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Author Topic: Fractured Static Meshes?  (Read 11496 times)
LiQuiD
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Fractured Static Meshes?
« on: April 04, 2015, 22:25 »

Hello! Umodel has been of great use to me for creating a proto-map editor for XCOM. At the moment I am trying to edit the building meshes which happen to be fractured static meshes. In some maps parts of the buildings start already destroyed, I need to know if the intact mesh is in the map files. Are there any plans for adding fractured mesh support for umodel? Or could someone with understanding of the UDK internal workings tell me if the fractured meshes which are partialy destroyed get cooked in maps with the missing fragments or not.
Thanks
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Gildor
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Re: Fractured Static Meshes?
« Reply #1 on: April 04, 2015, 23:00 »

Hello.
There's no "fractured meshes" neither in UE3 nor in UE4.
By the way, are these meshes statics or skeletals?
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LiQuiD
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Re: Fractured Static Meshes?
« Reply #2 on: April 06, 2015, 13:26 »

They are static meshes which have desctructable chunks. I inteded these: https://www.youtube.com/watch?v=myKLj8eAsGg

One more thing, the original static meshes of the game have fine tuned collision boxes but when I export them through umodel, convert them with blender and import back in UDK they lose the collision box and the one I create in udk is not as good as the original. Is there a way to also reimport the original collision boxes?
« Last Edit: April 06, 2015, 13:28 by LiQuiD » Logged
Gildor
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Re: Fractured Static Meshes?
« Reply #3 on: April 06, 2015, 15:57 »

They are static meshes which have desctructable chunks. I inteded these: https://www.youtube.com/watch?v=myKLj8eAsGg
Ok, sorry - I didn't know about FracturedStaticMesh class. This is a separate class, pure StaticMesh has no fracture capabilities. Could you send me a sample file, please?
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One more thing, the original static meshes of the game have fine tuned collision boxes but when I export them through umodel, convert them with blender and import back in UDK they lose the collision box and the one I create in udk is not as good as the original. Is there a way to also reimport the original collision boxes?
The collision is not exportable.
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LiQuiD
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Re: Fractured Static Meshes?
« Reply #4 on: April 07, 2015, 00:27 »

Here are 2 meshes extracted with UE Explorer: https://www.dropbox.com/sh/zhi6zon2dxo1jp7/AAD_FlMackguZW5GMh_etykda?dl=0

Also, could you tell me what's causing this behaviour: most of the static meshes do not load their texture in umodel , only some of them do (mostly destroyed objects). I found out that I can use mesh stubs in the udk editor, save the map and add it as a streaming map ingame. The original meshes replace the stub ones along with their collision box, but their textures are not replaced unless they show up in the umodel preview (I found a workaround for that by exporting/reimporting the meshes and setting stub materials but it's less than perfect)




Another thing I noticed that when I export a mesh with umodel and then open it with blender, I have to mirror it on the X and Y axis to make it appear right ingame.

Thank you for your time
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Gildor
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Re: Fractured Static Meshes?
« Reply #5 on: April 07, 2015, 10:49 »

These files are absolutely useless for me - I need upk file.
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Also, could you tell me what's causing this behaviour: most of the static meshes do not load their texture in umodel , only some of them do (mostly destroyed objects).
This is a question from FAQ.
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I found out that I can use mesh stubs in the udk editor, save the map and add it as a streaming map ingame. The original meshes replace the stub ones along with their collision box, but their textures are not replaced unless they show up in the umodel preview (I found a workaround for that by exporting/reimporting the meshes and setting stub materials but it's less than perfect)
This is not a question about UModel. This is a question about UE3 streaming system.
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Another thing I noticed that when I export a mesh with umodel and then open it with blender, I have to mirror it on the X and Y axis to make it appear right ingame.
I think Blender importer script should adopt mesh for different coordinate system.
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LiQuiD
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Re: Fractured Static Meshes?
« Reply #6 on: April 07, 2015, 12:56 »

Ehm.. sorry.
The upk is too big to upload it with my slow connection, I'll send it in a day or two when I get faster internet.
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Gildor
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Re: Fractured Static Meshes?
« Reply #7 on: April 07, 2015, 12:57 »

Don't forget to compress it with 7zip or rar Smiley
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LiQuiD
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Re: Fractured Static Meshes?
« Reply #8 on: April 08, 2015, 22:12 »

https://www.dropbox.com/s/23mww3002g93w83/URB_Bar.7z?dl=0

You can find some fractured meshes in ComKit_Meshes.Roofing in the upk.

Do you need anything else?
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Gildor
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Re: Fractured Static Meshes?
« Reply #9 on: April 08, 2015, 23:05 »

Thanks. Done. By the way I see nothing special in these meshes - they have rectangular fractured areas. Probably engine is doing something when rendering such meshes.
Also I have a question for you: are you using "-noanim" option to open a file you sent to me? Umodel is crashed without this option - probably the game has changes animation format since release.
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LiQuiD
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Re: Fractured Static Meshes?
« Reply #10 on: April 10, 2015, 20:56 »

I open the upks without command line arguments. Most of the fractured meshes are building walls or facades, but their "broken" elements are nor rectangular.

Here's an example
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Gildor
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Re: Fractured Static Meshes?
« Reply #11 on: April 10, 2015, 20:59 »

I think I did everything what I could ...
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LiQuiD
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Re: Fractured Static Meshes?
« Reply #12 on: April 10, 2015, 21:31 »

Thank you! Smiley I'm not on work computer at the moment, I'll check the game models tonight.
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LiQuiD
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Re: Fractured Static Meshes?
« Reply #13 on: April 16, 2015, 19:36 »

Thank you again. Everything is working fine. I suppose we need to re-fracture the meshes because the fragments are related to the collision box, but that's not a big problem.

You were right, some the animations crash umodel, no idea why.
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