<div class="IPBDescription">Importing Static Meshes</div>I was wondering if it is or going to be possible to import 3D Max meshes. If so is there a how to on importing models into Spark editor.
Well what I was thinking of doing is creating my own cavern walls. I would also like to create my own meshes such as boulders, rubble, trash, debris, pillars, bridges, planks. I would like to create my own terrain if possible. I would like to create a map with a large chasm made up of a mesh.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited June 2011
I think you'd be better of making new props/models instead of turning them into level geometry though,texturing related issues. Unless Max also makes it possible to texture in 3Dmax and import it entirely.
On a sidenote: SparkE will eventually get a displacement tool, it's already in but nonfunctional.
I used to have some problems importing textured models from Blender 2.5 beta but I think the collada export plugin shipped with Blender has since been fixed. With the newest version I have been succesfully able to export models with textures. I did some experimenting with 3ds max earlier and I didn't encounter any problems with exporting from that either.
<!--quoteo(post=1855478:date=Jun 22 2011, 08:22 PM:name=zastels)--><div class='quotetop'>QUOTE (zastels @ Jun 22 2011, 08:22 PM) <a href="index.php?act=findpost&pid=1855478"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think UWE should develop their own modeling software for the game.
Doesn't seem so far fetched when you see how the map editor works and how tasty it is.<!--QuoteEnd--></div><!--QuoteEEnd-->
When you think about whether 3d artists would prefer to use industry-standard software they already know versus some new system, it's actually a terrible idea.
I think there is a slight misunderstanding; with "Static Mesh" OP means the exact same thing as props. Here they are called props, in the Unreal Engine they are called Static Mesh, essentially they are the same thing. I don't think he wants to convert 3Ds Max models to level geometry you can manipulate in the editor, just import 3Ds Max models as props.
<!--quoteo(post=1855488:date=Jun 22 2011, 05:29 PM:name=zex)--><div class='quotetop'>QUOTE (zex @ Jun 22 2011, 05:29 PM) <a href="index.php?act=findpost&pid=1855488"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When you think about whether 3d artists would prefer to use industry-standard software they already know versus some new system, it's actually a terrible idea.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ya I don't think so. Something streamlined for creating props, weapons, characters, would be amazing. 3ds max has so much fluff. Same with the Unreal map editor.
Why did UWE even make this engine when there is industry standard software :S
<!--quoteo(post=1855541:date=Jun 22 2011, 11:37 PM:name=zastels)--><div class='quotetop'>QUOTE (zastels @ Jun 22 2011, 11:37 PM) <a href="index.php?act=findpost&pid=1855541"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why did UWE even make this engine when there is industry standard software :S<!--QuoteEnd--></div><!--QuoteEEnd-->
Because licensing a 3rd party engine for a commercial game is expensive... fortunately they don't have to cover the cost of software 3d artists use. Unless they decide to develop it themselves.
<!--quoteo(post=1855478:date=Jun 22 2011, 01:22 PM:name=zastels)--><div class='quotetop'>QUOTE (zastels @ Jun 22 2011, 01:22 PM) <a href="index.php?act=findpost&pid=1855478"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think UWE should develop their own modeling software for the game.
Doesn't seem so far fetched when you see how the map editor works and how tasty it is.<!--QuoteEnd--></div><!--QuoteEEnd-->
I could see this as not everyone likes to use so called "industry Standard" as most of the time half of the tools never get used. If they did develop a lightweight program and offer it as downloadable content, Some would buy into it if it where as intuitive as the provided editor and even more so if the models exported into the editor easily.
Don't get me wrong here as I myself love my maya but at times i find it to have frustrating results because of the hours of reading to learn how to correct something i did with a tool that i did not have a clear understanding of. The key word here is "Intuitive".
<!--quoteo(post=1855542:date=Jun 22 2011, 07:40 PM:name=zex)--><div class='quotetop'>QUOTE (zex @ Jun 22 2011, 07:40 PM) <a href="index.php?act=findpost&pid=1855542"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because licensing a 3rd party engine for a commercial game is expensive... fortunately they don't have to cover the cost of software 3d artists use. Unless they decide to develop it themselves.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ya it's expensive, but making your own engine is daunting! I bet it is even more expensive in the long run actually, since the development cycle is really drawn out.
That is why I have so much faith in these guys, everything is homemade and gourmet except the dessert, which is ordered out. (dessert = modeling program)
What would be the best modeling application that is free to use and is able to export to NS2?
<!--quoteo(post=1855405:date=Jun 22 2011, 06:27 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Jun 22 2011, 06:27 PM) <a href="index.php?act=findpost&pid=1855405"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do you mean importing it as level geometry? I'll probably add that at some point.<!--QuoteEnd--></div><!--QuoteEEnd-->
That would be pretty damn awesome. Shouldn't be too hard to do either. The Spark poly-modelling tools are basically the reason I stopped using it lol, compared to 3DSMax that I use at work all day its just painful. Maybe I'm spoilt heh
<!--quoteo(post=1855669:date=Jun 23 2011, 02:08 AM:name=marks)--><div class='quotetop'>QUOTE (marks @ Jun 23 2011, 02:08 AM) <a href="index.php?act=findpost&pid=1855669"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Spark poly-modelling tools are basically the reason I stopped using it lol, compared to 3DSMax that I use at work all day its just painful. Maybe I'm spoilt heh<!--QuoteEnd--></div><!--QuoteEEnd-->
Agreed. Would be awesome if the editor supported importing statics to be used as level geo or the option to convert it to level geo. Also, adding some sort of 2d shape tool/brush editor and maybe the option to tesselate would prove useful as well.
Comments
On a sidenote: SparkE will eventually get a displacement tool, it's already in but nonfunctional.
Doesn't seem so far fetched when you see how the map editor works and how tasty it is.
Doesn't seem so far fetched when you see how the map editor works and how tasty it is.<!--QuoteEnd--></div><!--QuoteEEnd-->
When you think about whether 3d artists would prefer to use industry-standard software they already know versus some new system, it's actually a terrible idea.
I don't think he wants to convert 3Ds Max models to level geometry you can manipulate in the editor, just import 3Ds Max models as props.
Ya I don't think so. Something streamlined for creating props, weapons, characters, would be amazing. 3ds max has so much fluff. Same with the Unreal map editor.
Why did UWE even make this engine when there is industry standard software :S
Because licensing a 3rd party engine for a commercial game is expensive... fortunately they don't have to cover the cost of software 3d artists use. Unless they decide to develop it themselves.
Doesn't seem so far fetched when you see how the map editor works and how tasty it is.<!--QuoteEnd--></div><!--QuoteEEnd-->
I could see this as not everyone likes to use so called "industry Standard" as most of the time half of the tools never get used. If they did develop a lightweight program and offer it as downloadable content, Some would buy into it if it where as intuitive as the provided editor and even more so if the models exported into the editor easily.
Don't get me wrong here as I myself love my maya but at times i find it to have frustrating results because of the hours of reading to learn how to correct something i did with a tool that i did not have a clear understanding of. The key word here is "Intuitive".
Ya it's expensive, but making your own engine is daunting! I bet it is even more expensive in the long run actually, since the development cycle is really drawn out.
That is why I have so much faith in these guys, everything is homemade and gourmet except the dessert, which is ordered out. (dessert = modeling program)
What would be the best modeling application that is free to use and is able to export to NS2?
That would be pretty damn awesome. Shouldn't be too hard to do either. The Spark poly-modelling tools are basically the reason I stopped using it lol, compared to 3DSMax that I use at work all day its just painful. Maybe I'm spoilt heh
Agreed. Would be awesome if the editor supported importing statics to be used as level geo or the option to convert it to level geo. Also, adding some sort of 2d shape tool/brush editor and maybe the option to tesselate would prove useful as well.