Bringing in your textured models into UnrealEd
Make the texture Make your materials powers of 2 or, divisible by 16 ... save as 32-bit Targa
UVW map your model
Export the model
The non-default setting is, change decimals to 5.
Add the texture to a package in Unreal (Make sure you have a room in UnrealEd )
First, lets take a look at how textures are organized we will open an existing texture package
Inside the package are groups [here we have floors] and then from the group, various textures to choose from [Texture flr23ar DXt1] note the size 512 is shown
OK, now lets import your texture for your model ... open the texture browser ...
Note: this shows the image formats Unreal imports:
Our new package name will be MaterialTest with no group the name of the texture will be stone
Our material will appear here:
If you select the texture, a green border appears ... keep it selected, and when you import the model, the texture will be applied automatically.
Note if the texture does not appear, click on the package drop-down and re-select the package name.
Save your texture package:
Do not overwrite any game packages, make your own unique name.
Import your model Once in Unreal, it will be referred to as a static mesh
Open the static mesh browser:
Go File/Import ...
Lets make a new package named MeshTest and name the static mesh cylinder .
If the texture is not applied, go back to the texture browser and click on your texture.
Right click the floor or wherever you want to place the static mesh and select cylinder
Save your static mesh package ...
Again, do not overwrite any game packages -- make your own unique name.
It is essential to save your texture and your static mesh packages use the little save icons in the texture browser and the static mesh browser make sure the right packages are open this step is important to avoid problems playing your level
Test your level (Make sure you have a player start and lights not covered in this tutorial)
A note on placing your models if rotation is required If you bring in a model that needs to be rotated in fine increments, you might need to turn off the rotation snap toggle.
Use LMB and RMB to rotate:
Turn this off (blue is on, grey is off)
This model had to rotate so all wheels were even with the ground:
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