3DS2UNR ? 1 file conversion without animation
Take the 3DS model that has been exported out of 3DS Max and the texture that goes with the file and put it in the same folder that contains 3ds2unr.exe. Look and see if there is 2 folders by the names of ?Classes? & ?Models? with 3ds2unr. (If not, go to Step 1) So as we are right now, we should have ?3ds2unr.exe,? your model that you want to convert, the texture for the model itself, the 2 folders, ?Classes? & ?Models.? If this is what you have, please go to Step 2b.
Step 1:
Click on ?Start? then ?Run.? Once this is done, you will see a box come up on your desktop. In the ?Run? box, type in ?cmd? and hit OK. You will then see a black box come up which is basically DOS. This works in Windows XP, not sure about other versions. In the black box, go to your directory that contains the file ?3ds2unr.exe? by changing the directory. Mine is in C:unrealtournament3ds2unr. To get to this directory I have to use the command CD (change directory) and by typing in CD C:unrealtournament3ds2unr it changes the prompt to that directory. Once you are there, type, ?3ds2unr ?setproj? (without the quotes). A directory browse box will show up. Choose the folder that contains 3ds2unr and you will then see in your folder that you now have the ?Classes? & ?Models? Folder. Go to Step 2a.
Step 2a:
To continue on with Step 1, type in ?3ds2unr <3ds filename>? (without the quotes or the < >). The class name is the name that you would like to name the class file, like to use this example that most people do, for an ammo box, people would use the class name of CustomAmmo and the 3ds file might be named Ammo.3ds. So to conclude this, you would type in ?3ds2unr CustomAmmo Ammo.3ds? and it will either convert your file or give you an error. (See errors in the appendix for further information)
Step 2b:
Click on ?Start? then ?Run.? Once this is done, you will see a box come up on your desktop. In the ?Run? box, type in ?cmd? and hit OK. You will then see a black box come up which is basically DOS. This works in Windows XP, not sure about other versions. In the black box, go to the directory that contains the ?3ds2unr.exe? file by changing to that directory. Mine is in C:unrealtournament3ds2unr. To get to this directory I have to use the command CD (change directory) and by typing in CD C:unrealtournament3ds2unr it changes the prompt to that directory. Once you are there, you are set up to start the file conversion. Type in ?3ds2unr <3ds filename>? (without the quotes or the < >). The class name is the name that you would like to name the class file, like to use this example that most people do, for an ammo box, people would use the class name of CustomAmmo and the 3ds file might be named Ammo.3ds. So to conclude this, you would type in ?3ds2unr CustomAmmo Ammo.3ds? and it will either convert your file or give you an error. (See errors in the appendix for further information)
Appendix
3ds2unr errors
You might encounter the following problems when converting:
Can't find file
You referred to a file that doesn?t exist. Make sure you?ve typed the name and directory correctly.
No project directory found ? exiting
The converter couldn?t establish a project directory, either because you cancelled out or there?s a problem in the system registry. Make sure that your project directory structure is correct, then try rerunning the converter with the ?setproj option before attempting conversion again. The converter cannot run without a project directory. (Step 1)
Read error [TAG]
The converter was expecting data that wasn?t there. This probably means the 3DS file is corrupted.
Too many textures
Unreal has a limit of ten materials that can be applied to an object, and the converter encountered an eleventh material. For memory and rendering performance reasons, you really should be using less than ten anyway.
Warning: out of sequence obj (Foo) skipped
The converter expects to find sequentially numbered objects in file, and it found an object either without a sequence number (e.g. Box instead of Box01) or with an out-of-sequence number (e.g. Box01, Box02, Box04). This is probably something you want to fix, although in some cases, like leaving a stray light source in the project, it might be OK to ignore (providing that the correct object was converted).
Warning: Filename.3DS: Bad coordinate x.xxxxx, y.yyyyy, z.zzzzz
The converter found a coordinate that was outside the allowable 256x256x256 coordinate space. Rescale your model or fix the animation sequence. To minimize warning lines, only one bad coordinate is reported per object in the file.
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