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Author Topic: Importer ignores mat files  (Read 1700 times)
zzz
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« on: July 09, 2018, 01:44 »

So I've used the importer on one UE4 level and it works great, but when I use it on a second it ignores the mat files it's generated and replaced everything with "WorldGridMaterials".

This is the level in question (UE4 4.17):

Code:
https://drive.google.com/file/d/0BzY0iE-8FLJeQ2xWLWw3RTQ3OGc/view

Alternatively, how would I interpret the mat files if I assigned materials manually?

Quote
Diffuse=T_Metal_Aluminum_D
Normal=T_Metal_Gold_N
Other[0]=T_MacroVariation
Other[1]=Tex_0724_4_NRM
Other[2]=Tex_0795_0

First 2 seem obvious but it's Other[2] that's actually the main diffuse map.
« Last Edit: July 09, 2018, 01:46 by zzz » Logged
Gildor
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« Reply #1 on: July 09, 2018, 10:36 »

So. It is absolutely unclear what you're doing or trying to do. You asked about "ActorX Importer for 3ds Max". Mentioned that IT replaces material with WorldGridMaterial - which is UE4 material, not 3ds Max. And then, as sample assets, provided a packaged UE4 game.
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zzz
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« Reply #2 on: July 09, 2018, 15:27 »

I went:

Run umodel in game's directory -> Flat view -> select anything with a root folder of /RE_RPD_VR/Content/RE_Police_Station -> Export -> Run the actorx import script in 3DSmax and import the PSKX files with the textures folder and subfolders selected.

Which as I understand it is the normal way of importing 3d meshes with textures using umodel. This has worked on past UE4 games, but in this instance it seems to ignore the contents of the mat files it generated and assign everything this WorldGridMaterials checkerboard.

This is a 100kb example file
http://www.mediafire.com/file/eoub1emmjpibus2/3_REPS_Newspaper.zip
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Gildor
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« Reply #3 on: July 09, 2018, 17:48 »

Every mesh there has assigned WorldGridMaterial, so when it is imported into 3ds Max with that material - it's correct.
You had to check that in viewer before signalling a bug.
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Juso3D
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« Reply #4 on: July 09, 2018, 22:14 »

Resident Evil VR is a fan made game, not a full commmerical game, probably didn't have UE4 setup right to save material names when packaging it out, hench why every assets has the world grid material on it..
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