thus far everything I've been building has been in 3DS Max 5. Granted a subtracted cube or so for the shell of the map, but all the detail stuff for meshes has been done in Max.
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 Post Posted: Thu Oct 10, 2002 12:53 pm
 
 
 
DeadMan384AD
Junior


Joined: 04 Oct 2002
Posts: 37
Location: ..ya know I'm not really sure... crap!

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Well, I havent voted yet, cause I'm not compeletly sure on what is being asked. Are you referring to the general map program? or what we use for making the static meshes?

I use UnrealEd3 for making maps, and I havent gotten to the point of making static meshes yet. If I can make the meshes in 3dsMAX, then that is what I will use. I havent yet looked into how to import/export yet.

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 Post Posted: Thu Oct 10, 2002 1:53 pm
 
 
 
AstRO_BLaStER
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Joined: 05 Dec 2001
Posts: 73
Location: Stamford, CT.

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I dont know any of those modeling programs :/

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 Post Posted: Thu Oct 10, 2002 2:21 pm
 
 
 
DeadMan384AD
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Joined: 04 Oct 2002
Posts: 37
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Ok, inspired by this thread, I went ahead and tried to make some static meshes for UT... and dang it's easy... I've made two models at this point, but I will be making more cause I'm not really happy with the ones I just made...
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 Post Posted: Thu Oct 10, 2002 3:05 pm
 
 
 
FUDGONAUT
Junior


Joined: 10 Oct 2002
Posts: 5

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DeadMan, I was referring to constructing the basic shapes/geometry of the map (buildings, terrain, etc.). I'm not sure I recall what static meshes are or what they do. Are those basically prefabs?

Boy, I've got my homework cut out for me...


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 Post Posted: Thu Oct 10, 2002 3:11 pm
 
 
 
DeadMan384AD
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Joined: 04 Oct 2002
Posts: 37
Location: ..ya know I'm not really sure... crap!

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Well, the new engine, I think there's pretty well three main type of geometry.

BSP - mainly used for cutting out the spots, doing the _basic_ bits of the map
Terrain- I still havent even tried doing this, its in an area on its own
static meshes- this is where all the detail comes from, and makes the map look really cool. They're meshes made in a 3d program, and imported... This is what you've gotta master to make really sweet maps.

You'd probably wanna hit UDN to get a really good idea of the difference and such...

I've started making meshes for my map now, in 3dsmax, but I cant figure out how to get a good collision model going...

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 Post Posted: Thu Oct 10, 2002 5:18 pm
 
 
 
FUDGONAUT
Junior


Joined: 10 Oct 2002
Posts: 5

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Thanks everyone for your responses.

...Collision model -- is that something you have to define for each static mesh?

Since I can't get my hands on a copy of 3DSMax, is there a decent (preferably simple) shareware 3-D modelling program that's available out there?


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 Post Posted: Thu Oct 10, 2002 6:05 pm
 
 
 
DeadMan384AD
Junior


Joined: 04 Oct 2002
Posts: 37
Location: ..ya know I'm not really sure... crap!

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I think a default one gets applied, but I'm not really sure on that... most, if not all, premade meshes should have one for them already, it's just when you're making new ones do you have to worry about it.

I cant figure out how to make a custom, detailed collision model for my meshes yet, so I've just been using a simple box one... and then a detailed one for the karma collision.

As for freeware stuff, either use MayaPLE that comes with UT2K3 or look into GMAX... I've heard its free, and a good thing to use.. not really sure myself...

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 Post Posted: Thu Oct 10, 2002 6:20 pm
 
 
 
Wolf
Valis
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Joined: 21 Sep 2001
Posts: 216

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By default the static mesh will determine it's collision per poly on the mesh. You can turn this on and off. What DE/Epic did to help with performance on complex meshes was to turn off collison on the static mesh and make a lower poly version of the mesh, turn it's collison on and make it invisible. This collison mesh was then layed on or near the "real" mesh.
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 Post Posted: Thu Oct 10, 2002 7:10 pm
 
 
 
DeadMan384AD
Junior


Joined: 04 Oct 2002
Posts: 37
Location: ..ya know I'm not really sure... crap!

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Yah thats the part I cant figure out, how to get the low-poly version in there...
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 Post Posted: Thu Oct 10, 2002 7:31 pm
 
 
 
Wolf
Valis
Valis


Joined: 21 Sep 2001
Posts: 216

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Quote:
Yah thats the part I cant figure out, how to get the low-poly version in there...


You import the low-poly version (or collision mesh) the same you as the "normal" static mesh. Just turn the collision off on the "normal" mesh and make the collision mesh invisible.

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 Post Posted: Fri Oct 11, 2002 9:03 am
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