● Using Gmax with UnrealEd 3.0 ●
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Unreal Tournament 2003 and Unreal 2: The Awakening are the latest additions to the UT/Unreal family of games. Underneath the hood of these amazing shooters are new versions of the powerful Unreal Editor. This Editor, like the versions before it, offers map and mod makers an amazing amount of control and opportunity to create and extend the game. An official game pack is in the works for UT2K3, but in the mean time, there are ways to use Gmax to model for the game. Please note that there are subtle differences in the two new "flavors" of the Editor, as they were specialized by by the creators of each title to meet the needs of their games. I've tried to note where there are differences in the tutorial below.
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Go and get this software:
Tempest: This is the Quake 3 Arena beta gamepack that was first released with
Gmax. Available from the gmaxsupport.com website, you need only to download
it, install and copy the md3 export script from the Tempest game pack folder
to the plugins folder ( c:/gmax/scripts/plugins) in your gmax
directory. This will allow you to export in the .md3 format directly from the
standard gmax interface. You can also download the zipped md3 export script by
itself by pressing here.
Npherno: Due to a bug in the Tempest .md3 exporter, you’ll need to realign
your mesh normals using this program. It’s free, and you can
get it here.
Milkshape and 3D Exploration: For us, this modeling program will be used essentially as a file
converter, taking your .md3 and changing to the .ase format for the editor.
Milkshape no longer offers a 30 day free trial, but I suggest spending the $25
to buy it. You can read all about it at chUmbaLum sOft. You can also get the
older version of Deep Exploration ( called 3D Exploration) by
pressing here. It doesn't have the
bells and whistles of the new version, but it will convert the models for you.
Once you've got these set up, it's time to get modeling! NOTE: I've used Milkshape
in the examples below.
GMAX setup
Open up Gmax, and press customize>unit setup. Make sure you have generic units
selected. Press ok, then press CUSTOMIZE>Grid setup. On the HOME GRID tab, set
spacing to 16, and major lines to 8. This will match the grid setup in
UnrealEd. On with the modeling!
How to build and export a gmax model as a brush: ( both Editors )
1: Open gmax, model your object. Do not assign uv maps, mapping coordinates
and so on. Just build your object. I built with simple boxes, but other
non-open objects should work too. Once done, group and export as an md3,
making sure you select all pieces of your model using frame=0, and uncheck the
show warning dialog box.
2. Open Npherno and import your md3 model. Rebuild normals and export under a
different name.
3. Open Milkshape and import your md3. press the group tab, then select. The
wireframe for your model will turn red. Now choose export as a 3ds asc file.
Give it a name and export. Open up Unrealed.
4. Once open, choose Brush, then import. choose solid mesh, and make sure
merge faces is unchecked. Press ok and your model will import! Now, save it as
a brush. You can now use it in UnrealEd.
How to build and export a gmax model as a static mesh
** NOTE: The U2 version of the editor only supports static mesh import in the
.ase file format. Neither MS or 3DE supports this export format. What you'll
have to do is import your model as a brush. Now, select the brush you
imported, right click on it, choose CONVERT>to static mesh. A window will
open, use "MyLevel" for the package name, and call the remaining names
whatever you wish. By using the MyLevel name you'll write the meshes into the
level files when you save it. The process below DOES work for the UT2K3
version of UnrealED. **
1. Open gmax, and model your object. Convert to editable mesh, and apply UVW
mapping. ( I selected face mapping, but others may work ) Open the material
editor by pressing "m", and apply a .bmp texture ( any will do, it doesn't
matter what one because you'll be using different textures later) to it. In
the stack rollout, choose "collapse all" and export it as an md3 with the name
of your choice.
2. Open Npherno, and import your mds. Choose "rebuild Normals" and export it
under a different name. Open Milkshape, and chosse Import>quake III arena md3.
Press the group tab, then "select". Your wireframe will turn red. press the
the material tab, then press "new", then "assign". Now, press file>export, and
choose the Lightwave 6.5 option. Give it a new name and save it.
3. Open up UnrealEd, and open the static mesh browser. Choose file>import, and
browse to your mesh. When you select and import it, you'll see an error window
pop up. Just press the "ok" button and Taa Daa! There's your new static mesh!
All
that's left to do is assign it a new texture in the rollouts below and save
your package! Now it's available for your map making creations
UPDATE: The technique above will produce an object with a single texture. If
you want your mesh to display multiple textures, assign different material
ID's to each section as you build, and then you'll be able to assign different
textures to your mesh once imported.
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Step by step with photos:
Open gmax, and model your object. In this case I’m making an arch. Don’t bother with assigning UVW mapping, just make your object.
Now select your object, and export it as an .md3. Tip: I use a collection of folders named “export_ program- I’m_exporting_from” to help me keep track of each step. I suggest saving your .gmax file too in case you decide to modify your mesh later on.
Close Gmax, and open Npherno. Click on the “import objects” button, and navigate to your .md3. When you select your object, choose all parts of it. In the example below there is only one to choose!
Press the “rebuild normals” button. Your model will change color, and you’ll be able to see it in the viewport. ( Note: this arch looks different! This is my fault for shooting images of the wrong one and not catching it until now your model will look like what you made in gmax, so don’t worry!). Now, click on “Export objects”, and export away! When prompted, leave all checkboxes empty.
Close Npherno, and open up Milkshape! For us, MS is more of a file converter than 3D modeling program, so we will only be using a few of the functions. Choose File > Import > Quake III md3 and browse to your Npherno’d md3. Once opened, you’ll see you mesh on the screen. Press the Groups tab ( top yellow arrow ), then the “Select” button. Your mesh will turn red. Now you’re ready for export!
Choose File > Export, and choose the 3D Studio .asc option. Navigate to a place to save it and … save it! When asked for an MS internal name, just type whatever you wish.Close MS, and fire up the Unreal Editor! Open up a level. To import your mesh, choose “ Brush > Import”, and navigate to your file. When prompted, make sure the “ merge faces” box is unchecked, and choose to import as a solid mesh.
Once you do, your builder brush will turn red, and your model will be visible in the viewports.Finally, select a texture you wish to use and press the “ ADD “ button. Your mesh is now a brush, complete with collision properties! From this point you can manipulate it via the Editor as you would any other brush. Tip: Don’t forget to save!
Notes: For the importing of Static meshes in UT2K3 ONLY, follow the procedure above with these modifications:
Add UVW face mapping in gmax, using any .bmp texture you wish. ( The texture works as a placeholder, so it doesn’t matter What one you use.) Collapse the stack prior to exporting as an .md3.In Milkshape, press Group>Select, then press the Materials tab. Press ‘new’ then ‘assign’. You’ll see your model change colors. Export from MS as a Lightwave 6.5 .lwo. On import to UnrealEd, open the static mesh browser and press “File>Import” from the default static mesh set. Navigate and Select your .lwo file, and press “open”. A small warning dialogue window will open. Ignore it and press OK. From the static mesh Window, reselect your mesh; you’ll see it in the window. In the rollouts below under Materials, find the Texture line. Select a texture from the texture browser and press “Clear” then “Use” from the static mesh texture line. Click in the viewport window and the Texture will now be applied to your mesh! Press “File” and “Save” to save your new mesh in the package!
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