About 50 static meshes with importing made easier -- load asnipe's static meshes in UnrealEd and then load your map straight after and the meshes will be in your myLevel, textures and all. (full Instructions in enclosed ReadME).
So for UT2004 UED and for the KF Unrealed version 2.5 --- there are 2 maps enclosed: 1/ DM-asnipes_Meshes.ut2 2/ KF-asnipes_MeshesV2.ut2
If you want the .ase files / textures, maybe because you're using a different mod with a different UED, I'll upload them.
I'm not sure what people want... so I'll try it this way.
Files contain static mesh models for the game UT2004 and the UT2004 mod Killing Floor. The enclosed UT2004 DM- prefix map (or KF- prefix for Killing Floor Mod map) contains the static meshes. Installation below explains how to get your chosen meshes from MY MAP into YOUR MAP. ------------ Permission: The meshes are provided Free. Modify them if you want, but mention me ASnipe in the credits of your project's reamde file. If you want to charge some for the meshes, let me know and we'll talk. firstname.lastname@example.org ------------ Credits: Thanks to CGTextures http://www.cgtextures.com/ for their great selection of free textures, many of which I've used in this collection of static meshes! Thanks to Blender, www.blender.org and Doc Holiday for his excellent .ase converter. Thanks to Epic / Atari as well for making Unreal so accessible with Unrealed! Also thanks http://unrealtournament2004.filefront.com for kindly hosting this file! ------------.............. IMPORTANT: The meshes and textures enclosed are "AS IS" They are YOUR responsibility if you choose to use them and things CAN go wrong. Map to map it should be pretty problem free, but even so BACK UP your work. Better to be safe -- back up, back up! ------------.............. Installation: The DM- is for you if you're using the stockstandard UT2004 editor. The KF- is for the KF modified UT2004 editor. 1/ Copy the map, DM-ASnipe_StaticMeshesV2.ut2 to UT2004maps ------- If you have Killing Floor copy the map KF-ASnipe_staticMeshesV2.ut2 to UT2004KFmod20maps 2/ (The following instructions apply to both editors:) a/ Load the asnipe mesh map that is relevant to your UT editor. b/ Next, Load YOUR map. (DO NOT close the UTeditor because the asnipe meshes are now in your editor's memory). c/ With your YOUR map loaded, in the edtior click the Static Mesh Browser. d/ Roll the Mesh Browser's scroll bar down to myLevel (a generic name for your map). e/ In the Mesh Browser either click All, or roll the second scroll bar down to show the asnipe meshes (the meshes aren't named asnipe but the mesh have all sorts of names) f/ Choose the meshes you want and put them in your map. If there are asnipe meshes you want but aren't sure where to place them in your map, you can leave them outside of the map area -- Players' Play area, and place them later. With static meshes it's ok to leave them lying around in your map or outside it -- saves loading asnipe's everytime, but it's up to you... Overview: Load the asnipe map so all its meshes are loaded into the editor's memory. Next, load your map and the asnipe meshes are still listed in the editor's memory - all you need to do is insert the chosen meshes into your map. Those not used in your map with be purged when you exit UED. To get them back do above all over again ie: load asnipe map, then your map... -------------- A few tips on meshes' lighting and collision. If a mesh isn't going to hit a player you can switch off collision (this is useful for grass -- you don't want people bumping to grass --- well I don't.) Switching off collision also increases FR because the computer doesn't have to calculate a projectile / player colliding with it. double click on a chosen mesh: -Collision: bBlockActors:false bBlockNonZeroExtentTraces:false bCollideActors:false bPathColliding:false ----- -Display: bAcceptProjectors (if you're using projectors like shadows / moving shadows etc and you want / don't want the projector to show on the mesh). bStaticLighting (i'm always fiddling with this on Movers because UED tends to make Movers too bright -- I also use bStaticLighting in conjuntion with bScaleGlow. So on Movers I often have bStaticLighting: false, then turn down ScaleGlow to .4 or even less) bUnlit (makes the mesh really bright, or "Unlit") bDrawScale: (size of mesh, but if you use DrawScale3d 1.000 1.000 1.000 at the bottom of the Editor it doesn't always work, so the bDrawScale is there just in case. -- I had a problem with destructable bottles and Karma stuff that wouldn't 3d scale but the 2d scaler did the trick. ------------ assault_craft assault_outboard assault_outboard_prop bridge_arch_rock2 bridge_arched coffin coffin_economy coffin_economy_lid coffin_economy_solid curb door_sliderF door_sliderM falls_small fence_metal_post fence_metal_p-rail fence_metal_up garden_gate_hinged gate_runner generator haybale lift_snazzy lift = elevator1 light_mexi lights_two metal_posty pipebox_thing pipes_pseudo pipes_pseudo2 post_wood_ruff reed reed_bent sign_rod sluice sluice_begin steps_barn steps_metal tun_objective tunnel straight tunnel curved tunnel support wall_floor wall_front wall_innter wall_step and probably a few i haven't listed -- i just kept throwing them in. If you want static meshes for anything other than UT2004 + KF, I'll send you the .ase files + textures. ---------------------- hope you have fun -- i look forward to playing your map! ----------------------- ASnipe : thesnipe34 @ gmail.com ------------------------ eof
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