I've expectedly run into problems exporting from 3DsMax (2008 version) to UnrealEditor (2004 version).
Symptoms:
I've built, in Max, my playing card mesh, the object which will act as a building block to most of my level's obstacles, barriers, walls etc, and built one of the chess pieces.
Having downloaded the 'ActorX' plugin to export these meshes from 3DsMax, inserted my target folder's path and mesh's file name, all I generate is a PSK file. Unreal Editor imports ASE files as static meshes.
I can export as an 'ASE, ASCII scene export' file from Max, not using the ActorX utility, and then import that file into Unreal Ed. This appears as an un-textured mesh. I can then select the texture seperatly by importing the DDS I used in Max, into the texture browser and copying that path into the static mesh browser. (phew) BUT - the texture dissappears at run time.
My Solution:
Ignore it for now and texture the chess piece with a nice bit of wood from my desk, coloured black and white in Photoshop:
1 comment:
You seem to have got the mesh part right with .ASE (I'm not using the ActorX plug-in either, still seems to work)
I don’t think your doing the custom texture part correctly though in UT, try reading up on how to make and import your own textures in that Mastering Unreal PDF.
For now just try applying one of UnrealEd’s many, many archived textures… ?
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