ZZZ Posted March 14, 2013 Report Posted March 14, 2013 (edited) Was 13 steps at first, down to just 4 now:Export map to OBJ using GTKradiant built in pluginConvert OBJ to FBXImport FBX in UDK's content browserAdd newly imported mesh to map(this processe makes whole map lose all textures coordinates, entities, liquids, etc. Only map's geometry is kept) 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. Edited March 17, 2013 by 0kelvin Quote
ZZZ Posted March 15, 2013 Author Report Posted March 15, 2013 (edited) Doesn't support OpenGL applications (all quake 3 based games) Edited March 17, 2013 by 0kelvin Quote
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