| Once you've got
3ds2unr, the importing process is not too difficult, although
it can be a little difficult to figure out just by reading the
documentation that comes with the program. Thus the need for
this tutorial. Anyway, just follow these few simple steps, and
you should be fine.
| 1: D i r e c t o r
y S e t up |
| The first
step is to get a special directory set up that will be
used for importing your models. Exactly how you should
do this is not set in stone, but this is the way I do
it, and it's always worked for me. Anyway, make a new
directory off of your Unreal directory called "Models".
Within this directory, make three sub-directories:
"3ds", "Models", and "Classes".
Within the "3ds" sub-directory, place your
3ds2unr.exe file, as well as your .3ds files. Note that
there must be one .3ds file for each animation in your
model. I won't go into too much detail about exactly how
the .3ds files have to be prepared, since that falls
more in the realm of modeling than
coding. |
| Once
you've got your directory set up, you need to run
3ds2unr. Go to Start > Run, and execute 3ds2unr.exe
with a few parameters after it. The first parameter
should be the name of the model. This is the name
that the model will be known as in Unreal, and the name
you'll reference it by in UnrealScript. The rest of the
parameters are the filenames of all your .3ds files. For
instance, if you were importing a model called "Gun"
with one .3ds file called "Gun.3ds", your 3ds2unr
command line would look like this:
Once you've got all this entered properly, hit "OK"
and watch 3ds2unr work its
voodoo. |
| Once
3ds2unr is finished, take a look in your "Models" and
"Classes" sub-directories, and you'll find three new
files waiting for you. In the "Classes" directory will
be a .uc file containing the necessary import #execs for
your new model. In the "Models" directory will be the
actual model files. There will be two of them:
ModelName_a.3d, and ModelName_d.3d. Put these two .3d
files, along with the .pcx skin for the model, in the
Models sub-directory of your mod's project directory
(see Using
Unreal -make for an explanation about project
directories). Next, copy the model #execs into the
appropriate UnrealScript class (usually the class that
will be using the new model), run Unreal -make, and
you're
set. | |