TS2T3D plugin version: 1.0 Author: I. Clinton Reese Date: August 8, 2003 update May 2004: fixed brush pivot points preserve order of CSG brushes, export in order of creation replace x100 scale value with centimeter(x2.54) scale so that 1 cm or 0.01 meters converts to 1 unreal unit round the brush values exported (ex: 15.999999 will output as 16.000000 in the t3d file) update April 2004: support added for movers and staticmesh instances light size and intensity scales with scale factor(x10 or x100) moved scale and save each brush questions to right click default is scale = 1 default not to export each normal brush as a seperate T3D file use MyLevel instead of MyProject update March 2004: can export ASE files for staticmesh creation export light color and intensity added option to export scene elements as seperate t3d brush files a regular map file is generated as well as a brush file for each scene element notes: copy the plugin to the truespace tsx directory and add the plugin via the 3rd Party eXtensions Interface To create an unreal brush; create an object, select it and push the "t3d" button, then choose to NOT export the entire scene. Choose to export the entire scene when creating an Unreal map. 2 questions will ask for scaling factor of 1 & 10, and 100. Maps can be created at 1/10 or 1/100th actual size so that it fits better into the truespace workspace. To create an unreal map first set the bumpmap to use a texture called "subtract.bmp". The plugin will create the object as a subtracted space used by unrealed to create rooms and spaces. Paint the object with something other than the subtract bumpmap (or no bumpmap at all) to add a positive space. Add spotlights to the rooms or the imported level will be dark. Only spotlights are converted to the unreal map file. Use squared falloff with small radius for best approximation of the Unreal look. Remove any infinite lights. The image texture names used must match the texture names in unrealed. If the object doesn't have a texture or the Truespace texture name doesn't match the unreal name then the unreal default texture will be used. Please note that the textures will not look the same in truespace as they do in unrealed. I recommend setting the texture u and v repeats in truespace to about 25 each. The textures will need to be fixed inside UnrealEd. The unreal maps directory is a good place to save the map for import into unreal. All textures must be sizes that are powers of 2. Sides must be 1,2,4,8,16,32,64,128,256,512,1024 pixels Model in inch units when exporting at 1 or 10 times scale. Inches will correspond to unreal units. Model in centimeter or meter units when exporting at centimeter scale. One centimeter will convert to 1 unreal unit. Place cameras to view perspective views. The default perspective view may be too close. Set grid to power of 2 for snapping. 2, 4, 8, 16, or 32 should work well. STATICMESH notes: To create static meshes for Unreal use a texture in the bumpmap call "STATICMESH", any texture will work so long as the file name is "staticmesh". Static meshes must be made of triangles and must have a color texture or they will not export. When the T3D file is saved any objects with a STATICMESH bumpmap will export as seperate ASE files and the objects will be referenced in the T3D file as part of a group called "MyLevel". Start UnrealEd and import any color textures that are used in the map. Import the staticmesh textures into the MyLevel package. Next import the staticmesh files into the MyLevel. When the T3D map is imported the static meshes should be in place and fully textured. MOVER and INSTANCING notes: 256 max number keyframes Assumes 30 frames per second Create keyframes at equal intervals. The export will force the keyframes to be evenly spaced. keyframe can have location and rotation if any keys have rotation all keys must have a rotation key, otherwise it will assume rotation of 0 degrees unreal t3d file format is limited to one axis of rotation at one time