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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.
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StaticMeshesFromMaya |
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Document Summary: How to set up and export static meshes using Maya and the ActorX plugin.
Document Changelog: Last updated by Erik de Neve (EpicGames, erik@epicgames.com). Originally by Erik de Neve (EpicGames, erik@epicgames.com).
The pipeline for creating static, textured geometry for levels or objects in Unreal engine games involves creating the meshes
in a 3rd party modeling tool like Max or Maya, and exporting them to the .ASE file format. Max can export these natively,
and for Maya users there is special functionality in the ActorX exporter plugin.
Activate the static mesh exporter by typing "axmesh" at the command prompt. The window that pops up is largely self-explanatory.
Maya-style 'hard edges' are automatically converted to smoothing groups in the ASE file, and you can export your mesh with multiple simplified-collision-geometry primitives just like with 3DS Max, by using the MCD**_name naming convention as documented in e.g. CollisionTutorial.
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