Legacy:T3D StaticMesh
T3D Staticmeshes files are generated with the UCC command in order to export all StaticMeshes data from package or level.
It creates one .t3d file for each unique staticmesh found in the package.
They are exported using this command:
<uscript>ucc batchexport myPackage T3D StaticMesh</uscript>
Sample File: Some basic triangle in Unreal Editor
<uscript>
Begin StaticMesh Name=TriOriginal
Version=2.000000 BoundingBox.Min.X=-128.000000 BoundingBox.Min.Y=-128.000000 BoundingBox.Min.Z=0.000000 BoundingBox.Max.X=128.000000 BoundingBox.Max.Y=128.000000 BoundingBox.Max.Z=0.000000 //Unknown effect Begin Triangle Texture SMTest.Tex.256x256 //Texture applied to the triangle SmoothingMask 0 //Unknown effect Vertex 0 128.000000 128.000000 0.000000 1.000000 0.000000 //Vertex Coordinates (x,y,z)+ Texture U,V data Vertex 1 -128.000000 -128.000000 0.000000 0.000000 -1.000000 Vertex 2 -128.000000 128.000000 0.000000 0.000000 0.000000 End Triangle
End StaticMesh </uscript>
The vertices are ordered differently from the last one to the first one if we compare with T3D brush.
T3D Brush Drawing:
T3D Brush data:
<uscript> Vertex -00128.000000,+00128.000000,+00000.000000
Vertex -00128.000000,-00128.000000,+00000.000000 Vertex +00128.000000,+00128.000000,+00000.000000</uscript>
Converting T3D StaticMeshes to ASE file
These T3D files can be used and converted as ASE (3D Ascii Scene) files in order to convert staticmeshes to UT3 as the UT3 editor allows to import .ase files.
Here is the algorithm to use (.ase file data): <uscript>
- 3DSMAX_ASCIIEXPORT 200
- MATERIAL_LIST {
*MATERIAL_COUNT 1 //Always 1 *MATERIAL 0 { *MATERIAL_NAME "Default Material" *MATERIAL_CLASS "Multi/Sub-Object" *MATERIAL_AMBIENT 1.0000 1.0000 1.0000 *MATERIAL_DIFFUSE 1.0000 1.0000 1.0000 *MATERIAL_SPECULAR 1.0000 1.0000 1.0000 *NUMSUBMTLS 1 //Num of unique different textures used in the staticmesh *SUBMATERIAL 0 { *MATERIAL_NAME "256x256" //Name of the texture used (without group and package info) *MATERIAL_AMBIENT 1 1 1 *MATERIAL_DIFFUSE 1 1 1 *MATERIAL_SPECULAR 1 1 1 *MAP_DIFFUSE { *MAP_NAME "Map #0" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1 *BITMAP "256x256" //Name of the texture used (without group and package info) *MAP_TYPE Screen *UVW_U_OFFSET 0.000000 *UVW_V_OFFSET 0.000000 *UVW_U_TILING 1.000000 *UVW_V_TILING 1.000000 *UVW_ANGLE 0.000000 *UVW_BLUR 1.000000 *UVW_BLUR_OFFSET 0.000000 *UVW_NOUSE_AMT 1.000000 *UVW_NOISE_SIZE 1.000000 *UVW_NOISE_LEVEL 1 *UVW_NOISE_PHASE 0.000000 *BITMAP_FILTER Pyramidal } } } }
- GEOMOBJECT {
*MESH { *TIMEVALUE 0 *MESH_NUMVERTEX 3 //Num of vertices in the staticmesh *MESH_NUMFACES 1 //Num of triangle in the staticmesh (normally equals to NUMVERTEX/NUMTRIANGLES) *MESH_VERTEX_LIST { *MESH_VERTEX 0 128.0 -128.0 0.0 //V1x(Triangle) -V1y V1z (axis Y direction in unreal editor is from top to bottom) *MESH_VERTEX 1 -128.0 128.0 0.0 //V2x(Triangle) -V2y V2z *MESH_VERTEX 2 -128.0 -128.0 0.0 //V3x(Triangle) -V3y V3z } *MESH_FACE_LIST { *MESH_FACE 0: A: 0 B: 1 C: 2 AB: 1 BC: 0 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 0 (=material id given in SUBMATERIAL section) //*MESH_FACE 1: A: 1 B: 2 C: 3 AB: 1 BC: 0 CA: 1 *MESH_SMOOTHING 1 *MESH_MTLID 0 for triangle 2 ... } *MESH_NUMTVERTEX 3 //Num of triangles*3 *MESH_TVERTLIST { *MESH_TVERT 0 1.0 -0.0 1 //Triangle 1: UV Values of Vertex 1: Uv1 -Vv1 1 *MESH_TVERT 1 0.0 1.0 1 //Triangle 1: UV Values of Vertex 2: Uv2 -Vv2 1 *MESH_TVERT 2 0.0 -0.0 1 //Triangle 1: UV Values of Vertex 2: Uv2 -Vv2 1 } *MESH_NUMTVFACES 1 // Num of triangles *MESH_TFACELIST { *MESH_TFACE 0 0 1 2 //0,1,2 for triangle 1 //*MESH_TFACE 1 3 4 5 // for triangle 2 ... } } *MATERIAL_REF 0 //Do not change this }</uscript>