Unreal Developer Network Content Creation
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Content Creation home

Documents listed below, but not hyperlinked, are restricted to engine licensees only.

As certain texts become relevant, due to released games using that technology, new documents will be made available. Check back often!
 
Getting Started
   - WhatToReadFirst
   Support
   - UnEdit (mailing list)
   - UnEditTraffic (summaries)
   - UnDevIRC (chat)
   - UnDevIRCTraffic (summaries)
   - UnrealEdSux0rs (bug list)
   Engine Prerequisites
   - TextureSpecifications
   - TextureComparison
   - Etc.

General Editor
   Basics
   - IntroToUnrealEd
   - UnrealEdInterface
   - RotationGizmo
   - UnrealEdKeys
   - BrushClipping
   - VertexEditing
   - BoxSelection
   - ShapeEditor
   - ExampleMaps
   - TriggersTutorial
   - WorkflowAndModularity
   Primitives
   - BspBrush
   - MirrorsAndWarpZones
   - HardwareBrush
   - MoversTutorial
   - UKXPackagesTutorial
   - VolumesTutorial
   - LightingTutorial
   - ProjectiveTutorial
   - MaterialTutorial
   - CollisiontuTorial
   - FluidSurfaceTutorial
   Animation
   - AnimNotifies
   - AnimBrowserTutorial
   - AnimBrowserReference
   Particles
   - EmittersTutorial
   - EmittersExamples
   New Particle Editor
   - ParticleSystems
   - ExampleParticleSystems
   Matinee
   - MatineeTutorial
   - MatineeExample
   - MatineeDemoOpening
   - MatineeDemoDropship
   - SampleMatineeTips
   Scripted Sequences
   - ScriptedSequenceTutorial
   - ScriptedSequenceActions
   - AIControllers
   Techniques
   - LevelTransitions
   - LevelOptimization
   - GroupsBrowser
   - NavigationAI
   - VertexBlendingTutorial
   - ConvertingContent739To829

Tools
   - ActorX
   - ActorXMaxTutorial
   - ActorXMayaTutorial
   - StaticMeshesFromMaya
   - UmodWizard
   - ModelingTableOfContents
   - CADtoUnreal

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Karma Physics
   - IntroToKarma
   - KarmaReference
   - ImportingKarmaActors
   - UsingKarmaActors
   - KarmaAuthoringTool
   - RagdollsInUT2003
   - KarmaExampleUT2003
   - ExampleMapsKarmaColosseum

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PlayStation2 and GameCube
   - ConsoleDevelopment

Contribute!
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Make Requests!
You can also stop by the UdnStaff page to see what we're working on, and edit it to add your own document requests.


Please take note! For mod developers working with Unreal Tournament 2003, this documentation is meant to be a starting point for your own explorations into UT2003, not a definitive guide. There will be differences between the documentation here and the product in your hands, and you may have to figure out quite a bit for yourself. Check out the Unreal Tournament 2003 page in the Unreal Powered area for links to community sites if you're having problems. UDN is a licensee support site, and cannot provide technical support or game-specific assistance to end users.

CADtoUnreal

Licensees can log in. br>
Interested in the Unreal engine? Check out the licensing page.

Questions about UDN itself? Contact the UDN Staff.

Converting CAD data into Unreal

Document Summary: A guide to importing Autodesk/Discreet models into Unreal Ed.

Document Changelog: Last updated by Vito Miliano (UdnStaff), for document creation. Original author was Daniel Patton (UdnStaff).

Overview

The purpose of these documents is to assist you in the process of transferring 3D geometry created in one or more of the Autodesk/Discreet products into the Unreal engine:

  • Autodesk Inventor 6
  • Autodesk AutoCAD 2002
  • Autodesk Architectural Desktop 3.3 (ADT)
  • Autodesk 3D Studio VIZ R4

  • Discreet 3D Studio MAX R4.26 & 5

To find this document useful, you should already be familiar with AutoCAD or one of the Autodesk "Vertical" products (such as Inventor or ADT) as well as have a basic understanding of 3D Studio MAX/VIZ. Whether or not you start by creating geometry in Inventor, AutoCAD or ADT, you will still need to translate the data through a modeling program (i.e. MAX or Maya) in order to import it into Unreal. This is primarily due to the fact that Unreal import geometry using the ASE file format and with the exception of MAX, most Autodesk products do not support exporting the ASE format directly.

In the specific case of UnrealTournament2003, Lightwave can also be used, as the game natively supports the LWO format as well, but this would require exporting the files from AutoCAD as a 3DS file before importing into Lightwave, and this format has some minor file name convention limitations.

3D Studio MAX is the preferred application if you are coming from one of the Autodesk products as it can open the native DWG file format. It may be possible to use earlier versions of MAX, but most testing was done using 4.26 and 5.

3D Studio VIZ does not export the required ASE file format, but it is a required tool when translating from ADT.

And finally, even if you are not experienced with any of the Autodesk vertical products, you might still gain some valuable knowledge from the following information as a "MAX only" user.

Converting...

  • InventorToMAX?, then MAXtoUnreal, then ImportingIntoUnrealEd?

  • AutoCAD2002ToMAX?, then MAXtoUnreal, then ImportingIntoUnrealEd?

  • ArchitecturalDesktopToVIZ?, then VIZtoMAX?, then MAXtoUnreal, then ImportingIntoUnrealEd?

  • VIZtoMAX?, then MAXtoUnreal, then ImportingIntoUnrealEd?


CADtoUnreal - r1.5 - 11 Jul 2003 - 21:50 GMT - Copyright © 2001-2003 Epic Games
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