For the type of file I would use when exporting into UDK, I
decided to choose the ASC file type. As I have used the FBX file type in the
past, I didn’t like it as much as I found that there were many problems with it
in the past and broke up my workflow such as the collision mesh not working and
having to change the prefixes of how the objects were named in 3DS Max.
I exported my assets into two groupings. The first group
were for all of the imported static meshes named ‘Meshes’ with the other files
being textures grouped into ‘Materials’. For the Materials I prefixed an ‘M_’
to indicate that it was a Material and can easily find all materials needed to
put onto my static meshes.
Because UDK only allows 5 Material IDs, I had to create my
assets with the limitation in mind. This affected my approach to having to
split some objects of the level up. The bridges for example were made
separately from the main platform despite being a major part of it. I didn’t
break the rest of the level as I felt it would help the consistency of the
placements in the level.
Creating the bridges separately allowed me to split up the
use of material IDs and using the support beams in other parts of the level as
reference, I was easily able to find and accurate placement for them. This
would have been much harder for splitting up the rest of the level.
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| Max material IDs 5 |
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| Using ASC files, no thanks FBX |


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