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From quake 3 BSP to UDK static mesh (+successfully imported in 4 steps)

  • ZZZ
  • March 14, 2013 at 11:54 PM
  • ZZZ
    • March 14, 2013 at 11:54 PM
    • #1

    Was 13 steps at first, down to just 4 now:

    [*]Export map to OBJ using GTKradiant built in plugin
    [*]Convert OBJ to FBX
    [*]Import FBX in UDK's content browser
    [*]Add newly imported mesh to map
    [*](this processe makes whole map lose all textures coordinates, entities, liquids, etc. Only map's geometry is kept)
    [/list]Now to walk around in map: disabled collision, enabled per poly collision, added a skylight, set kill z to something far away from the model, played with default UTgame type. The scale seems correct, except that running speed and jump height are different from quake 3.

    [Blocked Image: http://i419.photobucket.com/albums/pp274/imagensdiversas/legodeck%20rev2/shot0000_zps2aba7801.jpg]

    [Blocked Image: http://i419.photobucket.com/albums/pp274/imagensdiversas/UDK%20misc/Untitled-1_zpsb1423519.jpg]

  • mjens
    • March 15, 2013 at 1:37 AM
    • #2

    ...or just use 3D Ripper DX

  • ZZZ
    • March 15, 2013 at 1:56 AM
    • #3

    Doesn't support OpenGL applications (all quake 3 based games)

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