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Author Topic: How to put texture 2D on a static mesh  (Read 4278 times)
theone
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« on: May 31, 2010, 14:13 »

Hi guys, I only just recently started using the unreal model viewer and I was wondering could anyone help me with 2 small problems.

1) How do you put the texture 2D onto a static mesh? both files are separate.

Here is the static mesh:


and here is the texture 2D:


Do I need to use another program apart from the unreal model viewer to combine the 2?
I would appreciate any help.

2)This is going to sound really bad, but when you take a screenshot with ctrl+s where do the images get saved to? I save them and I can't find where they go.

Thank you for your time.

Also this is a great website.
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Gildor
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« Reply #1 on: May 31, 2010, 14:20 »

1) what command line you are using to start umodel? usually mesh is testured directly in umodel's viewer
2) Ctrl+S stores short into "screenshots" directory
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theone
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« Reply #2 on: May 31, 2010, 14:27 »

1) what command line you are using to start umodel? usually mesh is testured directly in umodel's viewer
2) Ctrl+S stores short into "screenshots" directory

1) I just normally open up the umodel by dragging the .upk file into the umodel.exe and it opens it up.

*edit* found the screenshot directory and know why it wasn't appearing.
« Last Edit: May 31, 2010, 14:34 by theone » Logged
Gildor
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« Reply #3 on: May 31, 2010, 15:40 »

Probably MaterialInstanceConstant which is used for this mesh is too complex for umodel. Currently umodel uses heuristical UE material renderer.
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theone
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« Reply #4 on: May 31, 2010, 16:01 »

Probably MaterialInstanceConstant which is used for this mesh is too complex for umodel. Currently umodel uses heuristical UE material renderer.

That could be the problem. Do you know of any programs like your umodel that would use MaterialInstanceConstant? Thanks for the help.
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Gildor
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« Reply #5 on: May 31, 2010, 16:09 »

Do you know of any programs like your umodel that would use MaterialInstanceConstant?
Only UnrealEd Smiley

If you need to take screenshot you can export mesh and textures then load into 3ds Max, assign materials manually, and then render it as you wish.
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