I created this pack to give prominence to open source artist Nobiax. I converted meshes to .ase format adding light mapping and collision support. This will help map makers who are not familiar with 3D Modeling packages make full use of his work. These Meshes are offered gratis under Creative Commons License V3
Warning: These are ASE files only! Please visit the authors site to get texture maps. Links are provided below preview shots and in read me.htm
Instructions for use: 1. Download texture maps - see preview shot or Read Me.htm for details 2. Import both .ase and texture maps into the editor (conversion to .bmp or .tga may be required). Create corresponding Material with set up of your choice. 3. Under the static mesh editor add the material you created to the mesh under LODinfo > [0] > Elements [0] > Material 4. Under "LightMapCoordinateIndex" Change for 0 to 1 and "LightMapResolution" to 32 or higher
3dsmax can import .obj and .fbx (requires a plugin iirc) and can export to .ase (supported by UnrealEd). I could probably do it if you'd like, the computers at my school has 3dsmax, though I won't be able to convert .fbx files (can't install plugins at the school computers ;) ).
stevelois wrote:Also, I simply can't import some textures even if they are in 1024*1024 ?????? I get the message "BMP uses an unsupported format (1/32)"
I must say it was PNG files that I saved in BMP ?
It's because Ued don't allow BMP in 32 bits of resolution.
You have to be sure to have the BMP setting to 24 bits before make your conversions.
@stevelois Those models come in both obj & fbx. The idea of this was for me to make a upk for the engine, So many of those files had already been converted see the Download link. Looks like making that pack with you guys in mind was a real waste of time.
@stevelois Those models come in both obj & fbx. The idea of this was for me to make a upk for the engine, So many of those files had already been converted see the Download link. Looks like making that pack with you guys in mind was a real waste of time.
Oh well your welcome for the find.
Damn, sorry about that, I misread the first post
And there is no waste dude. Remember that many of us aren't English in the first place so we do our best to make ourselves understand but something, things like that happen !
It would be cool to have 1 pack that include everything. That is what I started to do earlier.
I comment on the author homepage about a complete pack, I'll see what will be is answer so we won't need to do the job.
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
yeah lol the pack open fine in the ed and it s not a big deal to import all in your maps...i was trying to understand where was the problem since 2 hours glad that it s only a translation misunderstanding problem
I guess I need to be more careful how I describe things.
I'm not sure the author would be is interested in making an aggregate of all his assets or combining them into a engine specific file, but you might get lucky. I couldn't find your post on his page. He did give the go ahead to make the .upk if thats what your asking?
@Bl!tz Seem Im not the only one who gets confused!
Thanks for the find Achernar. I will add these to my site and check them out at a later date.
If you wanted to learn about multiple materials in blender, check this tutorial out. Also, check out this Blender section I have. All of these are focused on version 2.49.
I did learn the basics with Blender and was able to do the required stuff to make a mesh and import it into the editor. What I found was that I needed to be able to make my own textures/materials as well to really use it.
So that's what I am doing now. Hopefully version 2.5X will be released 'soon' and they will have an .ase exporter. Then, I will give it another go and hopefully build a map with a lot of custom assets, that I have created.
Sorrry for getting off topic.
-- Edited by Odedge on Thursday 28th of October 2010 06:42:20 PM
-- Edited by Odedge on Thursday 28th of October 2010 06:42:51 PM
The tutorial you point to is a The Ball review, did you mean This. which I found in your blender section. Im using the 2.5 Beta 4 version coz the interface is so much better. But I think your list will help alot, Thanks!
My current purpose is to import those meshes into a the engine to distribute as a .upk just need to figure out how to configure the mesh for 2UV slots.
That sounds awesome dude, learning how to make meshes can be very liberating!
The tutorial you point to is a The Ball review, did you mean This. which I found in your blender section.
<-- Odedge's linking skills. Yes, that's the one.
Im using the 2.5 Beta 4 version coz the interface is so much better. But I think your list will help alot, Thanks!
My current purpose is to import those meshes into a the engine to distribute as a .upk just need to figure out how to configure the mesh for 2UV slots.
In 2.49, as I remember, it was as imple as just creating a second UV map and doing a basic UV layout. Since you are not aligning a specific texture to the mesh, you just need to make sure your UV islands (is that the correct name?) don't overlap or maybe even touch.
In this section of my tutorial list, there are a few tuts that deal with the subject, but they don't cover Blender.
That sounds awesome dude, learning how to make meshes can be very liberating!
I agree. As I found out, you also need to be able to "create" custom textures though since UV mapping is hard to do with out the texture in the modeling program.
I don't know what your ultimate goal is with Blender 2.5X, but you are more than welcome to help me create a "Portal" for it. I should start work on it once my current map is done.
By the way, is there a way to get a model from Blender 2.5X to UT 3 editor? Last time I checked, there was no default or user made export script for .ase files.
So that's what I am doing now. Hopefully version 2.5X will be released 'soon' and they will have an .ase exporter. Then, I will give it another go and hopefully build a map with a lot of custom assets, that I have created
I have created custom stuff in the Ed. I would love to have the time for a model program.
In 2.49, as I remember, it was as imple as just creating a second UV map and doing a basic UV layout. Since you are not aligning a specific texture to the mesh, you just need to make sure your UV islands (is that the correct name?) don't overlap or maybe even touch.
In this section of my tutorial list, there are a few tuts that deal with the subject, but they don't cover Blender.
Yeah I had a go trying to interconvert between your tutorial and 2.5 but I couldn't figure it out. I guess that happens when you try to jump to the final step without understanding what your doing will have to go and learn it from the ground up. Thanks for your link resource, I got alot of reading to do ;).
That sounds awesome dude, learning how to make meshes can be very liberating!
I agree. As I found out, you also need to be able to "create" custom textures though since UV mapping is hard to do with out the texture in the modeling program.
Sounds tricky, at the moment those textures have already been created.
I don't know what your ultimate goal is with Blender 2.5X, but you are more than welcome to help me create a "Portal" for it. I should start work on it once my current map is done.
Sure thing dude. I noticed that KatsBits seems good Thats were I'm starting.
By the way, is there a way to get a model from Blender 2.5X to UT 3 editor? Last time I checked, there was no default or user made export script for .ase files.
@ Diesalot I create basic sheet meshes in the editor and have created more complex ones in Raven Shield inside the editor. I would like to be able to create "basic" models in Blender as you can do more complex shapes (curved walls) that should look better.
But, I wish UV mapping was simpler in modeling programs. I was going to make a simple map entirely from Blender, but found that applying a texture to a big wall isn't as easy as applying it to a BSP face.
@ Achernar
If you are going to be using stock materials for your custom meshes, it will be a challenge to align them properly (scaling mostly). There is a way to get the base texture from the game, but it's a small process. You could then import this into Blender and use it to align your UV maps.
KatsBits is a good resource for Blender, but he doesn't focus on UT 3 enough, which is cool. I will check that page out later.
For the 2.5X Blender Portal, it will be similar to my original one. I don't want to create tutorials that area already on the web. The biggest goal is to bridge the gap of information between Blender and UT 3 (and maybe even UDK, though I am not using that).
If you are going to be using stock materials for your custom meshes, it will be a challenge to align them properly (scaling mostly). There is a way to get the base texture from the game, but it's a small process. You could then import this into Blender and use it to align your UV maps.
Thanks for the heads up on the material alignment. My current aim is just to use the alreay crated UV maps so I'm avoiding that thorny area for now.
For the 2.5X Blender Portal, it will be similar to my original one. I don't want to create tutorials that area already on the web. The biggest goal is to bridge the gap of information between Blender and UT 3 (and maybe even UDK, though I am not using that). Good luck with the portal, if I find any good tutorials dealing with the UT3 angle I'll let ya know.
Thats fine, I don't either. As usual if you like the asset just attribute the author with a link to his blog. Its just a freebie to promote his software as far as I can tell.
I'm not a facebook user, but I appreciate your offer. I put xfire on the other day, so I might find some more servers to test out how bad I am at UT3. Alas Southern-hemispherians arn't very well represented. I wouldn't mind playing you guys but the high ping would make me a too easy target.
@Bl!tz
No worries. It's not mandatory I'm sure, but the author will be grateful.
_~_
Another resource that is has growing fairly steadily is Blender Swap. All are in Blender format and some are less friendly for games than others (high poly). But I don't mind converting them to .ase format if you find something you like.
Achernar wrote:Another resource that is has growing fairly steadily is Blender Swap. All are in Blender format and some are less friendly for games than others (high poly). But I don't mind converting them to .ase format if you find something you like.
I actually downloaded some "animals" for DM-Temple. I was able to get most of a T-Rex (except the eyes), becaue the author used a 1024x1024 texture.
But I wonder is it better to create a serperate texture with 3 maskes (one per channel) rather than using the alpha channel as the alpha has such bad compression compared to rgb channels.
Caveat: The meshes have a collision volume! So you need to remember to remove before placing in game (current exporter for blender requires a collision box).
Are you using the 1.3.0 MCampagnini ASE exporter? I don't think it requires a collision box at all.
Arh had a lot of trouble with his exporter initially, spending alot of time following his tutorial to the letter. But this was corrected after a small update. so I guess that assumption was a carry over form that experience.
Thx for pointing me in the right direction. ;)
I've updated my post with new plains that don't have any guff.