Hey guys and gals. I know there isn't too many tutorials out there that cover roboblitz and Unreal 3 so I'm gonna try to share what I know with you guys.
I just did some changes to my site and added a tutorials section and finished my first tutorial on the basics of getting your stuff into Unreal 3.
Happy reading.
http://www.artbyjessemoody.com
Replies
Ben: Yeah I am gonna fix that sometime today or tomorrow. Thanks for the feedback.
39 COLLISION MESHES!!! dude...a good rule of thumb on collision mesh for unreal is keep it under five primitives and as simple as possible. yours is WAY to complex, you dont need to have the collision completely engulf every part of your model. its ok for stuff to stick out slightly, etc.
also on this front, youve set your collsion up in a way so that the engine has to divide it for you. any mesh that overlaps another mesh will be automatically divided into new pieces of collision by the editor, and when that happens its never good. also, make sure your collision is as simple as possible, not only does this make for better engine performance but it will also be easier on you to create. if your using max it has a "convexity test" tool that checks a mesh to see if its convex or concave. all your collision needs to be convex or UE will divide it for you and thats not good. collision doesnt need to all be one mesh as well, but i think thats just a personal preference issue.
EDIT: also collision is literally just for the player model, as UE calculates collision for projectiles from the original model itself (i believe, correct me if im wrong) so i would loose the collision for the small stuff on there, ie the handles and jack stand, and bring that main box all the way down to the ground, and adjust the bottom vertices to mostly surround the wheels and jack hookup. a player will never be able to climb underneath it so you dont need to worry about having realistic collision there. actually, its quicker for me to just mock it up:
if you have any questions feel free to hit me up dude.
Never assume that everyone knows what you know.
whoa there partner!
39 COLLISION MESHES!!! dude...a good rule of thumb on collision mesh for unreal is keep it under five primitives and as simple as possible. yours is WAY to complex, you dont need to have the collision completely engulf every part of your model. its ok for stuff to stick out slightly, etc.
also on this front, youve set your collsion up in a way so that the engine has to divide it for you. any mesh that overlaps another mesh will be automatically divided into new pieces of collision by the editor, and when that happens its never good. also, make sure your collision is as simple as possible, not only does this make for better engine performance but it will also be easier on you to create. if your using max it has a "convexity test" tool that checks a mesh to see if its convex or concave. all your collision needs to be convex or UE will divide it for you and thats not good. collision doesnt need to all be one mesh as well, but i think thats just a personal preference issue.
EDIT: also collision is literally just for the player model, as UE calculates collision for projectiles from the original model itself (i believe, correct me if im wrong) so i would loose the collision for the small stuff on there, ie the handles and jack stand, and bring that main box all the way down to the ground, and adjust the bottom vertices to mostly surround the wheels and jack hookup. a player will never be able to climb underneath it so you dont need to worry about having realistic collision there. actually, its quicker for me to just mock it up:
if you have any questions feel free to hit me up dude.
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As I said this wasn't a tutorial on making collision meshes so it's not optimized for that. It was just something really quick i put in to just show the naming conventions.
I am working on a series of tutorials and one of them will cover the ins and outs for UE3.
You are right about projectiles though. It's handled by the mesh geometry / materials.
You don't write what editor you use and where you get it. It might aswell be an in-house proprietary tool. Always start off listing what kind of tools you will need and how to get them.
Never assume that everyone knows what you know.
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Not sure I know what you mean here. List the tools I'm using? I mention both 3ds Max and Unreal 3 engine in the first line of the tutorial.
This tutorial will cover the basics on how to export a model from 3ds Max and import it into Unreal 3. Import your textures and create a material and apply it to your mesh.
As far as how to get Unreal 3 the only way you can get it is to work at a studio that is using it or purchase the roboblitz editor.
wait collision meshes in u3 will csg into each other if they intersect ???? THAT IS RETARDED (if true)... i really hope your mistaken there ...
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im not sure what you mean by csg, but heres a visual example of the retardedness im talking about.
heres a mesh with its collision set up in such a way that the wheel collision boxes intersect slightly with the main body collision:
and heres what it looks like imported into unreal:
notice the strange missing pieces of collision and how the engine is attempting to calculate what you wanted there, but it just really doesnt seem to work out so well. it jumps from 5 primitive collision boxes to 28?!?! very strange.
the work around weve been using is to place small gaps in the collision, so small that a player would never notice them or get stuck in them, but just large enough so that it physically separates the collision mesh pieces:
and weve been getting correct results that way.
very strange but every engine has its quirks.
In return, I can write a tutorial on many a thing... such as rigging a character in max, getting it to import and setting up the collision and physics/ragdoll settings. I can also write up a quickie on setting up animated textures within the material editor, and other neat material tricks to give your model that extra dose of zazz. Anyone interested in any of those?
Hook Ferg up with his request someone please and post it as well .
Btw, Thanx Jesse for this informative tut.
oh wow, i guess we are allowed to write tutorials as long as we dont show assets from UT3 or gears huh... i would have done some character pipe tutorials by now if i knew that.
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GET ON IT
I think I have a rig made for a character for one of the games I'm working on somewhere in the depth of my files.
I am trying to focus most of my tutorials on importing, material editor, collision mesh, environment pipelines, and later I will be expanding into the editor and level design stuff with lighting, paths, etc.
Ok call me stupid but the game sin't out yet and the need for tutorials is increasing? Can you already expirement with the engine? How do i get it? I loved working with UT2K4 have looking forward to this day.
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Yup, just get a hold of Roboblitz
I'm going to mess around with it during my lunch break at work since my home computer can't run it.
I had Roboblitz before getting UE3 for work. I used it and it was great for what I wanted to do and you can get familiar with the engine and how things work months before the full editor is released.
http://en.wikipedia.org/wiki/Constructive_solid_geometry
not perfectly explained but what the hell
yeah no engine without it quirks