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[ROOT]/includes/functions.php on line 4783: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4785: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4786: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4787: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) TribalOutpost.com Forums • View topic - Static Mesh.
What's the file format? Or is it a specific exporter?
**edit**
And if it's impossible for me to use Blender, then I assume that I can use the Maya PLE, and not have to pay or use Gmax? (I don't like Gmax).
in t2, you had DIFs and DTS. the "editor" was really a mission editor, not a true level editor.
DIFs are made out of BSP brushes. most real level editors (radiant, worldcraft, ued) allow you to make BSP in them directly.
i.e. you can make all the kinds of stuff you made in Worldcraft... right in TV Ed/UED itself using the BSP brush tools.
Meanwhile, the static mesh that was DTS in T2 is done with proper modeling programs (maya, max and lightwave *cough* ...not milkshape and blender).
The new engines are all greatly relying heavily on MESH these days. There are several good reasons.
1. mesh can be replicated and rendered very very fast, so lots of little shapes and objects that repeat a lot are best done as static mesh
2. mesh can be much more detailed and nuanced in shape and design
BSP has strengths too, and you'll seldomly see a PURE mesh map even in games like ut2k4 where mesh is very dominant in many maps. BSP still lights better and more subtley. BSP can also be used to split areas into zones which render independently.
For outdoors stuff, there's a natural tendency to lean towards mesh.
While i would STRONGLY suggest folks grab a copy of Maya PLE (free) and find some of the video tutorials on it, modeling isnt at all required for TV mapping.
Modeling would just dramatically empower you... just as being good at texturing in photoshop would be useful.
So, yea, generally speaking... BSP for lower-poly structures and Mesh for details and more complex shapes. But there's no reason not to try to make highly detailed BSP nor low poly mesh.
Tribes UED could easily be used to make rather comprehensive bases and stuff without relying on any custom mesh.
[offtopic=relatedtoTseargument]
Nice little jab at Blender not being a "real program". Last straw. I hate your guts now. Purley, everywhere you are.
Have you taken an actual look at what it can do? Gallery:
This isn't some crap freeware thing made by a couple of guys in a garage over a month, it's a full-fledged 3D app made by a huge number of people who are constantly improving it. It might not have all the exact functions or quite as good a renderer as Max or Maya, but it's getting damn close.
So either stop taking jabs at me and my preferences or I invite you to where I'll really let into you. I'll create a whole damn subforum for Your Greatness.
[/offtopic=relatedtoTseargument]
[ONtopic]
Now that THAT'S aside, I suppose it's nice to see that I can at least remember something form what I read a year ago (BSP, static thing).
I do have a question though... didn't you state earlier an actual numerical polycount that each was best at? (like < 10 000 poly for BSP, > for static?)
Or am I insane?
And those vid tuts should be interesting. Hopefully not too big so I don't have to wait 30 mins for it .
Yes Hacker you can use blender to make meshes in the .ase format so they can be imported into the editor. It doesn't do it natively but with the provided script it is possible.
This script was made by Unreal mappers that do use and enjoy blender for making meshes and the like. The script was tested using Blender 2.32 and unrealed 3.0.
And here is the website I found it at. They also have quite a few Unreal mapping tutorials.
And here is a great resorce for unrealed info (I don't know if this has been posted yet so I'll post it here anyway)
And please like The Berk said lets keep it civil. There are people here that would like to learn a thing or two, and that doesn't include how to put your foot in your mouth or your thumb in a planet that resides in our solar system. This is not a place of war this is a place of creation.
(P.S. the info and plugin were found in less then five minutes using google. So before wrong things are said next time lets make sure we know what we're talking about before we say them shall we.)
Since the UED environment is subtractive, I was wondering how to make exterior walls... cos you have nothing to render. you see the wrong side. but its no problem because i'm gonna learn maya.
oh yeah. what are textures (deployment) like with static meshes?
ued is subtractive, but also is additive
what you can take away you can also add back into the map.. use the add button next to the subtract button..
it will create brushes much like worldcraft