Rick_D 696 Report post Posted November 4, 2007 http://architectonic.planetunreal.gamespy.com/first_level.html http://www.3dbuzz.com http://facweb.cs.depaul.edu/JBrzezinski ... rkflow.htm http://udn.epicgames.com/Two/StaticMeshes.html http://udn.epicgames.com/Two/ActorX.html There is no reason not to learn UE3, knowing UE2 is pretty much entirely useless right now. thanks man - I was browsing around the udn after clicking the link in the editor and i found all the actor/mesh related stuff, but I'll browse some tut's and try to find some info on how static meshes work in unreal (whether I can texture them in the editor, or how I can go about using a collection of textures (tilables) on various different meshes and make sure the exporter doesn't create a new material for each texture etc). and the reason I am holding off ut3 is because I want to make a Red Orchestra map to begin with, when ut3 is released properly I'll get stuck into that. thanks again H Quote Share this post Link to post Share on other sites
Hourences 164 Report post Posted November 4, 2007 Im bored on sunday afternoon so here goes: You cant texture meshes in the editor. Technically, you can, as you could convert them to brushes first, then use BSP texture tools, and convert them back, but this is highly unoptimized and buggy and should be avoided at all costs. All texture work must be done in Max or Maya. You can however, just assign a different texture ofcourse, as long as you dont want to modify the alignment. Scaling and rotation of the entire UV layout can also be done through a material. I dont get the other question but you can assign a near unlim amount of different tiling tex to the same mesh, however, the more you add, the worse the perfomance. The game is out in less than 2 weeks btw. Quote Share this post Link to post Share on other sites
Rick_D 696 Report post Posted November 4, 2007 thank you again - the maya_workflow link you posted pretty much answered all my questions concerning using textures from the 'game' as it were - an invaluable link do you know how wise it is to build a level almost entirely from static meshes and just use bsp to block vis and assist in portaling? they did this a lot in the later stages of gears of war but i'm wondering how earlier versions of the engine would handle it :x Quote Share this post Link to post Share on other sites
Hourences 164 Report post Posted November 4, 2007 Open a ONS map and you will see that it has almost no BSP. You dont need BSP, its entirely useless if its an outdoor level, and only somewhat useful for indoor levels. Indoors youd want to zone the thing out as it works better than just placing occluders, for that you do need BSP. Open my DM rrajjigar and youll see that the whole map is mesh based, however theres BSP carved around the cavern mesh, to allow for zoning. If you model the whole thing, be sure to place as many objects as you can in the editor. If you can place a crate, place the crate mesh in UED and dont attach it to a larger mesh in Maya yet. Keep stuff as seperate objects, and try to reuse objects in the editor. Quote Share this post Link to post Share on other sites
Rick_D 696 Report post Posted November 4, 2007 amazing - thanks for the help Quote Share this post Link to post Share on other sites
┌HP┘ 9,770 Report post Posted November 4, 2007 ":1y5tsjxe]ok, I guess we'll have to wait... In a few weeks, we're gonna put our hands on the official Epic tutorials that come with the collectors edition, so... Collectors edition of what? gears? Nope, UT3. - Collectible Hard Cover Art Book - Behind The Scenes DVD Over 10 hours of Unreal Engine 3 Toolkit Video Tutorials, The History of Unreal Tournament & Behind the Scenes videos - Limited Edition Collector’s Packaging Collector's tin with embossing and special printing. http://www.gogamer.com/Unreal-Tournamen ... ewprod.htm Quote Share this post Link to post Share on other sites
┌HP┘ 9,770 Report post Posted January 31, 2008 http://www.amazon.com/Game-Architecture ... 4JE8MQWZCC Quote Share this post Link to post Share on other sites
Zacker 23 Report post Posted February 20, 2008 We have collected a bunch of good links for Unreal Engine 3.0 on our course website: http://www.itu.dk/courses/MSU/F2008/ http://itu.dk/people/peder/ Quote Share this post Link to post Share on other sites
┌HP┘ 9,770 Report post Posted March 31, 2008 For all of you fellas learning unrealed, here's something worth taking a look at: http://eat3d.com/training_videos (sample: http://eat3d.com/training_videos/shaders/ssample) Quote Share this post Link to post Share on other sites
Loafie, Hero of Dreams 0 Report post Posted June 10, 2008 A ton of UT3 editor video tutorials http://www.gametrailers.com/player/user ... 26290.html Quote Share this post Link to post Share on other sites
┌HP┘ 9,770 Report post Posted June 10, 2008 It's the ones on the UT3 Special Edition, I already uploaded those to Stage6, which is dead now. Anyways, that quality is so crappy that I can't even see anything, wtf? Quote Share this post Link to post Share on other sites
Zeta 0 Report post Posted June 10, 2008 I opened the gears version of the editor and was unable to find the material browser button. Anywhere. Quote Share this post Link to post Share on other sites
Buddy 816 Report post Posted June 27, 2008 I opened the gears version of the editor and was unable to find the material browser button. Anywhere. generic browser lol Quote Share this post Link to post Share on other sites
tofu 0 Report post Posted May 3, 2009 TF2 Specific: http://forums.tf2maps.net/showthread.ph ... c34&t=6197 Improved FGD - includes new icons for entities missing them, shitload more (check the change log) http://forums.tf2maps.net/showthread.ph ... c34&t=6126 Gametype library - every gametype setup, copy + paste into your level http://forums.tf2maps.net/showthread.ph ... c34&t=4674 Prop Library, ever TF2 prop in one level, sorted by vis groups for easy finding. Quote Share this post Link to post Share on other sites
popcornjake 0 Report post Posted June 18, 2009 Does anybody know some good 3ds max tutorials centred around creation of props for games, the source engine in particular? Quote Share this post Link to post Share on other sites