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Need help with conversion brushes to static mesh

Posted: Mon Feb 04, 2019 11:47 am
by SkaarjRPG
Is it possible to convert UnrealED subtractive(?) brushes to static mesh, don't know how to explain so I've made a screnshot:


Image

If I select both brushes it just converts to static mesh but the yellow section is not "cut out". Is that even possible

Re: Need help with conversion brushes to static mesh

Posted: Mon Feb 04, 2019 12:34 pm
by Hellkeeper
Subtracts cannot be turned into static-meshes, a static-mesh can only be solid.

You can make the whole assembly solid by intersecting the construct and converting the intersected brush into a static-mesh. Beware though, the brush will probably have weird cuts. Since lighting on static-meshes is based on the vertices, it might be hard or impossible to have correct lighting. In your case, however, this will probably not be too problematic, as you geometry is simple.

Re: Need help with conversion brushes to static mesh

Posted: Mon Feb 04, 2019 1:36 pm
by SkaarjRPG
Subtracts cannot be turned into static-meshes, a static-mesh can only be solid.

You can make the whole assembly solid by intersecting the construct and converting the intersected brush into a static-mesh. Beware though, the brush will probably have weird cuts. Since lighting on static-meshes is based on the vertices, it might be hard or impossible to have correct lighting. In your case, however, this will probably not be too problematic, as you geometry is simple.

Don't know if I am doing it wrong as I no clue, it doesnt matter if it's gonna be solid or problems with lighting, I just need the yellow sections cut out and all piece converted to static mesh. Tried reading a bit on the wiki and what you said, but it still converts to mesh without holes

Re: Need help with conversion brushes to static mesh

Posted: Tue Feb 05, 2019 12:06 pm
by Hellkeeper
Make the red brush large enough to contain your whole assembly and position it so it contains the brushes completely. Then use the Intersect button [img]http://hellkeeper.net/images/UEDInterface/ModeIntersect.jpg[/img], the red brush will take the shape of your whole assembly, with cut-outs and all as a single brush.

Then convert the resulting brush (either the red brush itself, or add the red brush and convert the created brush) to static-mesh.

Image

As you can see, the second brush is all-blue, with the cut-out included. That's the one you want to convert. Any subtractive brush (yellow) will be turned inside out by the conversion.

Re: Need help with conversion brushes to static mesh

Posted: Tue Feb 05, 2019 2:36 pm
by gopostal
This does work Skaarj. I've been doing a bunch of conversions for my coop server by converting to static mesh and editing with blender.

If you want I can meet up and walk you through doing one.

Re: Need help with conversion brushes to static mesh

Posted: Tue Feb 05, 2019 5:25 pm
by SkaarjRPG

It did work guys ! Just not in empty space (?) I just moved what I need a bit so no other brushes were in the way and made it as Hellkeeper said.
I have very limited knowledge with UnrealED, and I needed meshes for remake.
Thank you !

Image

Re: Need help with conversion brushes to static mesh

Posted: Tue Feb 05, 2019 6:42 pm
by Hellkeeper
It did work guys ! Just not in empty space
Because the "void" in UnrealEd it actually not empty but solid matter.
The Intersect operation makes the active red brush conform to everything solid inside the brush (while the Deintersect conforms the brush to all empty space). So by doing Intersect into empty space, you were conforming the red brush to nothing.

Re: Need help with conversion brushes to static mesh

Posted: Tue Feb 05, 2019 7:28 pm
by gopostal
This ^ guy editors.

The subtractive nature of ed is not discussed enough. I think if new people understood the concept that the void isn't a void at all it would make everything easier to grasp. Great explanation.

Re: Need help with conversion brushes to static mesh

Posted: Wed Feb 06, 2019 11:06 pm
by Kajgue
By default a new map in Ued will produce a solid void, but you can also create an open void I think by selecting the option under new "New Additive".