Game Editing > 3D Modeling & Content Creation

[Unreal][U1] Exporting .T3D files from Blender to Unreal

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Asaeis Wi Vio:
Heya,

I posted on this forum a few times some years ago, perhaps somebody can help me with this issue I'm having:

I'm creating the organic geometry for an Unreal project myself and some others are working on, using Blender as that is both faster, more flexible and more powerful than Vertex editing within Ued 2.1. I export my geometric structure (the static mesh/model thing) from Blender as an .obj, import that into Unreal as a static mesh. I then have the opportunity to convert that SM into a brush (which is what I would like to do, so that i can have lightmap based lighting on my world object rather than blotchy vertex lighting which Unreal currently has). However, when converting I receive several error notifications regarding the model - >

---------------------------
Message
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Critical Error: FPoly::Finalize: Normalization failed, verts=3, size=0.000000
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OK   
---------------------------

Regardless, the model converts anyway, although has quite a few BSP holes in it (which can result in the player being blocked by invisible collisions in such case). Myself and a few engine specialists, including the author of the latest Unreal 227 patch agree that this most likely would have something to do with the error I'm experiencing. Perhaps there's another way to export the model from Blender to .t3d?

Another person who uses 3dsm told me that he uses the ASE tools in order to convert models directly to .t3d, and it's expected that Blender would most likely have this plugin aswel. I managed to locate Goofos' ASE plugin on the downloads section for gimp, but for some reason gimp doesn't load the plugin in the list of plugins, I assume this must be for an incompatible version of blender which is as to why they haven't/aren't being installed.

My question is: How else could I export the model as .t3d from Blender in order to import it into UEd? Or another question might be if anybody has any knowledge about the error mentioned above, and what I would need to do to fix it?

Thanks for the help in advance.



kat:
It appears you're getting floating point precision errors relating to 'off-grid' vertexes. Basically BSP volumes aren't sophisticated enough to properly handle structures that have fractional values, i.e. 0.2872 instead of 1.0 ("1" is the lowest BSP position that should be used as this represents the lowest whole number BSP is comfortable with). When these are encountered it usually results in broken structures or collision errors - missing faces, collapsed vertices, broken faces, invisible surfaces, infinite volumes.

As there doesn't seem to be a viable *.t3d exporter for Blender you could continue on your current path but making sure, in Blender, to snap your models vertexes to an Unreal compatible grid spacing (its similar to GtkRadiant/Radiant iirc so try a test using these settings or these for 2.49 or below) - this ensures the model you export is at least structured so each vertex is valid relative to what UEd1 can process and convert to BSP volumes.

To help in doing this you may also need to rethink your mesh/model slightly and stick to structures that aren't quite so 'organic', for instance where you have a larger polygon, remove the vertex that sits in the middle (splits the diagonal, you want this '[/]', a quad broken into two tris, instead of this '[X]' the same quad broken into four tris because of a central vertex split).

Also, try sticking to completely solid structures in Blender. In other words, you're modelling using 'volumes' rather than a traditional mesh 'skin'. Again this does require thinking a bit relative to what you're trying to produce as an organic shape.

Alternatively, export to ASE and then convert the resulting model to T3D using the ASE2T3D converter (which is probably what your colleague was referring to).

Nice model and object by the way.

Asaeis Wi Vio:
Heya,

Hmm that's odd, I was sure I set blender while working on this to only obeid by an Unreal style grid of about 16 units, and also, afterwoods made sure that all vertecies were snapped to grid.

Although when i do import it (or convert it to brush, i should say), all of the vertecies are offset from the grid? Not sure what's going on there, but that's probably a problem, although dispite being offset, once snapping them to grid within Ued 2.1, all the vertecies are properly snapped to the grid, perhaps the relation between the origin and vertecies are off, but if so I'm not sure how that happened.

I'll check out the ASE/convert to ASEtoT3D exporter, thanks for the link.

I'll tell you here if I have another problem with this process/the result in the direction of fixing the problem, thanks alot for the help and for the fast response.

kat:
Vertices shifting about might be to do with precision issues again; if vertices are interpreted as off-grid when being parsed for conversion they may be forceably repositioned to 'valid' coordinates by the process (relative to their original location and what the converter considers 'valid') - effectively the converter is 'snapping' them to valid positions relative to the editor grid. If that happens it again may result in broken brush volumes, gaps etc. Regarding the "16" value, is that the "Scale" or "Lines" setting? . If it's the latter that won't have any bearing on the precision of the model so make sure the value relates to the "Scale" setting (with "Subdivisions" set at "8") - Blender default grid settings aren't wholly valid/usable for BSP work.

Basically doing what you are doing is pretty tricky to get right because of fundamental differences between the way models are used versus brush volumes - you can be more abstract with models but not s much with volumes so you have to adjust the way you work to suit. If you haven't seen this tutorial by sock give it a read in context to some of the things discussed above, it'll help a great deal.

Asaeis Wi Vio:
You were right regarding the grid, the subdivisions were set to 16 and the scale was set to 8, I have adjusted it now and have snapped all vertecies on the model to the grid. Alot of bsp holes have been eliminated, just there are about 2-3 left. I also tried that ASE to .t3d converter and I don't acquire the same errors. :)

Also, to note, all of my faces have been [/] ified (ie triangulated)

What are the difference between volume models and mesh skins, I must ask?

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