View Full Version : Water Surface as a Static Mesh
punkamatic
11-21-2002, 04:05 PM
Ive got a spot that I want to make a watersurface static mesh, similar to that in LostFaith (lower falls). Anyone know what texture they used and HOW they textured that in 3dsMax or Lightwave?
DraZtiK
11-21-2002, 09:45 PM
sorry punkamatic, I have not looked at the one in lost faith but either way a static mesh is just that...static...meaning it cannot move. can you be a little more specific? you can always right click on anything and get the advanced options on items in maps, so tell me what you want and if its not a great big deal I'll see if I can cook up a static for you.
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punkamatic
11-21-2002, 10:03 PM
Im pretty much askin how to texture a custom static mesh ie waterfall Need to know in steps that take less than 5 minutes cuz thats how long my editor runs before crashing.
The_Stranger
11-21-2002, 10:18 PM
You should build it outside the editor, if possible. It would solve your crashing problem, and the mesh would be a lot cleaner.
You can try to copy/paste the tex from LostFaith to your map...
FBMachine
11-22-2002, 03:07 AM
What you're looking for is an xProcMesh ie a procedural mesh, deforms like water, yet it's made out of a static mesh instead of a sheet. Check out the one in LostFaith, you'll probably figure it out looking at its settings. I haven't seen any documentation on it, only saw some Epic employees mention it a few times at the ina forums.
Dan
punkamatic
11-22-2002, 06:40 AM
Originally posted by The_Stranger
You should build it outside the editor, if possible. It would solve your crashing problem, and the mesh would be a lot cleaner.
I practically BUILD my level with static meshes in Lightwave. The texturing in it is really underpowered in the proggie from my experience, so its probably more a of a matter to learn the texturing than anything. Look at some of the maps bundled w/ 2k3. Some of them (ie lostfaith) Have NO bsp other than the hollow box to put the meshes into. VERY interesting change on the construction end.
The_Stranger
11-22-2002, 02:04 PM
Originally posted by punkamatic
I practically BUILD my level with static meshes in Lightwave.
I stand corrected.
The texturing in it is really underpowered in the proggie from my experience, so its probably more a of a matter to learn the texturing than anything.
Texturing static meshes in the editor is supposed to be suboptimal as much as modeling. Doing anything at all with really complex BSP brushes screws up the editor for me too. I don't know Lightwave, but texturing is pretty simple in Maya(much better then Unreal Edit), once you get the hang of it. Unfortunately, I know of no way to get models from other proggies into Maya PLE. If you have access to a regular copy of Maya, it might be a texturing alternative.
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