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jimbob
06-16-2003, 07:27 AM
how can i make a new static mesh group without renaming or deleting an existing one.
i have some static meshes from unreality and i need them in a new group so i can distribute the files with my map.

ok so now i now how to create a new group, but the textures wont show.
meshes are imported to staticmeshes/jimbob.usx in the subfolder props
and the textures are imported to textures/jimbob.utx in subfolder props

[ 06-16-2003, 07:37 AM: Message edited by: jimbob ]

widowmaker
06-18-2003, 11:22 PM
Well jimbob here is your problem, and it is asneaky one at that. You can not name a texture and static mesh pack the same.

So rename one or the other and away you go. The catch being if you used the meshes in your map you will have to take them out of your map first and then rename the pack. Same goes for the texture pack.

I made the same mistake and ended up rebuilding my mesh pack.

[ 06-18-2003, 11:27 PM: Message edited by: widowmaker ]

jimbob
06-19-2003, 10:20 AM
thanks, i`ll try.

Bean
06-24-2003, 04:43 PM
personally, i use these conventions for the projects i work on:

utx_mapname - textures
usx_mapname - static meshes

and so on...

Gideon
06-25-2003, 01:07 AM
I hope you mean unreal expectations?

jimbob
06-26-2003, 10:51 AM
yes, thats what i meant mr3d images/icons/smile.gif great statics images/icons/smile.gif


anyway, is it possible to combine static meshes and karma physics, ie, if i place a static mesh barrel can i make it fly away when shot ?

[edit] the texture thinghy is fixed btw images/icons/grin.gif \o/

Gideon
06-29-2003, 08:49 PM
I didn't set up the meshes to work with karma, at the time I put those meshes up, I hadn't even messed around with the Karma Authoring tool. I did include the max files with the downloads though, so if you want to work with it, go ahead.

jimbob
07-06-2003, 01:31 PM
no i dont want to do stuff like that myself, because im happy enough to be able to work with unrealed images/icons/smile.gif i meant the meshes that are included with ut2k3, is it possible to make those into karma actors without too much trouble ?

Gideon
07-06-2003, 11:32 PM
nope, it's a bitch....

jimbob
07-07-2003, 09:13 AM
damn images/icons/frown.gif

Bean
07-07-2003, 11:16 AM
what? it's extremely easy to make karma static meshes.

first off, make sure your static mesh has collision assigned to it. (static mesh browser -> select mesh -> view collision. if it has a pink collision frame around the mesh in the viewport then you are good. if not, goto Collision Tools and add one.)

select your static mesh and right click where you want to place it in the world and select "Add Karma Actor"

Then, in it's properties, goto Karma->KParams->KarmaParams.

-bhighdetailonly to false
-kmass is it's weight (.35 should be good for barrels)

then, under KParams->KParamsCollision

-play with friction and restitution to get the results you desire (keeping those values under 1 (try .6) should give good results)

hope it works out for ya. images/icons/smile.gif

jimbob
07-07-2003, 04:10 PM
i`ll try images/icons/smile.gif thanks

jimbob
07-07-2003, 04:47 PM
works like a charm, thanks a million images/icons/smile.gif

Bean
07-07-2003, 10:45 PM
np. glad to hear you got it working images/icons/smile.gif

btw, for future reference, only skeletal meshes (character model) need KAT to set up karma.

jimbob
07-08-2003, 08:19 AM
it really helps to improve the fun/realism factor images/icons/grin.gif