View Full Version : UDK speedtree into max.
02-17-2010, 01:29 AM
Hey, I am wondering if you can bring trees modelled in the Speedtree modeler that comes with USK, and bring them into 3ds Max. Is this possible? If so I'd be so happy.
Thanks in advance!
02-17-2010, 06:32 AM
its possible by licensing speedtree and export the tree, otherwise you need a way to convert the tree to sms in ued and then to something exportable
i dont know if pferabs are still exportable
02-17-2010, 06:46 AM
You could try to get it with the DX Ripper, but i wouldn´t recommend it because i´m not sure if this is illegal or not :-/
02-17-2010, 11:09 AM
I noticed there was an ASE and OBJ exporter in the Speedtree Modeler. Couldn't you simply export the trees as an OBJ and bring it into max?
02-17-2010, 11:11 AM
export is disabled in speedtree
and dx ripper wont work, its ogl hehe
02-17-2010, 11:25 AM
Damn. That sucks.
02-17-2010, 12:50 PM
Almost every game with Unreal Engine i know uses DirectX 9 or 10 or does the UDK only have ogl support?!
Using DX Ripper is definately possible from my point of view and has been done with normal ut3 models before^^
this should work with the UDK too ^^
02-17-2010, 01:39 PM
with unrealed or unreal game it could work, but speedtree itself is ogl
i think its the easiest to use this (http://glintercept.nutty.org/) or something
but i think its easyer to make trees the common way
02-17-2010, 01:58 PM
You can show the trees in UDK right?i mean in the unreal engine itself, so where is the problem?
02-17-2010, 08:09 PM
Why bother with such a hard method to get trees into Max? Maybe something like tree[d] (http://www.frecle.net/index.php?show=treed.about) would be better suited to your needs.
Or check out more solutions from the 3D Trees----Tutorials? (http://boards.polycount.net/showthread.php?t=67082) thread.
02-18-2010, 10:03 AM
There are 2 OGL ripper that i know of:
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