1337GameDev wrote: ↑Sat Aug 14, 2021 6:57 pm
Hmm, I don't see that line in the ini when searching... Do you have a snippet of that section that's missing?
Are you sure you're looking into the right file?
There are multiple ini files, the one I am talking about is
UnrealTournament.ini.
There are also int files, which are a different kind of file, but which due to the similar extension name may also lead to confusion here, so make sure you're not opening an int file instead.
For reference, here's how mine looks like from the section I was talking about:
Code: Select all
[Engine.Engine]
GameRenderDevice=OpenGLDrv.OpenGLRenderDevice
AudioDevice=Cluster.ClusterAudioSubsystem
NetworkDevice=IpDrv.TcpNetDriver
DemoRecordingDevice=udemo.udemodriver
Console=UTMenu.UTConsole
Language=int
GameEngine=Engine.GameEngine
EditorEngine=Editor.EditorEngine
WindowedRenderDevice=OpenGLDrv.OpenGLRenderDevice
RenderDevice=GlideDrv.GlideRenderDevice
DefaultGame=Botpack.DeathMatchPlus
DefaultServerGame=Botpack.DeathMatchPlus
ViewportManager=WinDrv.WindowsClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
...
1337GameDev wrote: ↑Sat Aug 14, 2021 6:57 pm
Also, in the mesh browser, it doesn't have any info on polys or etc.... why is that?
Likely because you don't have any animations set by default: the mesh browser may only show poly and vertex count if there's 1 key frame of animation at least (I guess).
1337GameDev wrote: ↑Sat Aug 14, 2021 6:57 pm
I tried this:
Code: Select all
#exec MESH SEQUENCE MESH=C4 SEQ=All STARTFRAME=0 NUMFRAMES=1
And it gave me this:
[...]
My exported model doesn't seem to have any keyframes? But I created an animation according to the process on that site? Idk how to test if my keyframe creation in ms3d works...
Skeletal animation importation works a bit differently: rather than telling in the execs themselves during import what the animation sequences are, such as their names, how many frames they have, how long they take to animate by default, and so on, it's supposed for the PSA file (exported skeletal animation file) to already have that full information inside it.
For normal vertex meshes there's almost no difference between the mesh itself and the animation, they're hard-coupled together, because each key frame represents a full state, vertex-wise, of the entire mesh, which may also be why the mesh browser is bound to that as well for poly-count visualization and such.
However, for skeletal meshes, the mesh and the animation are distinct things, and you can even have multiple animation files (PSA) for same exact mesh (PSK), because the idea is to be able to reuse the same mesh, but have different animations, but you can also have different mesh PSK files all using the same PSA animation file as well (which is how it has been mostly used until now, especially for new player models).
So, the animation information in that case is completely self-contained in the file itself.
Unfortunately, however, I don't think you can really use MS3D for this, because that editor is really basic on pretty much everything, and especially animation, so while you can set key frames and etc over there, I don't think you can define and name the sequences there.
If you don't need animation, and if the PSK file alone works well enough for you, then you can skip that.
However, if you do need animation, then you need to use a different 3D modelling program, such as Blender for example, where you can set multiple sequences, name them, etc.
Blender also has a PSA/PSK exporter I believe, because Unreal Engine never really moved from this format up until now (as far as I know, but I haven't been keeping up with their supported 3D formats), but I have no idea how well it works, or if there's really such an exporter nowadays (I believe there is though, since I have seen folks over at UnrealSP creating new skeletal meshes using Blender and importing into the game).
Either way, from here I cannot really help much with the external tooling, unfortunately, since I haven't done anything on this regard for almost 10 years now.