jamlander is an UnrealEd export plugin for 3dsmax (R4 and R5). It allows you to build almost all of your maps for UT2003 in 3dsmax and then...


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jamlander is an UnrealEd export plugin for 3dsmax (R4 and R5). It allows you to build almost all of your maps for UT2003 in 3dsmax and then transfer it into UnrealEd with only a view clicks and keypresses. jamlander supports many of the Unreal classes, including StaticMeshes, BSP Brushes, Triggers, PlayerStarts and Movers, with support for more being developed.~Highly Recommended

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  jamlander v2.0b - UnrealEd export for 3dsmax. (R4+)

  web: http://www.ridgers.org.uk/jamlander
  email: martin.ridgers@gmx.co.uk



1) Installation instructions
2) Known issues
3) A brief overview of how to use jamlander
4) An important not about transforms
5) Help jamlander grow...

1) Installation instructions

Copy the jamlander.dle plugin from the zip file to your 3dsmax
plugin's folder (ie "C:\Program Files\3dsmax\plugins").

Also in the zip file there is an example map that demonstrates
how to use objects in 3dsmax to represent UnrealEd actors.

2) Known Issues

- UnrealEd will crash if you add a brush from the toolbar
  directly after import. This is caused by a bug in UnrealEd.
  The work-around is to save the map directly after import
  and then load it.
- Brushes do not import UV mapping properly. Infact, brushes
  in general are a little buggy and would be best avoided for now.
- There's a few elements of the UI are not functional yet.
- Transforms on objects in 3dsmax might not export properly.

3) A brief overview of how to use jamlander

The object name prefix
jamlander knows how to export a 3dsmax
object through its type and the prefix of it's name. For example;
a sphere with the name "brush_Sphere01" will get exported as a
Brush. However if it was named "mov_Sphere01", then it would get
exported as a Mover instead. Any geometry without a prefix is
exported as a StaticMesh. Note: All prefixes should be followed
by an underscore ('_') otherwise jamlander will not recognize
the type.

Below is a list of the different elements of Unreal and the
object types and name prefixes that jamlander looks for in the
3dsmax scene.

StaticMesh  - Any geometry - (none)
Mover       - Any geometry - mov
Brush       - Any geometry - brush
PlayerStart - Dummy        - plyr
Trigger     - Dummy        - trig
Ammo        - Point        - ammo [1 - 8]
Weapon      - Point        - wpn
Health      - Point        - health [M, P, C]
Shield      - Point        - shield [P, C]
Adrenaline  - Point        - adren

The type of CSG operation of a brush can be set by adding a +,-,I
or D to the end of the brush's name.

Sub-prefixes are used to place objects that are related to the
prefix. For example, the sub-prefix 'C' of Health would be a
HealthCharger. Sub-prefixes are specified after the underscore ('_')
of the prefix, eg: ammo_3_MyAmmoPickup or health_Pmyhealth.

3dsmax materials
Materials assigned to the 3dsmax objects should
be either 'Standard' or 'Shell' materials. jamlander checks for a
bitmap to use in the diffuse slot of the material. 'Shell' materials
are supported to allow texture baking in 3dsmax (R5 only) so
jamlander uses the diffuse slot of the second material slot in the
'Shell' material. Bitmaps in the diffuse slot must be in a format
supported by UnrealEd. This is not checked by jamlander.

Getting the export files into UnrealEd
jamlander will create three main types of files. The '.t3d' is an
UnrealEd Text format file containing all the details of the map. The
'.exec' file is a list UnrealEd console commands to import meshes and
bitmaps. jammaster also creates an '.ase' file for each geometry
object in the scene (unless the object is an instance of another).

4) An important note about transforms

In 3dsmax, the order in which the three elements of a transform are
applied is Position, Rotation and then Scale (hence the PRS
controller). This means that Scale can be applied in an arbitary
axis independant of the objects local space.

Unreal on the other hand applies the three elements in reverse order;
Scale, Rotation and then Position. As the scale is applied first it
is is not possible to scale the object outside of its rotation, unlike
3dsmax. This makes it impossible export certain scaling from 3dsmax.

To avoid this problem, scaling in 3dsmax should always be done in
the local coordinate system. Any scaling done in view, world or any
other coordinate system will lead to errors with the object in UnrealEd.

5) Help jamlander grow...
Email martin.ridgers@gmx.co.uk with all your suggestions/flames/success
stories etc...


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Martin Ridgers

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Registered 15th July 2003

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