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Old News:
2007
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2001

LCS·AVS online Resumé

See our Readme page for information regarding installing and playing our maps, and use of our custom content.





Red Orchestra

David's Maps:

Petros coming soon

Level Design:

Information & Tutorials


Tribes:Vengeance

David's Maps:

MP-Assassinate-DGSP
MP-Mercy-DGSP
MP-Truth-DGSP


Unreal II and XMP

David's Maps:

XMP-DG_Alaska

Level Design:

Meshes
Textures


Unreal Tournament

David's Maps:

DM-DG_Dyscus
DM-DG_Illusion
DM-DG_Io
DM-DG_Octagon
DM-DG_SkyScraper
DM-DG_Vapour

Jason's Maps:

DM-DG_Haunted
DM-DG_Ruins

Level Design:

Custom Scripts
Custom Sounds
Custom Textures



The Team

David R. Green
- mapper, mesher, audio/music,
- scripter, texturizer

Jason 'FRaK' Dudley - tester
See the map Readme for other testers


Contact

You can email us at
dgunreal@lilchips.com

 

Unreal Tournament 2004 Level Design


CUSTOM xPROCMESHES

The meshes available for download on this page are for use with the xProcMesh actor.
However, they can be inserted and used as standard non-animating StaticMeshes also.

These custom xProcMeshes created by DGUnreal are free for use in non-commercial Unreal Tournament maps.
You must include a credit in your map's Readme file with DGUnreal as the mesh author.
You may modify these meshes for your own personal use but you must still credit DGUnreal.

The mesh file naming convention is  DG-<name><n>.ase   eg: DG-Banner1.ase
where <name> is the mesh name, <n> is the mesh number or variant.

As new meshs are added to these packages, the revision dates shown below will be updated.


Hanging Banners
Meshes: 7 Type: xProcMesh animated mesh
Clamp Textures: 8 Type: For use in xProcMesh UV2 property
DG-UT2004xProcMeshPack01.zip 130kb  Revision 2007.03.03 234 downloads


xProcMesh Banners




How to use the xProcMeshes

1. Create a new folder on your computer hard drive.
For example: "C:\UT2004Files\DGUnreal\DGxPMeshPack01".


2. Unzip the contents of the zip file to the new folder.
You should Extract with the "Use folder names" option to retain the folder layout in the zip file.


3. Start UnrealEd 3 if it is not already running.
Open your map or create a new one.  This tutorial will not cover the topic of creating a map.


4. Click on the
StaticMesh Browser button StaticMesh Browser button on the toolbar.
Or if the browsers dialog is already open, click on the Static Meshes tab.


5. If you already have a Package and Group set up that you wish to import into, select them with the drop-down combo boxes.  The recommended Package name is "myLevel" so that the custom staticmeshes are embedded in the map file itself.


6. On the Static Meshes Browser dialog, click on the File menu, Import item, then use the Import Static Mesh file dialog to navigate to the new folder where you unzipped the xProcMesh pack files to.


7. Choose the desired file(s) in the dialog and click on the Open button.
Multiple files can be imported at one time.


8. Enter in the desired packaging values for the Import Static Mesh dialog.
You normally want custom staticmeshes to be imported into the myLevel Package.
Specify a Group for better file organization, use whatever group name you prefer, the xProcMesh pack category folder name is always a good choice, eg: Banners, or simply use the Group name xProcMeshes.
Click on the OK button when done.
Optionally, if you have chosen multiple files to import, fill in the Package and Group values and click on the OK All button to import them all into the same Package and Group.

Import Static Mesh dialog


9. Once imported, optionally assign any relevant texture to the xProcMesh staticmesh in its Materials[0].Material slot.  The texture assigned here is not actually used for the xProcMesh.
Optionally set the Materials[0].EnableCollision to False, UseSimpleKarmaCollision to False, and UseSimpleBoxCollision to False.


10. Click on the Actor Classes tab in the browsers dialog, locate the *xProcMesh actor near the bottom of the list and click on it, then go to one of the map viewports and right-click and choose "Add xProcMesh here" from the popup menu.
The xProcMesh actor looks similar to the Emitter actor icon of five colored dots.


11. Set the xProcMesh actor properties:
- Advanced.bEdShouldSnap = True
- Collision.bUseCylinderCollision = False
- Display.AmbientGlow = (as required, 16 through 128 are common)
- Display.bShadowCast = True (unless you do not wish it to cast shadows)
- Display.StaticMesh = one of the imported StaticMeshes, eg: myLevel.xProcMesh.DG-Banner1
- Display.UV2Mode = UVM_Skin (if you are using the gradient clamp textures)
- Display.UV2Texture = a clamp texture, eg: dom-goose.Lost-banners.bannergrad
- xProcMesh properties see the xProcMesh Actor information page link below


For additional information see the following Internet resources

- DGUnreal xProcMesh Actor information page.
- Epic Unreal Developer Network has no information on the xProcMesh.
- UnrealWiki xProcMesh page (only a minimal actor information list).


0703.03 · 1320 page accesses · Copyright ©2008 David R. Green · All Rights Reserved.