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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
- Krull0r
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New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
Hello
I wrote a tutorial how to use blender to modify the terrains of Unreal.
Please let me know what you think about it.
https://www.oldunreal.com/wiki/index.ph ... th_Blender
I wrote a tutorial how to use blender to modify the terrains of Unreal.
Please let me know what you think about it.
https://www.oldunreal.com/wiki/index.ph ... th_Blender
Last edited by Krull0r on Wed Nov 21, 2018 9:42 pm, edited 1 time in total.
- Hellkeeper
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Re: New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
Perfect, it's about time we got an article on this topic, a recurring question.
It's well illustrated and easy to understand, thank you very much.
It's well illustrated and easy to understand, thank you very much.
You must construct additional pylons.
- Krull0r
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Re: New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
Hey Hellkeeper your welcome.
I spent many hours in creating this I also have to add more things in the "known issues part" later.
If I find the time I create more of such tutorials like editing original models, important UnrealEd tricks and and and.
I spent many hours in creating this I also have to add more things in the "known issues part" later.
If I find the time I create more of such tutorials like editing original models, important UnrealEd tricks and and and.
- Hellkeeper
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Re: New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
That's very nice. I began to do exactly this years ago but my interest died out after a while and life got in the way. I hope you don't experience the same and can make a great contribution.
You must construct additional pylons.
- Kajgue
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Re: New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
Good tutorial Krullor, though you can also export models to .ase then convert the .ase file to .t3d to get models into Ued for use as brushes.
Good work, glad you made this.
Good work, glad you made this.
AKA - ( T : S : B ) Ice-Lizard
- Buster
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Re: New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
Great job. Thanks for putting in the work.
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OK - he falls
Keep it Unreal !!
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- Skywolf
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Re: New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
Or you can export as .DXF from Blender (With Export Mesh As set to POLYFACE). Advantage of this is that it maintains quads. ngons don't work though and get turned into invdividual triangles.
Downside is that is also keeps quads when the surface isn't perfectly flat. Which Unreal doesn't like.
Downside is that is also keeps quads when the surface isn't perfectly flat. Which Unreal doesn't like.
I hate it when people ask me what my favorite game is. Just try to explain you're not talking about Unreal Tournament .
- Pedi
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Re: New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
Hi Krull0r nice tutorial. I will try it out when I have time.
But I have noticed two points, where I'm not sure if that works:
1. As Skywolf already mentioned you should take care with the quad faces. After you snap vertices to grid they couldnt be even and cause BSP holes.
2. I dont if it is important but before you export your terrian you should do in Blender: Mesh -> Normals -> Recalculate Inside. Then you have a subtraced brush in Blender. But maybe it isnt necessary .
But I have noticed two points, where I'm not sure if that works:
1. As Skywolf already mentioned you should take care with the quad faces. After you snap vertices to grid they couldnt be even and cause BSP holes.
2. I dont if it is important but before you export your terrian you should do in Blender: Mesh -> Normals -> Recalculate Inside. Then you have a subtraced brush in Blender. But maybe it isnt necessary .
Last edited by Pedi on Sun Dec 02, 2018 10:33 am, edited 1 time in total.
- Krull0r
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Re: New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
@pedi if you import a .obj as static meshes unreal Ed will automatically change quads to tries.
But your second point is true. I need to add this to the known problems point! I forgot to mention it. Thanks
But your second point is true. I need to add this to the known problems point! I forgot to mention it. Thanks
- Kajgue
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Re: New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
Maybe it's worth mentioning this new tutorial in the site news? It would bring attention to the fact that Unreal modding is still relevant, aswel as help people be aware of this new tutorial.
AKA - ( T : S : B ) Ice-Lizard
- luke11685
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Re: New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
It seems I can also convert obj files of static meshes in ut4x converter however maps convertion is loading for over 4 minutes so can you tell me am I doing something wrong?
- gopostal
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Re: New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
Super easy tutorial to follow. I was able to export and set up several tree meshes for editing easily. Now just need to learn Blender
You might consider fleshing out your tutorial with some more "why" in each of the steps. I do the "CTRL+V" but I don't really understand why I'm doing that. A brief explanation might help so you have a base to do more research.
Thanks for your effort. I'm excited now to be able to make proper fragment classes and improved meshes.
You might consider fleshing out your tutorial with some more "why" in each of the steps. I do the "CTRL+V" but I don't really understand why I'm doing that. A brief explanation might help so you have a base to do more research.
Thanks for your effort. I'm excited now to be able to make proper fragment classes and improved meshes.
I don't want to give the end away
but we're all going to die one day
but we're all going to die one day
- Krull0r
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Re: New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
@luke11685
This tutorial is related to Unreal Engine 1 not Unreal Engine 4.
For this long loading time issue I have no explanation. maybe the mesh has to many polygones?
@ gopostal
Strg+V removes all sharp edges. Its not really necessary to remove them I always do it to have a better view of the mesh and its edges during the editing porgress.
I also don't understand why Unreal 227 always export meshes with Sharp Edges
This tutorial is related to Unreal Engine 1 not Unreal Engine 4.
For this long loading time issue I have no explanation. maybe the mesh has to many polygones?
@ gopostal
Strg+V removes all sharp edges. Its not really necessary to remove them I always do it to have a better view of the mesh and its edges during the editing porgress.
I also don't understand why Unreal 227 always export meshes with Sharp Edges
- Kajgue
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Re: New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
Same, honestly it gives a clearer view of the edges to remove those sharp edge indicatorsIts not really necessary to remove them I always do it to have a better view of the mesh and its edges during the editing porgress.
I also don't understand why Unreal 227 always export meshes with Sharp Edges
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- gopostal
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Re: New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
This is what I mean for you to consider expanding on. You said
This isn't a criticism of your work and effort so please don't take it that way. I suffer from this same problem when I explain something in that I just assume the other person knows more than they do.
Take a moment and explain "what a 'sharp edge' is" and "why would I not want it?". That's why I've quit learning model making multiple times because every tutorial fails to spend time explaining concepts. Yeah, I can blast through exporting my model just by following your ABC's but I'm not really learning anything besides the steps.Strg+V removes all sharp edges.
This isn't a criticism of your work and effort so please don't take it that way. I suffer from this same problem when I explain something in that I just assume the other person knows more than they do.
I don't want to give the end away
but we're all going to die one day
but we're all going to die one day
- Krull0r
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Re: New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
Yes this tutorial is for people who know how to use blender I didn't add the basics how to use the program in the first place.
- Kajgue
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Re: New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
Maybe to elaborate a bit on your specific question Gopostal about what is a sharp edge, it's mainly useful when using one of the two methods of shading 'smooth shading'.
Unreal mainly uses smooth shaded models, and it's only been recently since 227 introduced the option for some meshes like crates to be able to be flat shaded. Smooth shading is basically where the lighting on the edges between verteces is interpolated, making a shading gradient between the lighting of both verteces. For example, if you have one vertex that is in shadow/darkness, while you have another vertex that is in view of the light, the edge connecting those verteces will interpolate (i think is the right word) a gradient between the lighting of both verteces; making the shading appear smooth.
But back to sharp edges, if you have a model that is set to be smooth shaded globally over the model, then you can assign sharp edges to specific edges, negating the smooth shading effect for said specific edge(s).
It's also worth mentioning on that point, that Unreal 227 currently only understands models that are 'completely smooth shaded' or 'completely flat shaded', and it will just ignore any sharp edges assigned to the model through Blender or any other modelling program.
Unreal mainly uses smooth shaded models, and it's only been recently since 227 introduced the option for some meshes like crates to be able to be flat shaded. Smooth shading is basically where the lighting on the edges between verteces is interpolated, making a shading gradient between the lighting of both verteces. For example, if you have one vertex that is in shadow/darkness, while you have another vertex that is in view of the light, the edge connecting those verteces will interpolate (i think is the right word) a gradient between the lighting of both verteces; making the shading appear smooth.
But back to sharp edges, if you have a model that is set to be smooth shaded globally over the model, then you can assign sharp edges to specific edges, negating the smooth shading effect for said specific edge(s).
It's also worth mentioning on that point, that Unreal 227 currently only understands models that are 'completely smooth shaded' or 'completely flat shaded', and it will just ignore any sharp edges assigned to the model through Blender or any other modelling program.
Last edited by Kajgue on Wed Jan 16, 2019 7:30 pm, edited 1 time in total.
AKA - ( T : S : B ) Ice-Lizard
- gopostal
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Re: New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
OMG thank you! Now I totally understand.
Man, it really makes you appreciate newer video games and what all is going on when they are rendering a dynamic scene.
Man, it really makes you appreciate newer video games and what all is going on when they are rendering a dynamic scene.
I don't want to give the end away
but we're all going to die one day
but we're all going to die one day
- Kajgue
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Re: New Unreal Wiki entry: Importing, editing and exporting a Brush with Blender
No problem dude
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