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Re: January 2010 UDK Beta Not support
« Reply #1 on: January 21, 2010, 04:25 » |
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Bad news. But in other hand - it's good that Epic Games continued engine development I'll check it later. Probably - much later. I don't want to re-disassemble UDK every time Epic has made update to it. But I can say: it definitely will be supported. May be I'll check UDK once per few releases ...
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urao
Newbie
Posts: 16
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Re: January 2010 UDK Beta Not support
« Reply #2 on: January 21, 2010, 04:56 » |
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Thanks
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Re: January 2010 UDK Beta Not support
« Reply #3 on: April 18, 2010, 01:02 » |
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I have updated UDK support to the latest available version (March 2010).
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Re: UDK support
« Reply #4 on: May 03, 2010, 02:44 » |
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Umodel has been updated for April 2010 UDK.
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Re: UDK support
« Reply #5 on: July 30, 2010, 02:27 » |
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Umodel has been updated for the July 2010 UDK support.
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Re: UDK support
« Reply #6 on: February 03, 2011, 00:39 » |
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How about latest UDK 2011?
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Re: UDK support
« Reply #7 on: February 03, 2011, 00:43 » |
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I have not tested it.
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Re: UDK support
« Reply #8 on: February 03, 2011, 00:46 » |
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It's not working with latest UDK. "Building_test_b.pskx contains unrecognizable data" Would you have time to update umodel to this version?
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Re: UDK support
« Reply #9 on: February 03, 2011, 00:54 » |
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Please check umodel's readme file (why have I written it?? nobody reads it!) I have renamed psk to pskx to avoid loading these files into UDK and other software! You are so advanced to change file extension in the open file dialog but skipped reading text file in the distribution - it contains answer to your question!
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Re: UDK support
« Reply #10 on: February 03, 2011, 01:16 » |
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I must be too stupid for this. Because all extensions that I used were not readable or unrecognisable. So I have one thing left. That is to import them into Maya or MAX and re-export them to UDK?
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Re: UDK support
« Reply #11 on: February 03, 2011, 01:24 » |
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"UDK support" means umodel's ability to view/extract data from the recent UDK's packages. Real name of the thread with your question should be something like "how to load static mesh into UDK". Umodel produces psk files for the SkeletalMesh objects (unless you're specified "-pskx" option) and pskx files for the StaticMesh objects. Use of the psk format for the StaticMesh is not standard and supported by the ActorX Imported only. Static meshes should be loaded into UnrealEd using ASE or FBX format (you can use this script for the batch conversion).
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Dijon
Jr. Member
Posts: 61
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Re: UDK support
« Reply #12 on: February 03, 2011, 06:05 » |
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Marcius,
To add to what Gildor just said, umodel exports static mesh files with the pskx format. In older versions of his program they were exported as psk and, as such, could be imported directly into UDK. Unfortunately, UDK thought that they were skeletal meshes (psk is skeletal mesh format) which caused all kinds of other problems. Therefore, yes, you need to import the pskx file generated by umodel into Max using Gildor's ActorX importer (ActorX is only available for 3DS Max). You then export the mesh from Max in ASE format if you want to import it into UDK as a static mesh. Gildor has included, as part of ActorX, a batch tool to convert all of your pskx files to ASE very quickly (thanks again, Gildor). If you can lay hands on Max (student versions are still free, I believe) then it's well worth it. As a bonus, umodel does a reasonable job of generating material files which you can view in a text editor to see which textures are used for difuse, specular, normal etc. when making your own materials. Hope this helps.
-D
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Re: UDK support
« Reply #13 on: March 11, 2011, 19:19 » |
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Umodel has been updated for the March 2011 UDK.
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Re: UDK support
« Reply #14 on: September 19, 2011, 23:44 » |
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Umodel were updated for August 2011 UDK support.
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