Hey guys,
Over the last while I've taken my hand to Maxscript and started development on a plugin, that hopefully will allow environment artists to have a much smoother experience with exporting their models to UDK.
The reason why I created this Toolkit is that often I reuse my modular pieces to develop my full blockout within Max. I then do not want to have to change the max file to suit exporting to UDK needs. This toolkit allows me to maintain both my overall scene and my exports safely to UDK.
Features:
- Initial Setup - Set Unreal Units, Gridsizes, and add a Player Reference model in the scene.
- Environment Manager - Control all of your scene's final Modular pieces.
- Env Manager #2 - Usual features, Freeze, Select allow you to isolate your final pieces from the rest of the Max scene.
- Export - Select your environment asset folder, and export all of your modular pieces to the directory (files named after model file in max)
- Export At Center - Moves each modular piece to grid center relative to the pivot point, then after export moves the model back to it's original position
- Reimport with ease - Because this tool overrides any of the modular pieces with the same name. Allowing you to quickly reimport to UDK and update all of your modular pieces.
Right now these are the features available within the Toolkit. I have plans to further create a seamless user experience between 3Ds Max and UDK.
Scriptspot Download:
http://www.scriptspot.com/3ds-max/scripts/udk-environment-toolkit
Youtube Video:
[ame="
http://www.youtube.com/watch?v=gjE10toMCRY"]UDK Environment Toolkit v0.2 - YouTube[/ame]
(slightly older, same functionality except freeze, select etc.)
Hopefully this tool will help some of you. It's made my life, and my studio's life a lot easier.
Happy Arting!
Scott 'Sythen' Baker.
Replies
No problem! Hope you like it
Will try it out and report back. Thanks again!
Hopefully in future updates I will be integrating a layers or isolation system so you can work on each modular piece away from the scene.
Glad you like it!
-Scott.
I can actually set up my enviro's in Max with a purpose now!
Are you Irish also?
I am not!
I can drink to that!
Apologies for the stereotype, but I couldn't resist!
"Ryan" a very common name in Ireland I believe.
13th on the most common boy names in Ireland List
I meant surname and thanks for going to the trouble of making that awesome script and for considering updating it if you like our suggestions. kudos to you.
Always open to suggestions dude!
I will try my best to make any suggestion a feature
Hey dude! The Human Reference model is governed by the size of your Units and grid setup. Try hitting the 'Set Unreal Units' first to set your Grid sizes and Units correctly. Then place the Player Reference
I'm glad you like it dude, hopefully it'll fit well into your workflow. Any suggestions, hit me up
Glad you liked it and my site! I was not responsible for the BlackboxTV intros, I was responsible for the BlackboxTV game called The Silverwood Archives. BlackboxTV contacted us to develop a game that would be integrated with their Silverwood website, and allow the user to involve themselves with the backstory.
Needless to say it was great to hear our studio name (Creativecore Games) mentioned at the end of the video 'The End Begins' .
[ame="http://www.youtube.com/watch?v=p3jXAYTT9m8"]The End Begins - BlackBoxTV - YouTube[/ame] see 8mins 11sec.
No problem dude! any suggestions hit me up,
also. Thanks!
Hey man, right now I don't have a particular implementation for Collision model exports, I will add a feature for it in the future.
If you guys like it, don't forget to buy me a beer
Checking for any children of the modular objects that have the UCX_ prefix or any of those other prefixes and add it to the fbx import!
That way all we have to do is model the collision together and make it a child of the modular object.
www.coopthegame.com
just parent a mesh with the UCX_ prefix and the same name to the mesh before export.
that is all udk wants to define a mesh as collision.
if your a maya user i got a similar tool, that will generate and export collisions as well.
http://www.polycount.com/forum/showthread.php?t=131019
i just took a peek at the code, that idea wont work, what needs to be done, is for the script creator to modify the selection process to to select the children as well.
I would do it, but im not a maxscript person.
should only require a few lines of code for that change.
it's the same approach i take for a very similar tool i made for maya.
Yup is not working..., try`d to parent the object and give a children ...not working...it export 2 separate files...
Thanks, Man!
I'll get to work on a version of the script that supports UCX Exports for collision in UDK. I'm glad you guys like it!
DO IT DO IT thanks for having time to help people who need it