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


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Posted (edited)

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

  1. Export map to OBJ using GTKradiant built in plugin
  2. Convert OBJ to FBX
  3. Import FBX in UDK's content browser
  4. Add newly imported mesh to map
  5. (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.

shot0000_zps2aba7801.jpg

Untitled-1_zpsb1423519.jpg

Edited by 0kelvin

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