This is the scene that i'd like to get in Unreal Editor SnarG. http://boards.polycount.net/showthread.php?p=884648&posted=1#post884648 I've also found something very odd that may be causing the texture cloning problem. In the LODinputs, I've found a material number 23 that is empty in Unreal. It's just an extra empty…
Messing around with Unreal Editor 3 and I came across a few problems. Here's an example of what happened. Any ideas? It's the exact same scene imported into UE3. As you can see, it flips my UVs. 3dsmax Unreal Editor 3 [IMG]http://1.bp.blogspot.com/_xp_5Vf6lSqI/SWEMULiR2pI/AAAAAAAAAYU/9W_dVeqDhcs/s1600/U3E.jpg[IMG\]On…
"Do you mean material ID's or map channel by this? Do you have the same number of material slots in UEd after the import as you do in Max?" What I mean is that I have an oil drum and a concrete platform that are seperate objects and have seperate map channels applied to them in 3ds max with seperate textures. In Unreal…
I have a tutorial on the correct Max/UEd workflow if you want to run things over again to make sure you got it all correct : http://www.hourences.com/book/tutorialsue3modeling1.htm Like said, 60 is too much anyhow. You are suppose to have as few material ids as you can per mesh. Be very careful with things like empty…
This is probably your problem. I take it you're exporting these together with an 'export selected' operation. If this is the case then these objects need to have the same 'map channel' but different 'material ID's'. When you import them UEd treats them as a single object and is trying to apply the materials based on map…
SnarG thanks, that was pretty much info I knew already (sorry if my earlier post confused you). I know about setting up the multi-subs in max and setting up LODinfo in Unreal Ed. I've basically assinged most of my materials to the scene. I ran into the flipping UV problem, and also ran into a huge problem which is multiple…
I've never had a problem with UV flipping in UE so I can't think of anything to help you there, but the other stuff I can throw a bit of info your way for. If you want to use multiple materials then in Max make sure to assign them to different material ID's on your mesh, then when you apply the multi/sub-object material…