This basically means that you will have to:
- import your model into unrealED
- Create a collision box if nessasary
- Create an appropriate Material for your model
- Apply the material to the model
Which I will now walk you through
STEP ONE - getting your model into unrealed
first of all, once your model is aligned to 0,0,0 in max and had its xform reset go to file>export selected (i dont want any refrence planes or extra bits!) and then choose a file name and export it as a .ASE
you will then see this->

Make sure you tick the same boxes! I dont think they are all nessasary but I know this works! Click ok.
Then, open up unrealED if you havent already and open the Generic browser.
View>browser windows> generic
Then in the generic browser go: file>import
to get here:

Then click open to get here:

Give the package an appropriate name, a group, and name the asset itself appropriatly too.
Click ok!
STEP TWO!
Now you have something like this:

Go ahead and double click on your asset to open it up in the unrealED viewer. Now we need to make a collision box! So go to auto convex collision:


Fiddle around with the options until you have a colision box you are happy with and then click Apply then close.
STAGE THREE! Youv all been shown how to make materials right? If not then post a comment saying so and ill make another tut on that.
STAGE FOUR!
In the viewer expand the LODInfo until you can see the Material option and click the little spyglass to bring your generic browser back to the front. Now select the material you want to apply to the model and then go back to the viewer and click the green arrow to apply it.

Voila!
close the viewer and back in the generic browser go File>Save and save it as packagename.UPK and send it my way :)
If anyone wants tutorials on anything else just let me know and I will try put one together.
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