The next part of the popular multiplayer shooter series is coming - and, according to the developers, Unreal Tournament 2007 will bring a lot of fresh ideas and solutions. The game will use the breathtaking Unreal 3 Engine. It is confirmed that Bombing Run, Assault and Domination gameplay types will be no longer included, and will be replaced with a new massive battle Unreal Warfare mode. Other gametypes - Deathmatch, Capture The Flag, Team Deathmatch and Onslaught will remain intact. There will be also changes in weaponry and equipment - the Bio Rifle will be merged into Canister Gun, with the Mine Layer and Grenade Launcher. Link Gun and the mysterious AVRiL weapon will be added. The Minigun will be replaced with Unreal's Stinger. A number of vechicles, as well as improved AI, voice recognition and focus on gameplay has been also confirmed.
This is an ASE exporter for Modo 1.04 by Zoltan Erdokovy. It is suitable for use with many Unreal 3 engine games, including Unreal Tournament 3.
This is an ASE exporter for Modo 1.04 by Zoltan Erdokovy. It is suitable for use with many Unreal 3 engine games, including Unreal Tournament 3.
For information about the exporter, tutorials and more, visit the author's site at;
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-- UnrealASE Exporter for Modo v1.04 -
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-- AUTHOR: Zoltan Erdokovy (zoltan.erdokovy@gmail.com)
--
--
-- This script saves the selected layer and its child layers into an ASE file.
-- IMPORTANT: This exporter exports ONLY the Unreal relevant parts of the ASE format!
-- So you probably can't use it to transfer objects to application other than UnrealEd.
-- Although DeepExploration shows the objects properly.
--
-- USAGE:
-- The objects will be exported to the "objectdir" directory, located in the "content directory".
-- The "objectdir" variable can be changed bellow, the content dir can be set in the preferences window.
-- The name of the exported file will be the name of the selected layer.
-- It exports the first selected layer and any kids it has. (Child layers don't have to be selected.)
-- The children layers should contain the collision primitives, with the proper name. (MCDSP/MCDCX for UT2k4 and UCX/USP for U3)
-- The exporter exports the following vertex maps:
-- UV called "UV1"
-- UV called "UV2"
-- UV called "UV3"
-- RGB map called "Color"
-- If no vertexmap found with these names, then it assigns 0,0,0 automatically.
-- Set all your materials to a 89 degrees smoothing and use the separated polygon technique to achieve
-- proper shading. Unreal disregards smoothinggroup ID >32, so this exporter reuses the 0-32 range. Sometimes
-- this results in smoothing together otherwise independent, neighbouring poly islands. To fix this just cut and
-- paste one of them to change the order of the polygons.
-- Sometimes smoothing groups are not exported properly. A re-export after restarting modo will fix it.
--
-- You can set what unit in modo you want to be 1 unit in unreal. Check out the "UnitSystem" variable bellow.
-- I recommend using gameunits, but you can use a few other units, the object will be scaled properly.
--
-- Known issues:
-- You have to edit the parameters in the script. It would need too many arguments to define all aspects
-- of the export, I think. But if you want this changed, just drop me a mail.
--
-- If you find a bug or have a feature requests don't hesitate to contact me. :)
--
--
-- Changes in v1.04:
--
-- - Fixed smoothing group numbering.
-- - Fixed errors when something was selected.
-- - Fixed default value for content dir.
--
--
-- Changes in v1.03:
--
-- - Fixed precision when scaling from game units.
-- - Fixed export when no partname is assigned to polys.
-- - Fixed smoothing group generation.
-- - 3 UV support.
--
--
-- Changes in v1.02:
--
-- - Fixed quad/ngon handling, fixed discontinuos UVs.
--
--
-- Changes in v1.01:
--
-- - Fixed object rotation.
-- - Added scale factors when using different unit systems.
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