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Re: Make of and import of custom meshes to UT

Posted: Mon Sep 07, 2015 1:23 am
by Gustavo6046
Can I specify animations from other meshes? Or put multiple animations in a single mesh?

Re: Make of and import of custom meshes to UT

Posted: Mon Sep 07, 2015 1:28 am
by PrinceOfFunky
Gustavo6046 wrote:Can I specify animations from other meshes? Or put multiple animations in a single mesh?
You can do it with MilkShake.

Re: Make of and import of custom meshes to UT

Posted: Mon Sep 07, 2015 1:29 am
by Gustavo6046
PrinceOfFunky wrote:
Gustavo6046 wrote:Can I specify animations from other meshes? Or put multiple animations in a single mesh?
You can do it with MilkShake.
How?

Re: Make of and import of custom meshes to UT

Posted: Mon Sep 07, 2015 1:33 am
by PrinceOfFunky
Gustavo6046 wrote:
PrinceOfFunky wrote:
Gustavo6046 wrote:Can I specify animations from other meshes? Or put multiple animations in a single mesh?
You can do it with MilkShake.
How?
I never exported animations and never made before, but this vid could help you :)

Re: Make of and import of custom meshes to UT

Posted: Mon Sep 07, 2015 2:42 am
by Gustavo6046
Wait. An example for Blender:
Keyframe 1 (0, start of Animation 1) - Animation 1 (say 60) - keyframe 2 (60) - Keyframe 3 (61, start of Animation 2) - Animation 2 (50) - Keyframe 4 (111)

But now the problem is I put it in UnrealTournament\GusPack\Classes\Skins\texture2.pcx but the compiler keep saying the texture don't exist!
UC code:

Code: Select all

class PlasmaCannon expands TournamentWeapon;

#exec MESH IMPORT MESH=PlasmaCannon ANIVFILE=MODELS\PlasmaCannon_a.3d DATAFILE=MODELS\PlasmaCannon_d.3d X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=PlasmaCannon STRENGTH=0.4
#exec MESH ORIGIN MESH=PlasmaCannon X=0 Y=0 Z=0 PITCH=0 YAW=0 ROLL=0

#exec MESH SEQUENCE MESH=PlasmaCannon SEQ=All STARTFRAME=0 NUMFRAMES=30
#exec MESH SEQUENCE MESH=PlasmaCannon SEQ=Still STARTFRAME=0 NUMFRAMES=1 RATE=1.0
#exec MESH SEQUENCE MESH=PlasmaCannon SEQ=Fire STARTFRAME=0 NUMFRAMES=30 RATE=2.0

#exec MESHMAP NEW MESHMAP=PlasmaCannon MESH=PlasmaCannon
#exec MESHMAP SCALE MESHMAP=PlasmaCannon X=0.03 Y=0.03 Z=0.06

#exec TEXTURE IMPORT NAME=Jtex2 FILE=Skins\texture2.pcx GROUP=Skins LODSET=2 MIPS=OFF
#exec MESHMAP SETTEXTURE MESHMAP=PlasmaCannon NUM=1 TEXTURE=Jtex2

defaultproperties
{
    DrawType=DT_Mesh
    Mesh=PlasmaCannon
}

Re: Make of and import of custom meshes to UT

Posted: Mon Sep 07, 2015 4:52 am
by PrinceOfFunky
[quotePhoebe and i mighttavo6046"]Wait. An example for Blender:
Keyframe 1 (0, start of Animation 1) - AnimatioUnrealTournament\GusPack\Classes\Skins\texture2.pcx
1 (say 60) - keyframe 2 (60) - Keyframe 3 (61, start of Animation 2) - Animation 2 (50) - Keyframe 4 (111)

But now the problem is I put it in UnrealTournament\GusPack\Classes\Skins\texture2.pcx but the compiler keep saying the texture don't exist!
UC code:

Code: Select all

class PlasmaCannon expands TournamentWeapon;

#exec MESH IMPORT MESH=PlasmaCannon ANIVFILE=MODELS\PlasmaCannon_a.3d DATAFILE=MODELS\PlasmaCannon_d.3d X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=PlasmaCannon STRENGTH=0.4
#exec MESH ORIGIN MESH=PlasmaCannon X=0 Y=0 Z=0 PITCH=0 YAW=0 ROLL=0

#exec MESH SEQUENCE MESH=PlasmaCannon SEQ=All STARTFRAME=0 NUMFRAMES=30
#exec MESH SEQUENCE MESH=PlasmaCannon SEQ=Still STARTFRAME=0 NUMFRAMES=1 RATE=1.0
#exec MESH SEQUENCE MESH=PlasmaCannon SEQ=Fire STARTFRAME=0 NUMFRAMES=30 RATE=2.0

#exec MESHMAP NEW MESHMAP=PlasmaCannon MESH=PlasmaCannon
#exec MESHMAP SCALE MESHMAP=PlasmaCannon X=0.03 Y=0.03 Z=0.06

#exec TEXTURE IMPORT NAME=Jtex2 FILE=Skins\texture2.pcx GROUP=Skins LODSET=2 MIPS=OFF
#exec MESHMAP SETTEXTURE MESHMAP=PlasmaCannon NUM=1 TEXTURE=Jtex2

defaultproperties
{
    DrawType=DT_Mesh
    Mesh=PlasmaCannon
}
[/quote]
Im on phone and i might not be awake at 6m cause I have 2 exams soon XD
but anyway if think you wrong the path, the textures have nothing to do with classes so the right path might be before Unreal Tournament/GusPack/Skins/texture2.pcs

I remembered having same problems with textures and file paths, if the problem persists, try writing the absolute path in the .uc
Plus I did it with Textures folder and not Skins folder.

Re: Make of and import of custom meshes to UT

Posted: Mon Sep 07, 2015 4:18 pm
by Gustavo6046
Read the UC code. That didn't work and putting absolute path wouldn't let it work in other locations, it has to be included with my pack like any custom content I make.

Re: Make of and import of custom meshes to UT

Posted: Mon Sep 07, 2015 7:21 pm
by papercoffee
btw. it's Milkshape not Milkshake.
http://www.milkshape3d.com/

Re: Make of and import of custom meshes to UT

Posted: Tue Sep 08, 2015 5:55 pm
by Gustavo6046
When I export a model from Blender, it gets tiny on UEd and UT. How to fix this?
Please be quick because there is a Lesser Brute trying to get me!

Re: Make of and import of custom meshes to UT

Posted: Tue Sep 08, 2015 6:11 pm
by PrinceOfFunky
papercoffee wrote:btw. it's Milkshape not Milkshake.
http://www.milkshape3d.com/
Yeah true XD

Re: Make of and import of custom meshes to UT

Posted: Tue Sep 08, 2015 6:23 pm
by Gustavo6046
Why are Blender models tiny in Unreal?

Re: Make of and import of custom meshes to UT

Posted: Tue Sep 08, 2015 6:26 pm
by PrinceOfFunky
Gustavo6046 wrote:When I export a model from Blender, it gets tiny on UEd and UT. How to fix this?
Please be quick because there is a Lesser Brute trying to get me!
I'm so sorry for your lesserbrute :(
Anyway, I had same problem, I actually fixed it on the default properties of the code containing the mesh, putting the dimension of the mesh on a bigger value.