View Full Version : UT3 Converter2 - 0.25c - 01/22/2012
DemoMan2
02-12-2008, 01:03 PM
WOW!! I go away for two whole days to deal with some "Real Life" issues and look what happens! Thanks again for all the hard work on creating this cool little tool. Will get back to ya in a bit after I get version 0.19 installed and have a chance to play with it a bit.
xtremexp
02-12-2008, 03:17 PM
New important version: v0.2
V0.2:
Fixed: StaticMeshes not being shown after rebuild
Fixed: Light Color info reset to white after rebuild
Improved lightning
Added: Multi-material staticmeshes support!
Sample Map: AS-Temple-of-Trials-v4 (Assault/Trials UT2004 map ported to UT3 in about 30 min (conversion,import,rebuild):
TheRalfZer0
02-12-2008, 04:45 PM
XtremeXP, you are simply amazing, thanks dude, I'm getting a new screencard tomorrow (Geforce 7950 2x 512MB) and i'll let you know o those "black-walls" if port a UT99 map to UT3, I have a funnt feeling it is my screencard messing around?!?
even with this new version, I'm still getting those darn "black-walls"
Cosmix
02-13-2008, 12:46 AM
Your develpoing is too fast for me! :D
I just sorted out some good examples of blender exported multimaterial ase files and now its v2.0! If you need this files anymore, let me know.
I will test new version within the day. thx!
EDIT: Works!
DemoMan2
02-13-2008, 09:37 AM
Ok, I had some time to try some things and here's what I found.
Textures
I have a map that contains textures for static meshes and the level in one custom package (i.e. Bpo-Materials.utx), mylevel.utx and various UT2004 packages. Textures in UT2004 packages appear to translate fine. Stuff in mylevel.utx and Bpo-Materials.utx has an interesting problem. The converter log file appears to be converting textures but the program seems to not be building an output directory for these textures. Net effect is I can't seem to locate these converted textures so map and static meshes have problems with their materials.
Note: Just an aside but mylevel.utx might contain a material sequence for UT2004 maps. This is usually used to create a map PREVIEW animation that you see when you when you select your levels. This is nothing more than a series of textures with some information about time delays and fading information between pictures. I don't know if this will cause you some trouble so you might want to watch out for this one.
Static Meshes
This seems to be working pretty well. I still have some meshes that don't have proper translation (i.e. in my case it appears to be on the z axis. Height came in as zero when it should have been say +768 or something like that.
Mesh texturing not correct. Probably do to the fact that the mesh uses textures from my custom texture package Bpo-Materials.utx
Note: Another aside issue, and its a funny one. My level uses meshes for city streets, billboards, fire escapes and ladders to name a few. When I fired up the level in the UT3 editor I had bots and people walking thru the streets since there was no collision models for these meshes. hehe, that gave me a good laugh.
You want want to include a short description on how to create a collision mesh in UT3 with you converter. It's pretty simple. Go to the package and click on the mesh. Select mesh editor (i.e. I think this is a right click item). Once in the editor I found that for most things you can use the first option (i.e. 6 DOP Simplified Collision) and things work well for box like shapes. Interesting enough, I had a street ramp that climbs +256 units and that mesh required the Auto convex collision option with the automatic settings used. This took about 5-10 minutes to build collision meshes for about 30 custom meshes in the DM-Bpo-Fragtown-Hillsdale package (i.e. My map package).
Some thoughts for future versions of converter
When you have some time you might want to add the conversion of flag bases for red and blue teams and teamplayer start positions. This will allow people to begin to try converting over CTF maps.
Thanks again for a wonderful tool. Great Job! You are the Java Master!!
xtremexp
02-13-2008, 11:46 AM
Stuff in mylevel.utx and Bpo-Materials.utx has an interesting problem. The converter log file appears to be converting textures but the program seems to not be building an output directory for these textures. Net effect is I can't seem to locate these converted textures so map and static meshes have problems with their materials.
All textures are exported to /UT3Map/Textures even the myLevel package.
Note: Just an aside but mylevel.utx might contain a material sequence for UT2004 maps. This is usually used to create a map PREVIEW animation that you see when you when you select your levels. This is nothing more than a series of textures with some information about time delays and fading information between pictures. I don't know if this will cause you some trouble so you might want to watch out for this one.
These kind of textures/materials (shaders,...)are not exported by the UCC.exe program. So UT3Converter cannot and won't be able to convert them. They have to be recreated manually.
Static Meshes
This seems to be working pretty well. I still have some meshes that don't have proper translation (i.e. in my case it appears to be on the z axis. Height came in as zero when it should have been say +768 or something like that.
Tell me which map u convert and the number of the staticmesh which have this problem (once converted).
Mesh texturing not correct. Probably do to the fact that the mesh uses textures from my custom texture package Bpo-Materials.utx
Same problem as before, UT3Converter can't convert materials.
[I]Note: Another aside issue, and its a funny one. My level uses meshes for city streets, billboards, fire escapes and ladders to name a few. When I fired up the level in the UT3 editor I had bots and people walking thru the streets since there was no collision models for these meshes. hehe, that gave me a good laugh.
You want want to include a short description on how to create a collision mesh in UT3 with you converter. It's pretty simple. Go to the package and click on the mesh. Select mesh editor (i.e. I think this is a right click item). Once in the editor I found that for most things you can use the first option (i.e. 6 DOP Simplified Collision) and things work well for box like shapes. Interesting enough, I had a street ramp that climbs +256 units and that mesh required the Auto convex collision option with the automatic settings used. This took about 5-10 minutes to build collision meshes for about 30 custom meshes in the DM-Bpo-Fragtown-Hillsdale package (i.e. My map package)
Yes UT3Converter cannot port collision volume because when the staticmeshes are exported to .t3d format it does not contain any data about colission (only shapes).
I ever know about how to make this collision. I just should make a good manual now for UT3Converter.
Some thoughts for future versions of converter
When you have some time you might want to add the conversion of flag bases for red and blue teams and teamplayer start positions. This will allow people to begin to try converting over CTF maps.
Thanks again for a wonderful tool. Great Job! You are the Java Master!!
Yes currently all converted maps are set as DM maps. For future versions, it will determine which gametype to set (if it's not UT2004 default gametype, then it will set to DM as default)
Thx for support!
Cosmix
02-13-2008, 05:11 PM
I just found out some interesting point. I duplicated the Big Tower Static Mesh from Torlan and put it in my Level with a different name (myBigTorlanTower). Then I exported that mesh with your tool. After I got this one.
13.02.2008 22:59:25 org.jdesktop.application.SessionStorage restoreTree
WARNUNG: No saved state for javax.swing.JTable[jTable1,0,0,363x0,alignmentX=0.0,alignmentY=0.0,bo rder=,flags=251658568,maximumSize=,minimumSize=,pr eferredSize=,autoCreateColumnsFromModel=true,autoR esizeMode=AUTO_RESIZE_SUBSEQUENT_COLUMNS,cellSelec tionEnabled=false,editingColumn=-1,editingRow=-1,gridColor=javax.swing.plaf.ColorUIResource[r=128,g=128,b=128],preferredViewportSize=java.awt.Dimension[width=450,height=400],rowHeight=16,rowMargin=1,rowSelectionAllowed=true ,selectionBackground=javax.swing.plaf.ColorUIResou rce[r=49,g=106,b=197],selectionForeground=javax.swing.plaf.ColorUIResou rce[r=255,g=255,b=255],showHorizontalLines=true,showVerticalLines=true]
========= UT3 Converter ==========
Converting E:\DOWNLOADS\test2.ut2
Exporting map to .t3d file ....Done (0.953 s)
Getting StaticMeshes packages names used ....Done (0.0 s)
Exporting StaticMeshes files to .t3d files ...
0/4----->test2.ut2....Done!
1/3----->,ScaleMultiplier=(X=(Min=2....Error: Some meshes couldn't be exported.
2/3----->,ScaleMultiplier=(X=(Min=0....Error: Some meshes couldn't be exported.
3/3----->test2....Error: Some meshes couldn't be exported.
Deleting unused files...9.0Kb have been saved!
2057.0Kb of StaticMeshes have been exported
Analyzing unexported StaticMeshes ...Done.
These staticmeshes were not exported:
0 :500000,Max=2.500000),Y=(Min=2
1 :200000,Max=0.400000),Y=(Min=0
[500000,Max=2.500000),Y=(Min=2, 200000,Max=0.400000),Y=(Min=0]
Converting StaticMeshes to 3D Studio Max Ascii Export Format (.ase)...
0/1--->myBigTorlanTower.t3d...(Est. Time:210.67 s)..Skipped (Filesize>1Mb)
Estimated conversion rate: 2.1474836E7 Kb/sec
Done
Getting Map Title ...Done (Map Title: Torlan )
Converting .t3d file to UT3 .t3d format ....Done (0.016 s)
0 Textures info changed
Total Conversion Time:4.141 s)
E:\DOWNLOADS\test2.ut2 has been succesfully ported!
=========== END =============
This Line irritated me:
"0/1--->myBigTorlanTower.t3d...(Est. Time:210.67 s)..Skipped (Filesize>1Mb)"
Is it possible that Static Meshes above 1Mb are skipped by UCC and that's why there is no export?
xtremexp
02-13-2008, 05:39 PM
I just found out some interesting point. I duplicated the Big Tower Static Mesh from Torlan and put it in my Level with a different name (myBigTorlanTower). Then I exported that mesh with your tool. After I got this one.
This Line irritated me:
"0/1--->myBigTorlanTower.t3d...(Est. Time:210.67 s)..Skipped (Filesize>1Mb)"
Is it possible that Static Meshes above 1Mb are skipped by UCC and that's why there is no export?
My fault, when testing some maps didn't want to wait too much time for it to be converted to added this limit.
It's removed now download new version:
V0.2k:
Now staticmeshes with filesize>1Mb are converted
Added partial sounds conversion / AmbientSound actors (ut2004)
Didn't want to release it so early but you seems to be impatient about converting your mesh :p.
Also note if you want the mesh to be textured, you'll have to select "Textures" at conversion panel.
Also, check your PM, i sent you one.
Cosmix
02-14-2008, 01:04 AM
Thx for removing this limit. :) I sent you some example multimaterial ASE meshes.
Cosmix
02-17-2008, 04:33 AM
Wow, V0.22 is still out!
I just checked the pathnode conversion and it worked with pathnodes(:)) but roadpathnodes and flyingpathnodes didnt convert. Is it possible to add them too?
xtremexp
02-17-2008, 04:41 AM
Wow, V0.22 is still out!
I just checked the pathnode conversion and it worked with pathnodes(:)) but roadpathnodes didnt converted. Is it possible to add them too?
yeah haven't included roadpathnodes yet.
I'm currently working on terrain.
The heightmap texture format is different as the UT2004 heightmap ones.
Also the only thing i will be able to do is extract which textures terrain is using as well as alpha layer (for texturing), people will have to create Texture layer Setup as well as Terrain Material
theadvanced1
02-17-2008, 08:02 PM
how do i get static meshes to show after i rebuild??
xtremexp
02-18-2008, 02:12 AM
how do i get static meshes to show after i rebuild??
did u import textures (.psd) and staticmeshes (.ase) before importing the converted map? (.t3d)
theadvanced1
02-18-2008, 07:24 AM
did u import textures (.psd) and staticmeshes (.ase) before importing the converted map? (.t3d)
yea. the first thing i did was made a new subtractive level. then i imported all texture psds to a package with the name for the map then i didnt the same with the static meshes. then i imported the t3d file, rebuilt the level and i see and the correct textures are in place and the right size but there are no static meshes in the level i see them in the genric browser (some with textures and some without) but just none in the actual level but i do see the pink outlines for them
am i doing something wrong or missing a step??
TheRalfZer0
02-18-2008, 07:39 AM
XtremeXP: I upgraded my machine, everything is new
I'm running: Windows Vista Ultimate 32bit
CPU: C2D 2.33GHZ 4Mb
RAM: 2049MB DDRII 800Mhz
GPU: Nvida Geforce 7950 512MB x 2
And I'm still ketting that "black walls"???
theadvanced1
02-18-2008, 07:11 PM
is it even suposed to place the static meshes in the map? because i cant figure out why there are only showing in the generic browser
xtremexp
02-19-2008, 02:41 AM
is it even suposed to place the static meshes in the map? because i cant figure out why there are only showing in the generic browser
did u save the staticmeshes with these settings?
packagename: filename (e.g: "CTF-Face.ut2" would give "CTF-Face")
Group: (none)
theadvanced1
02-19-2008, 11:16 AM
can you give me like a detailed list of steps in order becuase im saving both textures and meshes in the same package named correctly and im still only seeing textures placed in the map after i rebuild
theadvanced1
02-19-2008, 11:46 AM
when i rebuild i have in my map check "staticMeshActor_0: static mesh actor has NULL Static Mesh property"
and it basically has that same error for all 1000+ meshes in the level ???????
Cosmix
02-19-2008, 02:45 PM
Make a new substracted enviroment and save with your choosen map name.
(Dont close editor now or load a different map.)
After that import all textures into your map package and make a material out of the red bordered textures.
Then you have to import static meshes into same package like the name of your map and textures. Before import choose the package within the generic browser.
After that dont close the editor! Also if you save the map in this state, everything will be lost! Only referenced materials and in map placed static meshes will be saved.
Your last step is to import the map itself (not with generic browser). After rebuild all you can save the map and everything should work.
Dragon Ranger
02-19-2008, 05:00 PM
xtremexp
To properly convert the terrain maps from UEd3 to UT3Ed you will need to directly convert the alpha channels of the textures into a text format.
Unfortunatly when Unreal 2k4 exports targa files it corrupts the header making the alpha channel unrecognizable to external apps. You can use the UEdTexKit found here http://www.foogod.com/UEdTexKit/ to correct this problem.
I believe the auther included source files in the zip.
Begin TerrainHeight Exporter=TerrainHeightMapExporterTextT3D
Count=23617 Width=209 Height=113
32768 32768 32768 32768 32768 32768 32768 32768
32768 32768 32768 32768 32768 32768 32768 32768
32768 32768 32768 32768 32748 32740 32726 32706
32685 32661 32628 32597 32566 32552 32540 32516
Could be extracted directly from the g16 bmp heightmap.
Begin TerrainLayerData
Count=3
Begin TerrainLayer Index=0 Name=Snow
Begin TerrainLayerSetup Name=UN_Terrain.Deny.TLS_UN_Terrain_Deny_Snow_Setu p
End TerrainLayerSetup
AlphaMapIndex=0
Highlighted=0
Hidden=0
End TerrainLayer
Begin TerrainLayer Index=1 Name=Rock
Begin TerrainLayerSetup Name=UN_Terrain.Torlan.TLS_UN_Terrain_Torlan_Rock0 1
End TerrainLayerSetup
AlphaMapIndex=1
Highlighted=0
Hidden=0
End TerrainLayer
Begin TerrainLayer Index=2 Name=snowy rocks
Begin TerrainLayerSetup Name=UN_Terrain2.Jumpgate.TLS_UN_Terrain_JumpGate_ SnowyRocks
End TerrainLayerSetup
AlphaMapIndex=2
Highlighted=0
Hidden=0
End TerrainLayer
End TerrainLayerData
Begin TerrainAlphaMapData
Count=3
Begin AlphaMap Index=0 Count=23617
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
The above was extracted from a terrain contained in avalanch
I do not know much about java programming so I am not sure if your program can read in targa files to output a proper alpha map for UT3Ed.
I hope this is of some use to you and keep up the good work.
ps: Have you thought about doing this in unrealscript and adding a button to Ued3, you would have direct access to all the information.
http://wiki.beyondunreal.com/wiki/Scripting_Custom_Brushbuilders
xtremexp
02-20-2008, 03:21 PM
xtremexp
To properly convert the terrain maps from UEd3 to UT3Ed you will need to directly convert the alpha channels of the textures into a text format.
Unfortunatly when Unreal 2k4 exports targa files it corrupts the header making the alpha channel unrecognizable to external apps. You can use the UEdTexKit found here http://www.foogod.com/UEdTexKit/ to correct this problem.
I believe the auther included source files in the zip.
...
Thx for the info, but there also something different in UT3.
It imports/exports textures with different standard resolution.
For example where UT2004 uses 256*256 resolution (or other standard resolution), UT3 is using for terrain (256+1)*(256+1) texture resolution (257*257), same concept with 513*513,....
What i've tried with my program is too compute average height values on the borders of the UT2004 grey scale texture to create this other extra pixel.
The terrain imported correctly but without good terrain shape.
I tried to understand how the UT3 terrain textures are created but couldn't figure out:
Here is a simple 4X4 (squares) terrain i created with UT3 editor:
http://www.ut3x.com/dl/ut3/tools/a2.jpg
and the exported UT3 terrain texture:
http://www.ut3x.com/dl/ut3/tools/a1.jpg
I can't understand why there is a blue pixel at the center of the texture (blue pixel = higher point)
I'd like to know how the pixels are ordered
The exported t3d file: (heightmap values):
Begin TerrainHeight Exporter=TerrainHeightMapExporterTextT3D
Count=25 Width=5 Height=5
33068 32768 32768 32768 33150 32768 32768 32768
32768 32768 32768 32768 32768 32768 32768 32768
32768 32768 32768 32768 33136 32768 32768 32768
33138
TheRalfZer0
02-20-2008, 04:32 PM
Xtremexp: sorry to keep on repeating myself like this, but every map (UT99) i convert has those dreaded "black-Walls". what am i doing wrong?
obidobi
02-21-2008, 12:48 AM
I am trying to convert some maps I made in ut2004.
The problem is the converter refuses to convert any textures. I see them getting extracted to my drive as .dds files but then they get deleted without getting converted to .psd
No errors or atleast none written in the conversion output log.
Is this tool developed as open source? I am a java developer myself if you need some help tracking down bugs while I try to convert my maps :).
xtremexp
02-21-2008, 03:06 AM
ps: Have you thought about doing this in unrealscript and adding a button to Ued3, you would have direct access to all the information.
http://wiki.beyondunreal.com/wiki/Scripting_Custom_Brushbuilders
i have no skill with UnrealScripting (just know about how to compile script)
Xtremexp: sorry to keep on repeating myself like this, but every map (UT99) i convert has those dreaded "black-Walls". what am i doing wrong?
Try selecting all surfaces then press "F5"-> bAcceptLights = true
I am trying to convert some maps I made in ut2004.
The problem is the converter refuses to convert any textures. I see them getting extracted to my drive as .dds files but then they get deleted without getting converted to .psd
No errors or atleast none written in the conversion output log.
Is this tool developed as open source? I am a java developer myself if you need some help tracking down bugs while I try to convert my maps :).
I checked out my self, it's working good, did u configure correctly the output folder ? If so what was your output folder?
TheRalfZer0
02-21-2008, 04:31 AM
Try selecting all surfaces then press "F5"-> bAcceptLights = true
I did, but still nothing, this only happens wheni convert UT99 Maps, UT2K4 works perfectly. I select all the brushes and right-click, navigate to "Transfrom" and select "Transform permanantly" save is as DM-*insertmapnamehere*.(iforgotextension) open your utility running the latest java, check my path setup for each game and made shure there is no spaces at all. Select the newly saved map and hit convert..... Got the converted t3d file.
Open UT3 Editor make a new map in "Subtractive mode" and navigate to "Import"and select "import into exsisting map" and select all brushes and go to "actor properties" and select bAcceptLights so that the green check mark is visible, hit build all...
Then after a rebuild I do it again for luck... and save map as DM-*insertmapnamehere*.(iforgotextension) and three times the chram rebuild it the last time. then i got to "play from here" and boom... blackwalls inbetween visible walls????
I tried applying textures but it still shows black, even if i put a new light right next to it...
I really think I'm doing something wrong...
***EDIT: I missread, lol, I was selecting brushes insead of surfaces to enable bAcceptLights, i'll try that at home tonight and will let you know? BTW. do you know of any other editors that had this problem or is it just me?
****EDIT: I got it! I selected the surfaces instead of the brushes andmade shure the three check boxes in the left-side is checked and not blocked
NUCLEAR-TNT
02-22-2008, 07:48 PM
This does NOT work !
When converting from UT99 to UT3 - it converts, but when I try to import, it starts to display errors ( they display about 10 times) and UT3Editor has stopped working.
When I try to convert UT2004 to UT3 map (original UT2004 map (Face Classic)), It says: UCC.exe was unable to extract to .t3d file, because Failed loading package "skycity".
How to fix this ?
I'm not a mapper, I just wanted to convert UT3 "old school" map to the new UT3.
xtremexp
02-23-2008, 03:21 AM
When I try to convert UT2004 to UT3 map (original UT2004 map (Face Classic)), It says: UCC.exe was unable to extract to .t3d file, because Failed loading package "skycity".
How to fix this ?
Yes, UT3 Converter won't be able to convert your map if you haven't ALL ressources needed! In your case you have /textures/skycity.utx missing, also check you have selected correct input game, configuration panel,...
Stinke_Socken
02-23-2008, 06:32 AM
When i convert a UT2k4 map ,it says :
"D:\Programm Files\UT 2004\System\UCC.exe
was unable to extract map to .t3d file.
Failed to find object `Class Any.batchexport` "
I think its because i have a x64 operating system and the UCC.exe is x86
I tried to rename the UCC-win64.exe in UCC.exe and then it works ,no error
but also no convertion.....^^
NUCLEAR-TNT
02-23-2008, 12:41 PM
Now I have put UT2004 Demo and tried to convert DM-Rankin, it did, but when I imported that to UT3 and made the map, anything is in black and I can only see the machine gun and it says 'Lighting needs to be rebuilt'. What to do here ?
frisp
02-23-2008, 11:38 PM
Do a rebuild all or 2.
LoveFest
02-24-2008, 01:26 AM
What would you say the world-scale difference between 2k4 and UT3 is? BTW. This is great.
TheRalfZer0
02-29-2008, 02:37 AM
is there a way of putting a option where we can select what static meshes we want, sometime i only want to use a single static insted of everything?
thalos
03-02-2008, 10:49 AM
First let me say excellent converter program
But I have a few problems with the format of the static mesh .ase files that are exported from the converter.
I use “3D object converter” & "gw obj import" to make the StaticMeshes importable into “3ds max9” Via Wavefront .Obj Format as tha max importer is rubish.
The conversion process is intolerant & errors occur in the conversion process. The problems are
1.) That the .ase files are in dos text format not windows which I must convert to using office 2003
2.) The converters refuse to convert the .ase files with the headers you have placed at the beginning. I have to remove all the headers spaces and line breaks to convert. You can place them all in the comments
3.) The last is MATERIAL_COUNT is set to “0” and should be set to 1
Otherwise it reverts to the default material in max on inport and I loose all the Multi/Sub-Object materials that were assigned to the model.
Correct Example
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME "Default Material"
*MATERIAL_CLASS "Multi/Sub-Object"
I have overcome most of the obstacles to import into max by manually editing the .ase files it just becomes very difficult converting 40+ ase files in one go. Also the files are still compatible with epics editor.
Hope this helps people wanting to import the StaticMeshes into a modelling application. And improving your converter.
Dragon Ranger
03-03-2008, 08:43 PM
Thalos
If you are going to import the mesh's into Max anyways you might want to do this.
Open UEd3 twice.
In the first open the map you want to get the static mesh's from.
select one SM and copy it [control-c] then right click the same mesh and [Select->Matching Static Meshes] and delete.
Now in the second UEd3 subtract a cube dead center of the map, that is large enough to hold the largest mesh, and paste the copied mesh here.
Be sure to write the name of the mesh down as you will need it later.
When there are no more static meshes you are done.
When you have all the meshes you want export the map as an obj.
you can now import this file into Max.
When in Max delete the cube, then using the object lister (I do not use Max so I am not sure what to call it) start at the top and start naming the objects in the order you pasted them into the map.
I do this with Maya and have no trouble.
To keep things organized I do this one package at a time.
All the UV's on the meshes are maintained doing it this way.
If you want to export textures you can try this.
I placed 2 .bat files in my texture folder and exported everything out.
The first batch file contained this.
exporttex.bat
C:\UT2004\System\ucc batchexport C:\UT2004\Textures\%1.utx Texture DDS D:\Textures\%1
Change this "C:\UT2004\Textures\%1.utx" to reflect where your texture folder is located.
And change this "D:\Textures\%1" to reflect where you want the exported files to go.
The second batch file has a list of the .utx files minus the .utx extension that you want to export.
Each line of the second file is in the form of "call exporttex filename"
call exporttex 1Torlanights
call exporttex 2K4Chargers
call exporttex 2K4Fonts
call exporttex 2k4Fonts_kot
call exporttex 2K4Hud
call exporttex 2K4Menus
call exporttex 2K4reducedTEXTURES
call exporttex 2K4TrophyTEX
call exporttex AbaddonArchitecture-epic
call exporttex AbaddonArchitecture
call exporttex AbaddonHardwareBrush
call exporttex AbaddonTerrain
call exporttex AdvancedArmor_Tex
By executing the second batchfile each file has its DDS Images exported to a folder with the same name as the .utx file they were exported from.
To Convert or view the exported files I use DXTBmp that can be found here (http://www.mnwright.btinternet.co.uk/)
By using a little trickery involving Context and FrontPage I exported every DDS texture in my texture folder resulting in over 3 gig of textures being exported.
Andeh
03-11-2008, 01:52 PM
this doesnt work for UT99, i just get alot of errors after importing the converted t3d file, and UE3 just freezes.
martinblank
03-11-2008, 10:42 PM
this doesnt work for UT99, i just get alot of errors after importing the converted t3d file, and UE3 just freezes.
Maybe not but you can always port UT99 to UT2004 by hand, and then use this tool to bring it to UT3. Although I doubt any tool would be able to replicate the results of porting by hand with a fine tooth comb. For example, here is my port of Pressure from UT99 for UT2004:
http://www.unrealplayground.com/forums/downloads.php?do=file&id=6682
All original meshes, sounds, BSP, textures (the highres S3TC ones), working triggered pressure volume and everything. Only thing that I was unable to do was the little smoke chimney on top of the pressure chamber, but I'm sure it's an easy addition and you don't need my permission to go ahead and do what you want with this map.
R420R
03-15-2008, 04:45 AM
I get an error when I try to download:
Forbidden
You don't have permission to access /forum/index.php on this server.
Apache/1.3.39 Server at www.ut3x.com Port 80
Wth? Really wanna try this!
martinblank
03-15-2008, 02:52 PM
Its down, you'll need a new link.
Anyway I'm trying to use the latest .22 version and I get this error when I try to run it:
Exception in thread "main" java.lang.NoClassDefFoundError: C:\Documents and Sett
ings\Andrew\Desktop\UT3Converter-v0/22\UT3Converter/jar
Caused by: java.lang.ClassNotFoundException: C:\Documents and Settings\Andrew\De
sktop\UT3Converter-v0.22\UT3Converter.jar
at java.net.URLClassLoader$1.run(URLClassLoader.java: 200)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.j ava:188)
at java.lang.ClassLoader.loadClass(ClassLoader.java:3 06)
at sun.misc.Launcher$AppClassLoader.loadClass(Launche r.java:276)
at java.lang.ClassLoader.loadClass(ClassLoader.java:2 51)
at java.lang.ClassLoader.loadClassInternal(ClassLoade r.java:319)
Anybody know what the problem is? I have the latest JDK, 1.6u5 x64 version on XP x64.
could someone plz upload version 0.22 to filefront and post the link here? website of the author is down since a few days now and i need to port some staticmeshes from ut2004 to ut3 :(
i havent found any alternativ download but there should be no reason against any alternative download-mirrors...
[edit]
@ martinblank
you need to create a batchfile to start this program...
go to the directory of ut3converter, rightklick-> new->Textfile and enter
java -jar "UT3Converter.jar" .. and save file as ut3converter.bat, then start it
desan476
03-15-2008, 07:22 PM
OH MY GOD
is really possible something like this? :eek:
martinblank
03-15-2008, 09:55 PM
could someone plz upload version 0.22 to filefront and post the link here? website of the author is down since a few days now and i need to port some staticmeshes from ut2004 to ut3 :(
i havent found any alternativ download but there should be no reason against any alternative download-mirrors...
[edit]
@ martinblank
you need to create a batchfile to start this program...
go to the directory of ut3converter, rightklick-> new->Textfile and enter
java -jar "UT3Converter.jar" .. and save file as ut3converter.bat, then start it
Thank you, that worked! Here, I uploaded it:
http://www.mediafire.com/?j00pjp9x11h
R420R
03-17-2008, 03:16 PM
I'm having the same problems as someone else here before. When i have ported the map (after properly importing all textures, converted them to materials and importing the static meshes) the static meshes don't show up in the map. I've read the entire topic and was unable to find a solution. My exact steps:
1. Port with program to UT3Maps.
2. Open UT3 editor.
3. Create substractive map.
4. Save it as CTF-FaceClassic (that's the map i wanna port).
5. Import all textures from UT3Maps/Textures to a package called CTF-FaceClassic.
6. Create materials out of all textures and activated the, so that you can see a sphere with the texture around it.
7. Import all static meshes from UT3Maps/Static Meshes (they show up in the generic browser with the correct texture).
8. Import the map into existing map.
And everything works, except the static meshes. And when i press play from here in the level the editor closes itself after an error. What's my problem.
[NBS]KnightHawk
03-24-2008, 05:21 AM
Is a new update coming anytime soon?
aCruceSalus
03-24-2008, 05:42 PM
You can also find it here, http://hosted.filefront.com/aCruceSalus/
xtremexp
03-25-2008, 06:18 AM
KnightHawk;25328252']Is a new update coming anytime soon?
Development of the program is on hold for the moment (paused).
I'm having the same problems as someone else here before. When i have ported the map (after properly importing all textures, converted them to materials and importing the static meshes) the static meshes don't show up in the map. I've read the entire topic and was unable to find a solution. My exact steps:
1. Port with program to UT3Maps.
2. Open UT3 editor.
3. Create substractive map.
4. Save it as CTF-FaceClassic (that's the map i wanna port).
5. Import all textures from UT3Maps/Textures to a package called CTF-FaceClassic.
6. Create materials out of all textures and activated the, so that you can see a sphere with the texture around it.
7. Import all static meshes from UT3Maps/Static Meshes (they show up in the generic browser with the correct texture).
8. Import the map into existing map.
And everything works, except the static meshes. And when i press play from here in the level the editor closes itself after an error. What's my problem.
It seems to be correct. No idea for the moment why it doesn't work (will have to look into this map by myself)
this doesnt work for UT99, i just get alot of errors after importing the converted t3d file, and UE3 just freezes.
Which errors do you get?
1.) That the .ase files are in dos text format not windows which I must convert to using office 2003
i'll look into file format for java but just hope changing the format won't cause problem for the UT3 editor
2.) The converters refuse to convert the .ase files with the headers you have placed at the beginning. I have to remove all the headers spaces and line breaks to convert. You can place them all in the comments
Which head do you remove?
3.) The last is MATERIAL_COUNT is set to “0” and should be set to 1
Otherwise it reverts to the default material in max on inport and I loose all the Multi/Sub-Object materials that were assigned to the model.
Will be fixed this for the next version
is there a way of putting a option where we can select what static meshes we want, sometime i only want to use a single static insted of everything?
Yes i have thought about that, as well as for the textures. Main problem is that there are no way for the moment to visualize the staticmeshes used so people would have to know which staticmeshes names to keep or not.
Sentientv2
04-21-2008, 09:06 PM
I'm still having trouble. I saw that a few others had expressed the same sentiment, but I'm using WinXP and the editor crashes when I go to import the map. I followed the step by step instructions (same as the ones R420R mentioned), but after several minutes of setting that up, I still ended up with a crash. I encountered no problems during the conversion process and had no problems that others mentioned with file size.
My map is made up of custom-made static meshes and textures. I did notice that while the conversion process collected textures from several texture packages, it missed some of the others that pertained to some water related objects. I have no clue why this is, because some names might be too long in length, but others TX_WaterFoam for example, should be fine.
The options I had selected during the conversion were Brushes, Lights, Textures, and StaticMeshes.
Any help would be appreciated. I would like to utilize this tool for my portfolio that I'll be finishing over the next month. Take care,
-Sentientv2
p.s. I did try to convert the DM 1-on-1 albatross map, without going through the step by step process (importing textures and such) and still encountered a crash. It seems as though some data would still be transferred, with error messages that it couldn't locate some of the textures or something like that.
Cosmix
04-22-2008, 03:01 PM
I also found out that -in some cases- renaming the Map into something simple (DM-Surrealistic[SE] to Surrealistic) can avoid errors. If you convert StaticMeshes and some fail, this could be a solution. For me it worked.
SyfeKS
05-11-2008, 04:12 PM
it seems it can't handle custom textures?
becasue i tried one of my downloaded maps from UT with this and it failed.
Bret Hart
05-29-2008, 12:43 AM
The light color / brightness is still messed up.
unrealloco
05-29-2008, 01:36 AM
i used this tool alot and i figured out the best way to get everything ported over
in ut2004
1.put all meshes textures in mylevel but make sure to leave the group blank
all shader textures you will have to replace after the port
2.make sure to get rid of stuff like flags nodes and cores to avoid errors on import in ut3
3.if your going to rename the map do it in ut2004 to avoid problems when u import into ut3
in ut3
1.make a new map in subtract and name it the same as the map name in ut2004 for example DM-MEMEMEME
is the map from ut2004 and save the map
2.DM-MEMEMEME is now your mylevel in ut3 so import your files in that
3.import textures in DM-MEMEMEME make the ball material and make sure u import some of the textures that u can see in the bmp folder
4.import meshes in DM-MEMEMEME ***if you deleted the group name in ut2004 then u will see the textures on your meshes
5.import your DM-MEMEMEME map
6.rebuild and save
you should see all your meshes in the map now some textures may need adjustment
i hope this helps u guys it worked for me
shombowhore
05-31-2008, 01:14 AM
UCC.exe was unable to extract map to .t3d file. Failed to find object 'Class Any.batchexport'
Can anyone help?
Hushpuppy
05-31-2008, 06:50 PM
Hurrm your download link dosnt seem to work....
xtremexp
06-01-2008, 06:14 AM
Hurrm your download link dosnt seem to work....
updated to new working link:
http://dl.free.fr/b3p4POz1N/UT3Converter-v0.22.zip
yassine
06-27-2008, 07:43 AM
who that s work?
how i can execute the program?please?
Neocane
07-06-2008, 12:38 AM
so far as i can tell, it doesn't work. even after assigning the default input, and default output and map to convert, it only makes an empty folder and an error message. friggin annoying when i can see that many people have been able to make it work just fine. i just want some of the old static meshes and textures, but can't even figure that out. sigh. what i would really like to see is a step by step tut written for this app that anyone can understand. i would really appreciate that.
darknigthmare
07-07-2008, 03:59 AM
when the ut2004 vehicles as converted for ut3 ?
CryHavoc196
08-13-2008, 12:21 AM
this is awesome, there are soooo many conversions to make :D
EDIT:I am getting this sooo slow, 3.3 kb per sec *sigh*
Anyway, does this convert ONS to WAR maps?
cuz that would be awesome
and if so
do you have to re-add all the vehicles and stuff? cuz i am sooo not a mapper and that would probably be hard for me.
And if you dont is it possible to change the vehicle so n one side of the map (so like i can have a Necris vs Axon vs of some ONS maps)?
EDIT#2: Pfft
i have no clue what i am doing
i give on this :D, maybe i can get a friend to convert these maps i want for me
woooo
08-23-2008, 05:49 PM
any back converting?
TubeJuice
09-07-2008, 11:47 AM
I tried importing a UT2k4 map that I had created some years ago, but when I loaded it up in UED3, all of the meshes' references were set to "null." I created a "MyLevel" package with no grouping and with all of the meshes that I had used previously, but it still didn't work. I also created a duplicate package with the same name as the map, but that didn't work either.
*edit*
I get two meshes imported correctly but the rest are set to "null." Do I have to change the remaining meshes' properties manually in order to get them to appear? That would be really, really annoying because my map has well over 400 meshes in it.
*edit*
TubeJuice
09-15-2008, 08:15 PM
I still can't get the static meshes to import into their original locations and with their original geometry. It would be really nice if someone could write up a tutorial on how to do this. The delay is keeping me from finishing my map in UT3. I know that many people know how it's done. It's just that nobody (except one person) has been willing to share how they've achieved their goal.
xtremexp
09-16-2008, 06:56 AM
I still can't get the static meshes to import into their original locations and with their original geometry. It would be really nice if someone could write up a tutorial on how to do this. The delay is keeping me from finishing my map in UT3. I know that many people know how it's done. It's just that nobody (except one person) has been willing to share how they've achieved their goal.
Hi,
i gonna make manual for this tool.
I know for the moment it's a bit confusing after conversion is done.
Be patient, manual is coming :)
xPloSiV
09-17-2008, 03:54 AM
Totally WickeD SiiK work dude, thanx
xtremexp
09-17-2008, 08:45 AM
Update:
1)I figured out why staticmeshes did not import correctly when importing t3d file. This is due to bad naming of .ase files (filenames should not have contained "_" char but "-" char only).
So you can find in new archive little program (ut3converterfix) that renames those files correctly.
2)Added manual for UT3Converter usage. Will probably be less confusing now :)
dariush_theunreal
09-18-2008, 11:18 AM
cant convert map DM-Gael help
dariush_theunreal
09-18-2008, 11:20 AM
cant convert map DM-Gael staticmeshes wont convert correctly help
xtremexp
09-18-2008, 12:13 PM
cant convert map DM-Gael staticmeshes wont convert correctly help
i just check myself with program it seems that mesh "TubeSupportECollision.t3d" has some bad output format.
33/34--->TubeSupportECollision.t3d...(Est. Time:0.0 s)..java.lang.NumberFormatException: For input string: "-1.#QNAN0"
coming from this line
Vertex 1 622.956116 655.146057 -210.798523 0.000000 -1.#QNAN0
Normaly there shouldn't be any char in the last field so when program is trying to cast -1.#QNAN0 as float it produces error.
Remove ".#QNAN0" from file /UT3Map/StaticMesh/TubeSupportECollision.t3d then save it to a temporary folder. When converting map, when staticmeshes have been exported
5548.0Kb of StaticMeshes have been exported
quick replace TubeSupportECollision.t3d with the new one.
I know this is not very handy but this is the only solution for you for the moment, and i have lost source code of latest version so can't provide fix for the moment,i'm recoding program nearly from scratch now ..
dariush_theunreal
09-19-2008, 08:16 AM
i cant convert DM-gael please help . when i import staticmeshes the editor closes Heeeelp.
MegaMadDeath
09-20-2008, 03:21 PM
I tried to convert UT99 map, but Editor crashed when trying to import textures??????
MegaMadDeath
09-20-2008, 07:51 PM
I find out that you can't change Read-only folder to not-Read-Only folder
UnWheelModeller
09-20-2008, 09:06 PM
Hey, I tried, finally, your 3D Converter. It seems to export assets just fine, except for what I need exported; custom meshes. I have tried every method I can thik of, including changing the custom texture to a stock texture, makes no difference:( They will not export!! Does your converter have a build in mesh data base it works from? Any ideas on exporting custom meshes?
xtremexp
09-21-2008, 02:41 AM
Hey, I tried, finally, your 3D Converter. It seems to export assets just fine, except for what I need exported; custom meshes. I have tried every method I can thik of, including changing the custom texture to a stock texture, makes no difference:( They will not export!! Does your converter have a build in mesh data base it works from? Any ideas on exporting custom meshes?
the converter hasn't database of staticmeshes used here how it workds:
it identifies staticmeshes packages names used in the t3d map file (ucc batchexport mymap.ut2 t3d level -> mymap.t3d (ut2004 t3d)
Export staticmeshes used to t3d format (ucc batchexport mymesh.usx t3d staticmesh)
Convert t3d sm files to .ase format (Ascii Scene Exporter) adding extension "_Mat" to material names used in the staticmeshes. (when importing textures into the editor, if you set "Create Material"n material name is the formatted as this: "Texturename"+_Mat.
Then converting UT2004 SM actor to UT3 SM actor in the T3D map file (mylevel.t3d)
What are you trying to convert maybe i can have a look?
Note: have lost major source code of latest version so can't upgrade it for the moment. I'm rebuilding program from scratch but will offer more flexibility (being able to export single package,staticmesh viewer....)
UnWheelModeller
09-21-2008, 09:26 AM
Thanks for responding so quick:) The map is an UnWheel map for UT2004, actually, I tried several UnWheel maps of mine, but none completed the conversion process, they hung the program on the last step.
You could try any of these maps, found here; http://download.beyondunreal.com/browse.php?dir=unwheel/maps/
UWRC-OceanRun2.rar
UWRL-Suicide.rar
UWRL-TrainRaceBeta.zip
Thanks for the help, Steven
Edit; to add some info, I renamed all the custom meshes for the map to mylevel with no group names, same with the custom textures, I also renamed the map DM- .
BuffyTheSlayer
09-21-2008, 11:47 AM
looks nice already for me ! :eek:
this map going to be real time game map :D
http://en.zimagez.com/miniature/highresscreenshot0000014.jpg (http://en.zimagez.com/zimage/highresscreenshot0000014.php) http://en.zimagez.com/miniature/highresscreenshot0000611.jpg (http://en.zimagez.com/zimage/highresscreenshot0000611.php)
http://en.zimagez.com/miniature/highresscreenshot0001012.jpg (http://en.zimagez.com/zimage/highresscreenshot0001012.php) http://en.zimagez.com/miniature/highresscreenshot00011b1.jpg (http://en.zimagez.com/zimage/highresscreenshot00011b1.php)
:D
MinisterFish
09-21-2008, 05:27 PM
UCC.exe was unable to extract map to .t3d file. Failed to find object 'Class Any.batchexport'
Can anyone help?
I'm having the same problem. Anyone?
dosse
09-22-2008, 02:19 PM
I can't make it work!
when I press next (i'm trying to convert DM-Deck17, ut2k4) it doesen't give me any error but it doesn't tell me where's the .t3d file.
I know that it put the files it my games/ut3map but inside of it there are two .t3d files (mylevel.t3d and dm-deck17.t3d). The staticmeshes and sounds folders are empty, the textures are exported well and i can import them in ut3 editor.
Anyway, when I try to import dm-deck17.t3d into the map (subtractive saved with the correct naming, and with the textures imported with materials) i get an "UT3.exe has stopped working" error and ut3 closes, the same happens after some "unresolved casts" if i try to import mylevel.t3d.
this happens with every map i try to convert (even custom ones).
can anyone help me?
thanks
xtremexp
09-25-2008, 03:17 AM
I'm having the same problem. Anyone?
It happens if your UT99 game or U game is installed in C:\Program Files.
UCC.exe file (used by program) doesn't handle correctly folder with spaces ("program_files") for UT99 and U1.
Solution for you is to move your UT folder to another one with no spaces.
Tolstoy the Cat
09-28-2008, 05:10 AM
I can't make it work!
when I press next (i'm trying to convert DM-Deck17, ut2k4) it doesen't give me any error but it doesn't tell me where's the .t3d file.
I know that it put the files it my games/ut3map but inside of it there are two .t3d files (mylevel.t3d and dm-deck17.t3d). The staticmeshes and sounds folders are empty, the textures are exported well and i can import them in ut3 editor.
Anyway, when I try to import dm-deck17.t3d into the map (subtractive saved with the correct naming, and with the textures imported with materials) i get an "UT3.exe has stopped working" error and ut3 closes, the same happens after some "unresolved casts" if i try to import mylevel.t3d.
this happens with every map i try to convert (even custom ones).
can anyone help me?
thanks
I've had the same trouble. I found that telling the converter to do only BSP got it to work, but then I'm left without everything else (most importantly, the meshes). At least the BSP will load though.
Redeemerheadshot
09-28-2008, 11:23 AM
It won't download.
D-=
beauxcphus
10-09-2008, 08:56 AM
One of the reasons UT2k4 was sooo successful is that it included all the 2003 maps and then brought more to the table - it was a great value.
I was really dissapointed to see that not hold true with UT3 - but this project brings that hope back.
I imagine that, given the difficulties i have read in this thread, not everyones conversions of the ol maps will end up identical. Has any thought been given to making a repository of 'official' converted versions of old maps so that we can all amke sure that we have the same version and facilitate compatible online play?
if one already exists, where is it?
-Beaux
1337_Sniper
10-09-2008, 12:12 PM
One of the reasons UT2k4 was sooo successful is that it included all the 2003 maps and then brought more to the table - it was a great value.
The major reason for this is because it wasn't a completely new game. The editor and engine where pretty much the same. I haven't done any maps for UT2003 or UT2004 so I really don't know the differences, but that can't be much different.
I just seen there where 2 more VCTF maps that have been converted to UT3 besides Basically and Binary Space.
This tool is a must have. Like xtremexp said, you can't have any spaces in your path to your UT folder or the folder they are extracted to.
I can't thank you enough for this.
Dribler
10-14-2008, 11:54 PM
So did anyone managed to get at least one working map?? If so plz gimme the link so i could try it)
Madrobot
10-18-2008, 02:08 AM
i have a file that is .UTX from a game that uses Unreal engine. is it possible to convert those files? PM if you want to super explain and such..
TubeJuice
10-23-2008, 05:42 PM
I frequently get the error "Some meshes could not be exported" for almost every custom mesh I have imported into UT2K4. There doesn't seem to be any reason for it. Also, some existing packages that came with UT2k4 such as Desp_SMS_SM.usx do not export properly either. (Those are the Skaarj mothership meshes)
xtremexp
11-28-2008, 02:39 AM
I frequently get the error "Some meshes could not be exported" for almost every custom mesh I have imported into UT2K4. There doesn't seem to be any reason for it. Also, some existing packages that came with UT2k4 such as Desp_SMS_SM.usx do not export properly either. (Those are the Skaarj mothership meshes)
i got this problem with some meshes which is very annoying.
If anyone can help me with this:
G:\UnrealAnthology\UT2004\System>ucc batchexport ../Maps/AS-Glacier.ut2 StaticMe
sh t3d
Loading package ../Maps/AS-Glacier.ut2...
Exported StaticMesh AS-Glacier.Base.opt_sg_Mech_gdrstruct to .\Base.opt_sg_Mech_
gdrstruct.t3d
Exported StaticMesh AS-Glacier.Base.wm_DecoThing2 to .\Base.wm_DecoThing2.t3d
Exported StaticMesh AS-Glacier.Pillars.Support02CSExt64 to .\Pillars.Support02CS
Ext64.t3d
Exported StaticMesh AS-Glacier.Base.wm_DecoThing to .\Base.wm_DecoThing.t3d
Exported StaticMesh AS-Glacier.Base.Support02CS_mod to .\Base.Support02CS_mod.t3
d
Exported StaticMesh AS-Glacier.Base.Support02CSExt64_mod to .\Base.Support02CSEx
t64_mod.t3d
Error exporting StaticMesh AS-Glacier.Base.opt_sg_Mech_gdr3: couldn't open file
'.\Base.opt_sg_Mech_gdr3.t3d'
Can't export StaticMesh AS-Glacier.Base.opt_sg_Mech_gdr3 to file .\Base.opt_sg_M
ech_gdr3.t3d
History: UBatchExportCommandlet::Main
Exiting due to error
I'm currently remaking program from scratch (as i have lost previous source code :(),staticmesh convertion works but as the "/System/ucc.exe" can't export sometimes all meshes from a map (.ut2) or package (.usx) so my program can't therefore convert them all correctly.
I tested with map AS-Glacier but as some meshes are not exported from AS-Glacier.ut2 and Rahnem_Glacier.usx files the converter map got lot of missing meshes.
I'm wondering if there is any solutions to get rid of this export problem.
I just want to get all staticmeshes used exported as T3D format (i have my T3D 2 ASE(3D ASCII Scene) converter ready).
HO0815XX
11-28-2008, 09:39 AM
I have this issue too. After trying to duplicate the mesh in UT2004-Editor, I found this message in the log:
Cmd: STATICMESH FROM SELECTION PACKAGE=myLevel NAME=Test01
ExecWarning: Could not import non .lwo format:
Log: BeginTrans STATICMESH FROM SELECTION
I think it has to do with the UT2004-Meshpackages.
TubeJuice
12-02-2008, 07:54 PM
Will this new version be able to handle UV2 Texture coordinates like those found on many of the ShiptechHardware meshes? Many of these meshes contain a second set of texture coordinates that does not show up on export when using other tools such as UTPT. This is quite a problem because the default skins for these meshes are ridiculous-looking and the meshes themselves are a beast to reskin. Most of them, however, looked really cool in UT2K3/4 when they worked right. I suspect that there is some internal data hidden in the *.usx files that gives this extra set of texture coordinates. Is there any way to extract it?
xtremexp
12-11-2008, 07:39 AM
I need beta-testers for the new version of UT3 Converter:
Changes since UT3Converter1:
Version 0.1 (UT2004 support only):
-new interface (show progress,improved help)
-Terrain converted (heightmap + layers / not decolayers yet)
-Lightning is no longer white after map rebuild.
-Improved lightning colors and brightness.
-Improved texture scaling
-Fixed: textures used by staticmeshes not all exported correctly.
-Added classes support: DECO_ExplodingBarrel,UseObjective,ProximityObjecti ve,ASVehicleFactory,ASVehicleFactory_MinigunTurret .
-Added detailled info about unconverted meshes and textures
-can now use external package (not save into ut3 map)
Program does not port shader textures, textures with panning,any material...
If anyone interested in providing bug support, pm me and i'll provide dl link.
For future versions:
StaticMesh convertor (allow to port only one single .usx package to UT3)
Support for other UT games
Bug,fixes,improvements,...
Bl!tz~
12-11-2008, 08:22 AM
héhé ...wooooow nice tool.....next dayz i hav in projekt to do a morpheus3 remake(the more exact as possible)
....and i just found this thread...wasnt abble to imagine better found
i m going to try ur tool to built it...damn it look very usefull...cant wait ;)
big thx
Bl!tz~
12-13-2008, 10:58 PM
i hav begin the "remake"...got all bsp :)
-still hav some probs to hav the static meshes....i had a lot of "not posible conversions"
-i hav no idea how to run the "converter fix" to rename the static meshes ....
-theres nothing in the sound file...perhaps did i another thing wrong lol
in always and even if i can only get the bsp working big thx for the tool ;)
xtremexp
12-14-2008, 04:28 AM
i hav begin the "remake"...got all bsp :)
-still hav some probs to hav the static meshes....i had a lot of "not posible conversions"
-i hav no idea how to run the "converter fix" to rename the static meshes ....
-theres nothing in the sound file...perhaps did i another thing wrong lol
in always and even if i can only get the bsp working big thx for the tool ;)
Old version is buggy (UT3Converter1)and i have lost source code that's y i removed dl link and making new whole version with better code.
I have sent u (PM) dl link for new version (UT3 Converter2-V0.1b).
About staticmesh conversion here is how it works:
Export to .t3d from .usx package->Convert to .ase
The problem is that the ucc.exe program can't export some meshes from some package so if there is a single mesh that cause problem then ucc.exe just stops and doesn't try to convert the other meshes which sux ....(would have been better if Epic had coded ucc.exe so it skips bad meshes files ...)
So which leads to a staticmesh conversion rate between 70 and 95% (which means about 20% of staticmeshes are not converted).
The first solution i see (untested for the moment) would be to open thestaticmesh package in UED and remove the mesh from it that causes the problem, then save.
Second solution would be to convert all meshes to brush then to reimport to a new staticmesh package.
Third solution would be to make my own staticmesh extractor (if i can handle the .usx file structure,...)
As for the terrain there is really some good progress:
Heightmap ported
Texlayers ported
Visibilitymap ported
You can see how it looks here with one the sample maps i try to convert (for program testing,bug fixes):
ONS-Dria:
http://img123.imageshack.us/img123/9646/wardriagb5.th.jpg (http://img123.imageshack.us/my.php?image=wardriagb5.jpg)
I just added fog actor (heightfog), all the other stuff has been done by the converter.
You can note:
Some meshes have default gay texture (some texturespackages can't be exported correctly or these are special textures (shaders,pan tex,...).
Will this new version be able to handle UV2 Texture coordinates like those found on many of the ShiptechHardware meshes? Many of these meshes contain a second set of texture coordinates that does not show up on export when using other tools such as UTPT. This is quite a problem because the default skins for these meshes are ridiculous-looking and the meshes themselves are a beast to reskin. Most of them, however, looked really cool in UT2K3/4 when they worked right. I suspect that there is some internal data hidden in the *.usx files that gives this extra set of texture coordinates. Is there any way to extract it?
I've looked a bit with these UV2 coordinates it's an extra parameter in staticmesh actor properties. I didn't find any correspondance yet with UT3. It seems that it is as like adding skin to staticmshe (so override materials)
Bl!tz~
12-14-2008, 06:02 AM
impressive work !...and thx for new version...cant wait to try it....but i need to sleep..lol....i ve "play" with oldest version all night long :p
1337_Sniper
12-15-2008, 11:45 AM
So did anyone managed to get at least one working map?? If so plz gimme the link so i could try it)
I've been able to convert VCTF-NorthPole and VCTF-Christmas2004. You can find them on the Hedsteem's VCTF server. We've also got a version of VCTF-ChristmasTown.
I am currently working on a VCTF-FestiveRidge.
Bret Hart
12-17-2008, 02:23 PM
I've been able to convert VCTF-NorthPole and VCTF-Christmas2004. You can find them on the Hedsteem's VCTF server. We've also got a version of VCTF-ChristmasTown.
I am currently working on a VCTF-FestiveRidge.
I hope you at least CREDIT the author of those maps for their hard work? :rolleyes:
coolcat22
12-17-2008, 03:02 PM
I've been able to convert VCTF-NorthPole and VCTF-Christmas2004. You can find them on the Hedsteem's VCTF server. We've also got a version of VCTF-ChristmasTown.
I am currently working on a VCTF-FestiveRidge.
why cant you post that maps you make and other pll at hedsteem post them at this forum too ther are some good maps iif i whant them i have too play at the server
Bret Hart
12-17-2008, 06:12 PM
Just tried to launch the new version of converter, it won't launch for me.
1337_Sniper
12-18-2008, 11:31 AM
I hope you at least CREDIT the author of those maps for their hard work? :rolleyes:
I wouldn't fathom taking credit for their work, Bret. That isn't how I roll.
why cant you post that maps you make and other pll at hedsteem post them at this forum too ther are some good maps iif i whant them i have too play at the server
I don't post them here, because I wasn't the original author that made the UT2004 versions. Also, most of the custom maps made for our server have multiple versions of the vehicles coded in the maps so you don't have the same type of vehicle in every map. We currently have 3 versions of the Scorpions that we can place different classes in the map so we can use all 3 at the same time. These maps wouldn't work on any other server since they don't have the custom vehicles.
BTW, the new version of the converter looks very promising.
bn_avit
12-19-2008, 07:23 PM
I have the first version and it came in very handy but all of a sudden it has stopped working and therefore I cant do anymore remakes :( this is one of the best tools out there :)
FeineRaviolli
01-31-2009, 02:02 PM
any updates?
xtremexp
02-01-2009, 03:30 PM
any updates?
I'm currently focusing on fixing bugs and adding small improvements to the program for UT2004 map to UT3 conversion.
Once it will be good (meaning at least a 90% sucessfully conversion rate),will release first version to public.
Other versions will come for other input games (ut99,u1,..)
phalanx
02-01-2009, 03:40 PM
if this is going to convert from UT99, how are those mirrored surfaces going to transfer (transparant+reflective)
1337_Sniper
02-01-2009, 11:32 PM
I'm currently focusing on fixing bugs and adding small improvements to the program for UT2004 map to UT3 conversion.
Once it will be good (meaning at least a 90% sucessfully conversion rate),will release first version to public.
Other versions will come for other input games (ut99,u1,..)
Good to hear Xtreme.
»TheHitMan«
02-01-2009, 11:38 PM
I can't wait :D
Dribler
02-10-2009, 11:25 PM
So how ist going? Is it a chance to be released in the nearest future?
Kantham
03-06-2009, 09:32 PM
I suppose there's no way to download the older version?
UnWheelModeller
03-06-2009, 10:15 PM
Kantham, I have this version of the file: UT3Converter-v0[1].22Fix&Manual.zip
NightEye
03-06-2009, 11:35 PM
I would love to see the out come of this plus some reworking make a bridge of fate for UT3
Coreper
03-07-2009, 05:32 AM
I suppose there's no way to download the older version?
i'd like to try it too :(
Kantham, I have this version of the file: UT3Converter-v0[1].22Fix&Manual.zip
any chance of you uploading it somewhere?
Virusphoenix
03-07-2009, 07:51 AM
Goodjob mate =)
UnWheelModeller
03-07-2009, 10:15 PM
Here is the link to the version I posted above; http://home.mchsi.com/~seth.horton/wsb/media/UT3Converter_V-0.22.zip
The file name was changed simply because I was unable to upload it with the original name.
keyser325
03-18-2009, 09:30 PM
I've been using the linked version above. Great job on this!!! Have managed to convert several maps, but with terrain lacking i stopped. Most of the maps i've been hoping to convert are outdoor CTF and BR ones.
Really looking forward to getting it working for Icefields, Serenity, Canyon, Bitfrost, and Magma. I've actually got most of these successfully converted (but Magma is a beast!). All static meshes that didn't texture probably due to the animated textures... Almost works with manual texturing, though.
Any updates on the progress? Need help, donations, etc haha? My buddies and i are really excited about getting this working!
Dribler
03-20-2009, 12:44 AM
Really waiting for it to come out.
Btw, maybe someone could convert killbillybarn map with the older version of the tool ,cause i got an error when trying to do it myself. Would be really appreciated as i always wanted to see this map in ut3..
JimRimya
03-25-2009, 11:37 PM
Any updates on the progress? Need help, donations, etc haha? My buddies and i are really excited about getting this working!
I'm wondering the same. I'd love to get this going! Please post when you've got more info. And I'll be happy to donate to the cause as well. Thanks!
DxTrEm3Fx
04-06-2009, 01:51 AM
Any ideas when this converter will be complete? I would love to download it.
*il_beppe*
04-06-2009, 06:16 PM
me too =)!
Dribler
04-06-2009, 06:17 PM
Also waiting for any news about it
keyser325
04-06-2009, 07:59 PM
Yes, everyone seems really interested in this. The alpha version worked pretty well, i managed to get BR-icefields converted decently! Brought it over from ut2004 and most meshes and bsp came over really well... I had to do some things manually, like the terrain, rebuilding some bsp so it would texture correctly, and other little stuff like that. It took me a while, but that's just because i'm not that great with the editor.
You can check it out here to see how it turned out...
http://utforums.epicgames.com/showthread.php?t=671309
I tried converting 4 other cft stages, but they didn't work nearly as well as icefields. Maybe i got lucky, who knows. I'll try some more later this weekend...Been dying to get some of the older stages back into our rotation.
Please let us know if you need any help!
GOW_Nootsac
04-27-2009, 11:35 PM
Any updates xtreme? Im able to convert some maps but 90% of them get stuck on 57% while its converting sound files. Has anyone else experienced this and is there a fix for it? I appreciate any help. thanks
»TheHitMan«
05-09-2009, 01:47 PM
Maybe the project is dead
xtremexp
05-10-2009, 12:39 PM
Maybe the project is dead
No it is not dead, was just busy several months with other things with rl (project was paused).
I'm currently working on it again since about 3 weeks.
Just need to do more testing and it will be ok which should take about 1 week from now.
»TheHitMan«
05-10-2009, 01:58 PM
I just want to have decent converted light colors lol :)
GOW_Nootsac
05-12-2009, 12:19 AM
Thx Xtreme!! If you need me to beta test again Im all for it. From the previous version that you gave me I was able to convert over 10 maps successfully and Im really looking forward to your next release of this. Keep us posted if u can. peeeeeeaaace
VikingWasDead
05-12-2009, 05:48 AM
I can too made some beta testing, so if you up to... give me PM...
Regards
Rino79
05-12-2009, 06:08 AM
Do you think is there any chance to convert a MOD from 2004 to UT3 using this tool or developing it?
xtremexp
05-12-2009, 07:18 AM
Do you think is there any chance to convert a MOD from 2004 to UT3 using this tool or developing it?
The tool converts maps using existing actors in ut2004, it will not convert custom actors (e.g.: custom weapons,monsters,..) from the mod.
It will port: brushes,staticmeshes,lightning and terrain
bn_avit
05-12-2009, 08:47 AM
glad this is not dead xtremexp really looking forward to having a mess with this when its released :)
DemoMan2
05-21-2009, 01:17 AM
Hi ExtremeXp
I've had some time to play with the converter and found some things you might be interested in. First, I am converting 2 custom maps from Ut99 -> Ut2004
Lighting is fantastic! - Great Job!
Special lit surface seem fine - Wow!
BSP looks great.
Skyboxes work on conversion
Now here's some things that didn't convert over
Sniper-rifle - needs to go to ut2004 classic sniper rifle
Rocket-launcher
Flak Cannon
Mini Gun
Ripper - remap to lighting gun???
Medium health - may be other health items as well I can't verify that in my maps
UDamage - may be other items in this class as well.
Hope you got another version in the works. This is a great tool! Thank you. I did convert some ut2004 maps to ut3 with your older version of the program. I seem to be having trouble with terrain conversion on the new version since my package doesn't seem to get saved properly. One thing, you might want to add some conversion instructions when running ut2004 -> Ut3 like you did for UT99 -> ut2004. These were very helpful in getting things up and running.
Narayana
05-21-2009, 11:27 AM
Is it possible to export the second UV set of UT2004 static meshes with this tool? (for static meshes textured in "skin mode")
TheProfileth
05-21-2009, 06:27 PM
I get the error "failed to find object class any"
xtremexp
05-22-2009, 02:27 AM
Now here's some things that didn't convert over
Sniper-rifle - needs to go to ut2004 classic sniper rifle
Rocket-launcher
Flak Cannon
Mini Gun
Ripper - remap to lighting gun???
Medium health - may be other health items as well I can't verify that in my maps
UDamage - may be other items in this class as well.
Thx for noticing this,Will try to replace correct actors for next version.
I seem to be having trouble with terrain conversion on the new version since my package doesn't seem to get saved properly.
Do you save the ressources to an external package or into map? Which map did u try to convert?
One thing, you might want to add some conversion instructions when running ut2004 -> Ut3 like you did for UT99 -> ut2004.
These were very helpful in getting things up and running.
There are instructions, just click on the instructions will make you appear sample pic.
Is it possible to export the second UV set of UT2004 static meshes with this tool? (for static meshes textured in "skin mode")
Do you have some sample staticmesh i can look into?
I think its not yet converted. Thanks for noticing it this will add skins/material info for UT3 staticmeshes in future version.
I get the error "failed to find object class any"
Check that the path of your map hasn't spaces in it (e.g: "C:\Program Files\UT2004\mymap.ut2").
UTGangster
05-22-2009, 05:11 AM
I just installed the converter but it won't convert the map i want it to. I get this error
C:\UnralAnthology\UT2004\System\ucc.exe
was unable to extract map to .t3d file.
Failed to find object 'Class Any.C:\UnralAnthology\UT2004\Maps\DM-Phobos2.ut2
Do you know why this error occurs. I hve the latest version of java and my root file is this C:\Unreal Anthology\UT2004
xtremexp
05-22-2009, 05:58 AM
I just installed the converter but it won't convert the map i want it to. I get this error
C:\UnralAnthology\UT2004\System\ucc.exe
was unable to extract map to .t3d file.
Failed to find object 'Class Any.C:\UnralAnthology\UT2004\Maps\DM-Phobos2.ut2
Do you know why this error occurs. I hve the latest version of java and my root file is this C:\Unreal Anthology\UT2004
Yes /System/Ucc.exe program used by UT3 converter have problem with handling paths with spaces.
Rename your "Unreal Anthology" folder to "UnrealAnthology",update your settings in UT3 converter (Options->Settings)
Edit:
I tested Dm-Phobos2,
i recommend you waiting for next release since there are lot of staticmeshes with skins which current version can't handle for the moment.
DemoMan2
05-22-2009, 11:17 AM
On the Ut2004 -> Ut3 conversion it was a custom map with Terrain in the mylevel package. What I ended up with was a directory called UT-Terrain with files created in the directory. I suspect that I didn't import them correctly into the UT3 editor. Simply put, I must be missing something since I'm not sure which of these files to import into UT3. Your documentation mentions that a package name is used during the Ut2004 -> UT3 process. I either didn't get one created or it went to some other directory. Most likely this is a problem on my part in understanding how this part of the converter works.
bn_avit
05-22-2009, 02:09 PM
just crashes the editor :(
unrealloco
05-23-2009, 03:53 AM
well after testing the converter for awhile i finaly got the map converted
but it had some meshes and textures missing
http://img37.imageshack.us/img37/8964/roadrage.jpg
if it crashes on you you probaly didnt follow the directions the converter gave you it gives you step by step instructions to get everything in the editor pretty cool xtreme
Okay, dumb question:
I followed the instructions exactly and had it all working and could play it in the editor. The next time I load up the map in the editor it sets a bunch of stuff to NULL since it is referencing the package that your instructions say to create. What is the best way to recover from this situation?
Normally when I work on a map, I'm typically using the maps own package and never have this problem. I tried duplicated things over but I don't know how to "reset" all of the meshes to point to maps own package.
On another note, this looks like it is going to ROCK! I tried your original converter but didn't have much luck and the textures came over very lossy. This seems to be working much better. Incredible job on this!
xtremexp
05-23-2009, 06:27 AM
On the Ut2004 -> Ut3 conversion it was a custom map with Terrain in the mylevel package. What I ended up with was a directory called UT-Terrain with files created in the directory. I suspect that I didn't import them correctly into the UT3 editor. Simply put, I must be missing something since I'm not sure which of these files to import into UT3. Your documentation mentions that a package name is used during the Ut2004 -> UT3 process. I either didn't get one created or it went to some other directory. Most likely this is a problem on my part in understanding how this part of the converter works.
The program does not create the package for you. You have to create it following the instructions (import textures,staticmeshes,... into package)
just crashes the editor :(
Which map was it? Did u save the package (.upk file)? Did you create the TerrainlayerSetup actors in package?If not will probably crash when importing terrain info in t3d file into UnrealEditor.
well after testing the converter for awhile i finaly got the map converted
but it had some meshes and textures missing
yes this is known bug not coming from program it self but from /System/ucc.exe program that sometimes doesn't suceed to export staticmeshes to t3d files from .usx packages
resulting in a few or a lot meshes missing in converted map. This is one of my top priorities for next versions (my own staticmeshes extractor)
Okay, dumb question:
I followed the instructions exactly and had it all working and could play it in the editor. The next time I load up the map in the editor it sets a bunch of stuff to NULL since it is referencing the package that your instructions say to create. What is the best way to recover from this situation?
This is probably because you didn't save the package into your UT3 folder (MyGames/UT3/UTGame/..) so when loading map the editor couldn't find meshes because they belong to your .upk package not in UT3 folder ..
If you really don't suceed to convert map plz give me a dl link for your map so i can test or copy Window Log (output frame window).
I saved the file to C:\My Games\Unreal Tournament 3\UTGame\Unpublished\CookedPC. Should I move it up to the UTGame root?
*Edit*: I got it working by using the following path:
C:\Documents\My Games\Unreal Tournament 3\UTGame\Unpublished\CookedPC\Environments
Great stuff. Thanks!
megaknight
05-24-2009, 10:21 PM
alright, so i converted the map, and i get this t3d file and 5 empty folders, what do i do with them?
unrealloco
05-24-2009, 10:27 PM
follow the instructions the converter gave you
megaknight
05-24-2009, 11:36 PM
it doesnt give me any instructions
xtremexp
05-25-2009, 02:00 AM
it doesnt give me any instructions
there is probably a problem with converting ur map.
Tell me which map it is with dl link (if not stock map), is so i can test and see what's wrong.
Also plz give me the error message that is displayed in the "Output Frame" window. (begins with "XXX.Exception ...")
alright, so i converted the map, and i get this t3d file and 5 empty folders, what do i do with them?
If you get that, the converter failed out somewhere along the line. Check that you don't have any spaces in any of the folder names. So that I didn't have to reinstall my games into folders with no spaces, I created a replica of the UT2004 folder structure right on the C:\UT2004 with copies of the files I needed.
megaknight
05-25-2009, 10:36 AM
http://unrealtournament2004.filefront.com/file/ONSHyrule;95826 thats the map.
Terrain found! Parsing data ...
** Converting heightmap terrain bitmap to .tiff ... Error! (g16convert.exe was unable to convert terrain map file)
May 25, 2009 8:34:44 AM ut3converter2.convert.terrain.TerrainTiffReader <init>
SEVERE: null
java.io.FileNotFoundException: C:\Documents and Settings\Administrator\Desktop\mapconverter\maps\o ns-hyrule\UT-Terrain\Terrain.HM_HyruleMain.tiff (The system cannot find the file specified)
at java.io.RandomAccessFile.open(Native Method)
at java.io.RandomAccessFile.<init>(Unknown Source)
at com.sun.media.jai.codec.FileSeekableStream.<init>(FileSeekableStream.java:86)
at ut3converter2.convert.terrain.TerrainTiffReader.<init>(TerrainTiffReader.java:37)
at ut3converter2.convert.Level.ut3.ConvertorToT3DUT3. convert(ConvertorToT3DUT3.java:242)
at ut3converter2.UT2k4ToUT3Conv.processTasks(UT2k4ToU T3Conv.java:527)
at ut3converter2.UT2k4ToUT3Conv.convert(UT2k4ToUT3Con v.java:147)
at ut3converter2.ihm.map.IHMMapConverter.jbtnconvertA ctionPerformed(IHMMapConverter.java:284)
at ut3converter2.ihm.map.IHMMapConverter.access$000(I HMMapConverter.java:38)
at ut3converter2.ihm.map.IHMMapConverter$1.actionPerf ormed(IHMMapConverter.java:231)
at javax.swing.AbstractButton.fireActionPerformed(Unk nown Source)
at javax.swing.AbstractButton$Handler.actionPerformed (Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed (Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseRe leased(Unknown Source)
at java.awt.AWTEventMulticaster.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent( Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(U nknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unkno wn Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilter s(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(U nknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(U nknown Source)
at java.awt.Dialog$1.run(Unknown Source)
at java.awt.Dialog$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.awt.Dialog.show(Unknown Source)
at java.awt.Component.show(Unknown Source)
at java.awt.Component.setVisible(Unknown Source)
at java.awt.Window.setVisible(Unknown Source)
at java.awt.Dialog.setVisible(Unknown Source)
at ut3converter2.ihm.Display2.jMnUT2k4toUT3ActionPerf ormed(Display2.java:810)
at ut3converter2.ihm.Display2.access$600(Display2.jav a:62)
at ut3converter2.ihm.Display2$7.actionPerformed(Displ ay2.java:317)
at javax.swing.AbstractButton.fireActionPerformed(Unk nown Source)
at javax.swing.AbstractButton$Handler.actionPerformed (Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed (Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.AbstractButton.doClick(Unknown Source)
at javax.swing.plaf.basic.BasicMenuItemUI.doClick(Unk nown Source)
at javax.swing.plaf.basic.BasicMenuItemUI$Handler.mou seReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent( Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(U nknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unkno wn Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilter s(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(U nknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarch y(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Exception occurred during event dispatching:
java.lang.NullPointerException
at ut3converter2.convert.terrain.TerrainTiffReader.ge tWidth(TerrainTiffReader.java:58)
at ut3converter2.convert.Level.ut3.Terrain.toString(T errain.java:232)
at ut3converter2.convert.Level.ut3.ConvertorToT3DUT3. convert(ConvertorToT3DUT3.java:242)
at ut3converter2.UT2k4ToUT3Conv.processTasks(UT2k4ToU T3Conv.java:527)
at ut3converter2.UT2k4ToUT3Conv.convert(UT2k4ToUT3Con v.java:147)
at ut3converter2.ihm.map.IHMMapConverter.jbtnconvertA ctionPerformed(IHMMapConverter.java:284)
at ut3converter2.ihm.map.IHMMapConverter.access$000(I HMMapConverter.java:38)
at ut3converter2.ihm.map.IHMMapConverter$1.actionPerf ormed(IHMMapConverter.java:231)
at javax.swing.AbstractButton.fireActionPerformed(Unk nown Source)
at javax.swing.AbstractButton$Handler.actionPerformed (Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed (Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseRe leased(Unknown Source)
at java.awt.AWTEventMulticaster.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent( Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(U nknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unkno wn Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilter s(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(U nknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(U nknown Source)
at java.awt.Dialog$1.run(Unknown Source)
at java.awt.Dialog$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.awt.Dialog.show(Unknown Source)
at java.awt.Component.show(Unknown Source)
at java.awt.Component.setVisible(Unknown Source)
at java.awt.Window.setVisible(Unknown Source)
at java.awt.Dialog.setVisible(Unknown Source)
at ut3converter2.ihm.Display2.jMnUT2k4toUT3ActionPerf ormed(Display2.java:810)
at ut3converter2.ihm.Display2.access$600(Display2.jav a:62)
at ut3converter2.ihm.Display2$7.actionPerformed(Displ ay2.java:317)
at javax.swing.AbstractButton.fireActionPerformed(Unk nown Source)
at javax.swing.AbstractButton$Handler.actionPerformed (Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed (Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.AbstractButton.doClick(Unknown Source)
at javax.swing.plaf.basic.BasicMenuItemUI.doClick(Unk nown Source)
at javax.swing.plaf.basic.BasicMenuItemUI$Handler.mou seReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent( Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(U nknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unkno wn Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilter s(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(U nknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarch y(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
thats what happens when it gets to the terrain
iced-fang
05-25-2009, 06:33 PM
i run vista and Sniper from hedsteem tells me that all i have to do is run the excutable but i dont have it and it wont give the file to me no matter what i do is there something i should do
bn_avit
05-26-2009, 09:13 AM
I just did a quick conversion of the first UT2004 map in the list which was AS-Convoy but it just crashes the editor after pressing OK 1500 times :(
xtremexp
05-26-2009, 01:24 PM
Terrain found! Parsing data ...
** Converting heightmap terrain bitmap to .tiff ... Error! (g16convert.exe was unable to convert terrain map file)
May 25, 2009 8:34:44 AM ut3converter2.convert.terrain.TerrainTiffReader <init>
SEVERE: null
java.io.FileNotFoundException: C:\Documents and Settings\Administrator\Desktop\mapconverter\maps\o ns-hyrule\UT-Terrain\Terrain.HM_HyruleMain.tiff (The system cannot find the file specified)
......
thats what happens when it gets to the terrain
That's weird i got no errors:
....
Terrain found! Parsing data ...
** Converting heightmap terrain bitmap to .tiff ... done!
*** Conversion of textures ***
0/0-Terrain.L_HyruleMain0.tga->Terrain.L_HyruleMain0.bmp ... done!
....
Perhaps try running program as administrator.
i run vista and Sniper from hedsteem tells me that all i have to do is run the excutable but i dont have it and it wont give the file to me no matter what i do is there something i should do
No UT3Converter2.exe file after running the installer program?
I just did a quick conversion of the first UT2004 map in the list which was AS-Convoy but it just crashes the editor after pressing OK 1500 times :(
You probably tried to import the T3D UT2004 file (myLevel.t3d) instead of the UT3 one (should be myLevel_UT3).That's why u had hundred of cast errors (probably) because UT3 editor can't read most of UT2004 actors directly..
Anyway you can't convert this map yet. There is a bug in program i've just discovered: staticmeshes with no texture set (Texture None in TexPropCube.t3d) was causing bad texture detection resulting in crash. Hopefully i've fixed it and will be available for next version.
bn_avit
05-26-2009, 04:56 PM
ok I will wait for next release :) heres hopeing it wont be far off hint hint lol thanks for your help anyway :)
unrealloco
05-27-2009, 01:13 AM
have you ran into this one xtreme i just converted it over from 2004 everything went in fine i done a rebuild saved it then tried to play it in editor and i got this btw i only have a keyboard and mouse on this pc no gamepad of any kind
http://img39.imageshack.us/img39/683/screenshot00076.jpg
DemoMan2
05-27-2009, 09:52 AM
So, according to your directions.
*** Converting UT2004 maps to Unreal Tournament 3 ***
Go to "File"->"UT2004 Map" then "Convert to UT3 ..."
Select your UT2004 map.
Select the output folder (where all textures,sounds,... will be exported),use better an empty folder.
Configuration Panel:
Save Package:
This is the unreal package name (.upk) where you will save converted ressources
(sounds,textures,staticmeshes,..) of your UT2004 map. (e.g: "IslandMapPack" (.upk)).
You can set it to whatever you want you just need to set it.
Where does the program save this .UPK file? I've done a few conversions but I never find this file. Is it on some different directory then those where the map is outputed to or did the program just not create one's for my maps?
I have a quick question. I've been playing around with this thing and having a blast but I have a question about the texture quality.
Currently once I get the old textures over, they actually look worse than they do in UT2004. I've done a few searches but haven't found any tutorials on how to get the quality up. I've tried Crazybump but that is basically trying to add features to a bad texture and can end up looking weird.
Can anyone help me with getting the textures to look like at least UT2004's best quality level?
iced-fang
05-27-2009, 05:19 PM
i wanna convert a UT2k4 map to a UT3 map but i dont have UT2k4 but i have the file and when i try to convert it it gives me an error message because i dont have UT2k4. is there a way i can get around the whole 2k4 thing and just convert the file because i dont feel like having to get the game and installing it for that purpose, it is just a waste of time.
unrealloco
05-27-2009, 05:24 PM
you can try downloading the ut2004 dedicated server package and see if it works with that
go to http://downloads.unrealadmin.org/UT2004/Server/ if not you can either have someone convert it for you or buy the game shouldnt cost that much
iced-fang
05-27-2009, 09:39 PM
you can try downloading the ut2004 dedicated server package and see if it works with that
go to http://downloads.unrealadmin.org/UT2004/Server/ if not you can either have someone convert it for you or buy the game shouldnt cost that much
thanks i will try that but im still open for some suggestions if anyone has them.
I have a quick question. I've been playing around with this thing and having a blast but I have a question about the texture quality.
Currently once I get the old textures over, they actually look worse than they do in UT2004. I've done a few searches but haven't found any tutorials on how to get the quality up. I've tried Crazybump but that is basically trying to add features to a bad texture and can end up looking weird.
Can anyone help me with getting the textures to look like at least UT2004's best quality level?
To quote myself...
Well I've dug into material editing more than I ever have before and I becoming more successful at creating new ones and in certain cases I'm able to improve older textures with new normals etc. Fun stuff.
dosse
05-31-2009, 07:54 AM
I keep getting an array out of bound exception when it tries to convert sounds... can u help me?
Kazimira
05-31-2009, 09:20 AM
Bit of trouble installing the damned thing. It wants to install to a really full folder anyway. Does the damned thing have to go in the downloads folder or can I put it in another folder somewhere?
Maxunit
06-01-2009, 12:49 PM
Is it maybe possible to add support for Tribes: Vengeance maps? It is based on Unreal Engine 2.X (Same as UT2k4, but pimped). I'm not sure, if the maps are very different, but there are some T:V maps I would love to port to UT3 like DGSP-Assassinate.
xtremexp
06-02-2009, 02:25 AM
I keep getting an array out of bound exception when it tries to convert sounds... can u help me?
Which map?Dl link?
Bit of trouble installing the damned thing. It wants to install to a really full folder anyway. Does the damned thing have to go in the downloads folder or can I put it in another folder somewhere?
The installer is basically just some kind of zip decompressor. You can decompress it wherever you want, just make sure you have I/O right in the install folder (permission to write files)
Is it maybe possible to add support for Tribes: Vengeance maps? It is based on Unreal Engine 2.X (Same as UT2k4, but pimped). I'm not sure, if the maps are very different, but there are some T:V maps I would love to port to UT3 like DGSP-Assassinate.
Would be possible i guess but for the moment i'm focused on UT-engine based game trying to fix bugs and add improvements.
dosse
06-04-2009, 01:14 AM
Which map?Dl link?
I get it with every map, both epic and custom maps...
Maxunit
06-08-2009, 01:51 PM
Would be possible i guess but for the moment i'm focused on UT-engine based game trying to fix bugs and add improvements.
Tribes: Vengeance is UT-engine based, but I'm not sure, if the map file format is very different compared to the map file format from UT2k4.
I could try it out after installing T:V again on my pc and write, if it worked or not.
1XTreme
06-09-2009, 05:16 AM
I'm glad your here to answer questions, this tool sure is a time saver, thank you for making this.
I'm getting .t3d files in with my staticmeshes so this folder doesn't just contain .ase files, any idea what i should do with these?
FeineRaviolli
06-09-2009, 05:46 AM
is it possible to convert ut99 --> ut3 or just ut99->ut2k4->ut3 and
why you removed the downloadlink, even when its buggy .. *sniff*
Hazel.H
06-15-2009, 11:46 AM
Does anyone still have a copy of this? I'm looking for a decent map scale tool for UT1 :)
Sanch3z
06-15-2009, 11:53 AM
I have it:
UT3 Converter2 v0.22 Fix and Manual.zip (http://www.mediafire.com/?gdwiyz3xidg)
Hazel.H
06-15-2009, 12:45 PM
I have it:
UT3 Converter2 v0.22 Fix and Manual.zip (http://www.mediafire.com/?gdwiyz3xidg)
Thanks ;) There doesn't seem to be a scale tool in this version though. I found another map scaler, the results are a bit buggy but I think I can work with it.
FeineRaviolli
06-17-2009, 02:06 PM
this old version doesnt work for me
Could not find the main class: "path to the jar"
Programm will exit.
found some1 with the same problem a time ago in this thread
but the solution with a bat file doesnt work for me...
Dribler
06-22-2009, 09:48 PM
How about idea of giving the links to maps you have successfully converted here? That would be awesome. I am just dreaming if someone could convert dm-aerowalk and dm- killbillybarn from ut2004. Maybe someone allready did or could do a favour for me:rolleyes:
1XTreme
06-23-2009, 02:36 AM
this old version doesnt work for me
Could not find the main class: "path to the jar"
Programm will exit.
found some1 with the same problem a time ago in this thread
but the solution with a bat file doesnt work for me...
This old version? is there a newer version that we don't know about ..
FeineRaviolli
06-23-2009, 12:46 PM
This old version? is there a newer version that we don't know about ..
old version = UT3 Converter v0.22
new version = UT3 Converter2 -0.19
Jet v4.3.5
06-29-2009, 09:40 PM
Where is the download for this tool? I can't seem to find it anywhere. Could you post a link or something?
1XTreme
07-05-2009, 03:33 AM
old version = UT3 Converter v0.22
new version = UT3 Converter2 -0.19
Actually UT3 Converter v0.22 can be found........
however,
UT3 Converter2 -0.19 doesn't seem to actually exist.
FeineRaviolli
07-05-2009, 05:48 AM
it exists but its just not released yet
I tried out UT3 Converter v0.22, nice, but very buggy. Looking forward to UT3 Converter2 0.20.
Awesome time-saving utility, but the program names are very confusing.
1337_Sniper
07-06-2009, 11:47 AM
I have it:
UT3 Converter2 v0.22 Fix and Manual.zip (http://www.mediafire.com/?gdwiyz3xidg)
This is just the fix, it doesn't include the core files for the converter.
You might want to pm the creator, he should be able to reply with the download.
HO0815XX
07-07-2009, 09:29 AM
This is just the fix, it doesn't include the core files for the converter.
This is wrong ! What Sanch3z has, is the complete previous version (UT3Converter 1). I have found version 2-0.19beta installed on my drive c, but I haven't tested it, and I've lost the original-archive.
Kazimira
07-12-2009, 09:28 AM
What happend to the dounload?
xfuture
07-15-2009, 09:26 AM
I can't seem to find a link to any version of this tool. I am dying to try it. Where's the link?
Thanks.
Larkin_BUF
07-16-2009, 04:35 AM
For me 0.19 beta doesn't work all that well.
It brings stuff over from UT to UT2k4 and it looks perfect, but from 2k4 to UT3 it fails on a levelinfo 0 error on almost every single brush every time without fail no manner what map I try.
chrisl121212
07-16-2009, 09:31 PM
Thanks dude! I'm gonna try to convert UT to UT2004, then convert the 2004 to UT3 so that I can play UT1 maps. :D
EDIT: Where is the download?!
Coreper
07-17-2009, 06:33 AM
because i keep getting tired of all those "Where is the download?" questions, i uploaded it for you all here:
DOWNLOAD: UT3Converter-v0.22+Fix (http://www.megaupload.com/?d=XAPFSNYU)
Note: im not sure if this is the latest version, but atleast its something
Dribler
07-18-2009, 12:29 PM
thanks for that
chrisl121212
07-18-2009, 05:15 PM
Thank you Coreper.
because i keep getting tired of all those "Where is the download?" questions, i uploaded it for you all here:
DOWNLOAD: UT3Converter-v0.22+Fix (http://www.megaupload.com/?d=XAPFSNYU)
Note: im not sure if this is the latest version, but atleast its something
This is a very early release (Converter 1) in which many, many things don't work correctly. I was able to get BSP and a few other things converted, but other things like textures failed or hanged during the conversion process. Does anyone have version 0.19 of UT3 Converter 2?
GOW_Nootsac
07-22-2009, 03:02 PM
I think I have it saved on my mediafire Acct. Check it and let me know. http://www.mediafire.com/download.php?gnygt3wzy3t
luau.design.df
07-22-2009, 04:32 PM
Excellent! has anyone ported DM-Albatroz?
Atomicfire
07-23-2009, 11:48 AM
great tool m8
tryed it out and works liek a charm, no bugs in it wot so ever and also liking the Tutorial that was in there too cos it made it so simple to understand too
Coreper
07-28-2009, 05:48 AM
This is a very early release (Converter 1) in which many, many things don't work correctly. I was able to get BSP and a few other things converted, but other things like textures failed or hanged during the conversion process. Does anyone have version 0.19 of UT3 Converter 2?i know, but atleast its better than nothing :)
DxTrEm3Fx
08-13-2009, 01:40 AM
How do I download this converter, I do not see a link?
unrealloco
08-13-2009, 02:37 AM
u dont see those big red letters a few posts up lol
/me crosses his fingers and hopes for progress on this amazing tool
Atomicfire
10-07-2009, 07:55 AM
ya their hasnt been an update for ages now but sitll got my fingers crossed
FelipeCSL
10-10-2009, 02:23 AM
This is the link to version 2 Beta 0.19:
http://www.fileplayground.com/jb1b6slfds2v/UT3Converter2-Setup-Fileplayground.exe.html
Atomicfire
10-11-2009, 01:49 PM
trhanks will chekc it out asp
LordRosco
10-18-2009, 05:08 PM
Ooohh, I'm watching this! I've been itching for a conversion of CTF-RedneckNeighbors and CTF-CivilWar to UT3, maybe now I'll be able to do it myself! Although, I have never created a map myself before.
Atomicfire
10-19-2009, 07:04 AM
ya me too, cant wait for the finaly relase
xtremexp
10-20-2009, 09:47 AM
HI all was away from UT community for several months so didn't really take care of my tool.
However i'm currently working on it again a little bit.
Report any bugs found.
I'm only working on fixing bugs now (my very first priority). I won't add new features for the moment so i can release more stable version (0.22).
Download (for testing purposes only): HERE (http://start10g.ovh.net/~utcoop/forum/index.php?board=15.0)
Atomicfire
10-20-2009, 11:55 AM
sweet kept ya team updaitng this tool m8 looking good allrdy
HO0815XX
10-20-2009, 05:09 PM
HI all was away from UT community for several months so didn't really take care of my tool.
However i'm currently working on it again a little bit.
Report any bugs found.
I'm only working on fixing bugs now (my very first priority). I won't add new features for the moment so i can release more stable version (0.22).
Download (for testing purposes only): HERE (http://start10g.ovh.net/~utcoop/forum/index.php?board=15.0)
Download doesn't work, or must I be registered ?
xtremexp
10-21-2009, 01:27 AM
Download doesn't work, or must I be registered ?
Fixed. It no longer needs to be registered.
HO0815XX
10-21-2009, 09:30 AM
Thanks !
(10Chars)
Atomicfire
10-21-2009, 11:58 AM
Fixed. It no longer needs to be registered.
sweet thanks for the upload and btw if u need a mirror let me know i could host some files for u if needed
Remus
10-28-2009, 01:25 PM
Tried to convert a few UT 99 maps to UT3, and it's not working properly. The conversion process is completed successfully. However when I import the content into my project the brushes are where they should be only in wire frame mode. When I rebuild the geometry and go to lit mode the BSP objects are all over the place, even though in wire frame mode it looks fine.
Has anyone else experienced this problem , or am I doing something wrong?
xtremexp
10-29-2009, 03:01 AM
Tried to convert a few UT 99 maps to UT3, and it's not working properly. The conversion process is completed successfully. However when I import the content into my project the brushes are where they should be only in wire frame mode. When I rebuild the geometry and go to lit mode the BSP objects are all over the place, even though in wire frame mode it looks fine.
Has anyone else experienced this problem , or am I doing something wrong?
The tool does not support direct conversion from UT99 to UT3.
This tools helps converting maps by saving you lot of time:
-from DeusEx to Unreal Tournament 2004
-from Unreal Tournament to Unreal Tournament 2004
-from Unreal Tournament 2004 to Unreal Tournament 3
Dark Kontroll
10-30-2009, 12:59 AM
i see some versions around this forum. Where i can download the latest version of this tool?
Dark Kontroll
11-01-2009, 11:40 PM
sorry for the double post, but i download the tool and i dont know why but i cant run the program. i have installed ut2004, Ut99 and the lates version of java
Coreper
11-16-2009, 05:42 AM
hey i just tried converting a UT2004 map, but i keep getting this error:
http://img97.imageshack.us/img97/2763/utconvertererror.png
do you know whats causing this?
Atomicfire
11-17-2009, 08:59 AM
hey i just tried converting a UT2004 map, but i keep getting this error:
http://img97.imageshack.us/img97/2763/utconvertererror.png
do you know whats causing this?
What windows are u rining and is it 32 or 64bit cos im getting the same thing but im using windows 7 64bit
Bl!tz~
11-17-2009, 09:36 AM
...same here on vista64 while trying to convert "thebouncymap2k3"...and fyi i hadnt this error before patch 2.1 on the two conversions i did :(
Coreper
11-18-2009, 03:33 AM
What windows are u rining and is it 32 or 64bit cos im getting the same thing but im using windows 7 64bit
im using windows vista 64bit home premium...
...same here on vista64 while trying to convert "thebouncymap2k3"...and fyi i hadnt this error before patch 2.1 on the two conversions i did :(
i hope that it isnt caused by the 64bit windows...
Atomicfire
11-18-2009, 11:02 AM
im using windows vista 64bit home premium...
i hope that it isnt caused by the 64bit windows...
thats wot im thinking cos it works fine on my windows xp Pro and thats only 32bit, also havnt had any problems like this untill i used windows 7 64bit
Coreper
11-19-2009, 06:16 AM
does xtremexp actually read this topic? cause im getting the idea he doesnt..
Bl!tz~
11-19-2009, 07:18 AM
does xtremexp actually read this topic? cause im getting the idea he doesnt..
yeah habitually he answer to pms but i sended him a pm some weeks ago to report " the bug i have encounter" and no answer since that day :(
Coreper
11-21-2009, 08:42 AM
thats wot im thinking cos it works fine on my windows xp Pro and thats only 32bit, also havnt had any problems like this untill i used windows 7 64bit
i think its caused by Windows Vista and up, because the converter also doesnt work on my 32bit vista...
Atomicfire
11-24-2009, 08:51 AM
i think its caused by Windows Vista and up, because the converter also doesnt work on my 32bit vista...
well lets hope this gets fixed, cant wait to do some ut99 maps for ut3
Coreper
11-25-2009, 05:26 AM
ok, so the UT3Converter2 seems like crap, since it doesnt work at all...
so i tried the UT3Converter1, and it seems to get more done:
i can convert the UT2004 map to T3D, and i can import it into UT3ED, but when rebuilding, UT3ED seems to crash :(
how i got UT3Converter1 to convert the map:
move my UT2004 folder to: C:\UT2004
and convert the files to: C:\UT2004\converted
this works, because there are no spaces in the adres
EDIT:
it seems UT3ED can rebuild all, but lots of terrain is missing, all textures are gone and lots of lights are also missing...
Bl!tz~
11-25-2009, 05:49 AM
ok, so the UT3Converter2 seems like crap, since it doesnt work at all...
so i tried the UT3Converter1, and it seems to get more done:
i can convert the UT2004 map to T3D, and i can import it into UT3ED, but when rebuilding, UT3ED seems to crash :(
how i got UT3Converter1 to convert the map:
move my UT2004 folder to: C:\UT2004
and convert the files to: C:\UT2004\converted
this works, because there are no spaces in the adres
EDIT:
it seems UT3ED can rebuild all, but lots of terrain is missing, all textures are gone and lots of lights are also missing...
same result here mate..i can convert bsp, lights, volumes,and some weapons ; i have not succed to import static meshes....but at least a bsp is a better start than nothing haha ;)
more success with both versions before patch 2.1
since patch 2.1; i still cant convert some maps even with the ut3converterV1....i just was abble to convert some materials :(
Coreper
11-26-2009, 05:09 AM
same result here mate..i can convert bsp, lights, volumes,and some weapons ; i have not succed to import static meshes....but at least a bsp is a better start than nothing haha ;)
more success with both versions before patch 2.1
since patch 2.1; i still cant convert some maps even with the ut3converterV1....i just was abble to convert some materials :(
not a good start if a map is almost 90% static meshes :(
that way you start with a few walls, also untextured :( :S
Skred
12-19-2009, 01:48 AM
New link please? TIA
Dark_Ego
12-20-2009, 03:33 PM
UT3Converter1 has a problem with naming staticmeshes.
You will have to check the map.t3d file for the correct names.
It is generally just changing a '-' for a '_' or vis-versa.
Best to change only the names of the mesh.t3d files, fewer changes.
If you look at the Converter log you will find a list of meshes that were not exported, you can export these manually.
To do this you will have to create a new map with a single subtraction brush and 1 each of the meshes you need all placed at the origin.
It is best to use the converter log to insure you have all the needed meshes and for proper naming later.
All meshes need to be set to 1 for drawscale and drawscale3d.
Now you need to export the map directly from the editor as an obj file.
Now import the obj file into Max/Maya/Modtool7.5 or Blender delete the bsp.
In Maya change the name of the Shapes (use the map.t3d file for the proper name) to match the staticmesh name then use Actorx as you normaly would.
You may have to rotate the meshes 180 in Y prior to using ActorX.
You now have ase files for import into UT3.
You can also export all textures that you have available in ut2004 by following the instructions layed out by Dragon Ranger (http://www.3dbuzz.com/vbforum/showpost.php?p=793395&postcount=4) over at 3DBuzz.
You will now need to convert from dds to bmp so head over to http://fly.to/mwgfx/ for some very useful utilities.
I hope that this helps.
Barballs
12-21-2009, 03:54 AM
I can't believe I have not seen this post until now. lol I should read more forum posts. especially the older ones.
I've almost finished a similar project dealing with UT to UT3 conversion. Will have to have a look at this one :)
Skred
12-21-2009, 03:56 AM
So is there a new link. I was just gonna strip my map and export it w/o any materials or meshes in UT2004. Just brushes.
Dark_Ego
12-21-2009, 10:31 AM
I have found that the terrain feature has some troubles with math.
Say you have a terrain that is 64x64 squares, you need a 65x65 array to contain the corner points or 4225 points. The converter will come up with the value of 4225 but only give you an array containing 4224 points.
I have not found out where I need to make changes but I think this is one of the locations.
TurdDrive
12-23-2009, 07:00 PM
Link is borken :9
marilol
12-23-2009, 07:29 PM
http://start10g.ovh.net/~utcoop/forum/index.php?board=15.0
Unless of course you want the older versions. The Ver .19 has reached download limits, but the other ones a few pages back all work. I'm not sure what version your after?
Yo$h!.:LLS:.
01-02-2010, 03:22 AM
I cant Find the installation file :/
cryogen4000
01-20-2010, 11:46 AM
Hi! im always getting this error!
D:\Program Files\UT2004\System\ucc.exe
was unable to extract map to .t3d file.
Failed to find object 'class any.D\Program Files\UT2004\DM-Flux2.ut2
Help! :(
GOW_Nootsac
01-20-2010, 03:00 PM
you may not have the files in the correct folders. Some ut2k4 maps have external packages for textures, sounds, meshes and music. make sure you have those files and you should be good. If you need to know where they go let me know. Hope that helps!
cryogen4000
01-20-2010, 08:53 PM
Yeah! i do believe i put everything in the correct folders regarding the map files///but maybe i have missed something??
Coreper
01-21-2010, 04:50 AM
Hi! im always getting this error!
D:\Program Files\UT2004\System\ucc.exe
was unable to extract map to .t3d file.
Failed to find object 'class any.D\Program Files\UT2004\DM-Flux2.ut2
Help! :(
i always have that error too :S and i also have all the required packages...
cryogen4000
01-21-2010, 09:07 PM
i always have that error too :S and i also have all the required packages...
Yeah! its strange some people seem to be able to convert maps fine while others have problems....its like a crazy lucky dip i guess?? would be awesome though if the program would work for me :( "but" i only get the unlucky error message..........:eek:
http://www.fishing4fun.co.uk/wp-content/uploads/2009/04/lucky-dip_lightbox.jpg
HO0815XX
01-22-2010, 09:02 AM
Hi! im always getting this error!
D:\Program Files\UT2004\System\ucc.exe
was unable to extract map to .t3d file.
Failed to find object 'class any.D\Program Files\UT2004\DM-Flux2.ut2
Help! :(
I found this in the thread:
Check that the path of your map hasn't spaces in it (e.g: "C:\Program Files\UT2004\mymap.ut2").
I hope this helps :)
cryogen4000
01-22-2010, 09:01 PM
I found this in the thread:
I hope this helps :)
Yes! thankyou for your suggestion ;) but i did try that in the past and i just got the same error message :( well! i think i will just wait until the final version of the converter before i try my luck with the lucky dip again///anyway! i can always export statics out of UT2k4 the old fashioned way...........;)
unrealloco
01-22-2010, 09:44 PM
use one of these for the config
ex:
<ut2004 rootfolder="D:\Unreal Anthology\UT2004\System" />
<ut2004 rootfolder="D:\Program Files\UT2004\System" />
<ut2004 rootfolder="D:\UT2004\System" />
Coreper
01-23-2010, 06:59 AM
Yes! thankyou for your suggestion ;) but i did try that in the past and i just got the same error message :( well! i think i will just wait until the final version of the converter before i try my luck with the lucky dip again///anyway! i can always export statics out of UT2k4 the old fashioned way...........;)
care telling us how?
UDKKutigi77
02-21-2010, 01:55 AM
In my case,I have the file converted and what not...my only problem is the point where:
"According to the instructions; you open UT3 Ed and create a
subtractive map,then File >import by browsing to your
converted map.after the import is done rebuild"
Well,somewhere during the rebuild process,the whole thing CRASH
Any suggestions?.
chrisl121212
02-27-2010, 12:56 PM
Did anyone figure out how to get it to work?
GOW_Nootsac
02-27-2010, 03:53 PM
I've got this to work on several maps, but it does still have some bugs in it so it will not successfully convert most maps
chrisl121212
02-27-2010, 10:01 PM
I've got this to work on several maps, but it does still have some bugs in it so it will not successfully convert most maps
Could you convert CTF-November from UT99 for UT2004?
Atomicfire
02-28-2010, 12:13 PM
Could you convert CTF-November from UT99 for UT2004?
omfg ive got the same idea ive allrdy start but having troble getting it from UT 2004 to UT3 still working on it ghout but if he das get it to work that would be a blast
Atomicfire
02-28-2010, 12:30 PM
CTF-November has already been remade for UT3.
wow even better m8 could ya passs the link over if ya dint mind
unrealloco
02-28-2010, 03:16 PM
it looks like someone remade it already http://forums.epicgames.com/showthread.php?t=635815
Atomicfire
03-01-2010, 07:45 AM
also would it be posable to host these files on my site for a new mirror ??
Optimus
03-01-2010, 01:40 PM
Everything seems to be converting up to the very last point. It succeeds in the old converter, but I don't know if I can just copy the T3D file over to the new one's output or if I need to do the extra work with the old one. Here's my error:
*** Conversion of UT2004 T3D Level to UT3 T3D Level ***
Exception occurred during event dispatching:
java.lang.ArrayIndexOutOfBoundsException: 2
at ut3converter2.convert.Level.ut3.HeightFog.getRGBVa lues(HeightFog.java:94)
at ut3converter2.convert.Level.ut3.HeightFog.AnalyseT 3DData(HeightFog.java:61)
at ut3converter2.convert.Level.ut3.ConvertorToT3DUT3. convert(ConvertorToT3DUT3.java:458)
at ut3converter2.convert.UT2k4ToUT3Conv.processTasks( UT2k4ToUT3Conv.java:529)
at ut3converter2.convert.UT2k4ToUT3Conv.convert(UT2k4 ToUT3Conv.java:148)
at ut3converter2.ihm.map.IHMMapConverter.jbtnconvertA ctionPerformed(IHMMapConverter.java:284)
at ut3converter2.ihm.map.IHMMapConverter.access$000(I HMMapConverter.java:38)
at ut3converter2.ihm.map.IHMMapConverter$1.actionPerf ormed(IHMMapConverter.java:231)
at javax.swing.AbstractButton.fireActionPerformed(Unk nown Source)
at javax.swing.AbstractButton$Handler.actionPerformed (Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed (Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseRe leased(Unknown Source)
at java.awt.AWTEventMulticaster.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent( Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(U nknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unkno wn Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilter s(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(U nknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(U nknown Source)
at java.awt.Dialog$1.run(Unknown Source)
at java.awt.Dialog$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.awt.Dialog.show(Unknown Source)
at java.awt.Component.show(Unknown Source)
at java.awt.Component.setVisible(Unknown Source)
at java.awt.Window.setVisible(Unknown Source)
at java.awt.Dialog.setVisible(Unknown Source)
at ut3converter2.ihm.Display2.jMnUT2k4toUT3ActionPerf ormed(Display2.java:847)
at ut3converter2.ihm.Display2.access$600(Display2.jav a:62)
at ut3converter2.ihm.Display2$7.actionPerformed(Displ ay2.java:317)
at javax.swing.AbstractButton.fireActionPerformed(Unk nown Source)
at javax.swing.AbstractButton$Handler.actionPerformed (Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed (Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.AbstractButton.doClick(Unknown Source)
at javax.swing.plaf.basic.BasicMenuItemUI.doClick(Unk nown Source)
at javax.swing.plaf.basic.BasicMenuItemUI$Handler.mou seReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent( Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(U nknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unkno wn Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilter s(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(U nknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarch y(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
xtremexp
03-02-2010, 02:09 AM
Here's my error:
*** Conversion of UT2004 T3D Level to UT3 T3D Level ***
Exception occurred during event dispatching:
java.lang.ArrayIndexOutOfBoundsException: 2
at ut3converter2.convert.Level.ut3.HeightFog.getRGBVa lues(HeightFog.java:94).
Tell me which map (with map dl link) u trying to convert and i'll give a try to check what's wrong.
Optimus
03-02-2010, 03:21 PM
Can't find it online as the original link was to a geocities site.
Here is a link that will get it to you but I expect a loooong download time this way. http://optimus.is-a-geek.net/UT2k4/AS-J&S_Derby_[FINAL].ut2 (http://optimus.is-a-geek.net/UT2k4/AS-J&S_Derby_%5bFINAL%5d.ut2.uz2)
I renamed it to AS-JSDerbyFINAL.ut2 in order to remove the special characters from the name.
xtremexp
03-05-2010, 07:37 AM
Can't find it online as the original link was to a geocities site.
Here is a link that will get it to you but I expect a loooong download time this way. http://optimus.is-a-geek.net/UT2k4/AS-J&S_Derby_[FINAL].ut2 (http://optimus.is-a-geek.net/UT2k4/AS-J&S_Derby_%5bFINAL%5d.ut2.uz2)
I renamed it to AS-JSDerbyFINAL.ut2 in order to remove the special characters from the name.
I fixed some little bugs while trying to convert your map. The conversion process went 100% sucessful with program.
I did not test import into UT3 editor.
You can download this new version here:
http://start10g.ovh.net/~utcoop/forum/index.php?topic=28.0
Optimus
03-05-2010, 09:48 AM
I fixed some little bugs while trying to convert your map. The conversion process went 100% sucessful with program.
I did not test import into UT3 editor.
You can download this new version here:
http://start10g.ovh.net/~utcoop/forum/index.php?topic=28.0
Sweet! Thanks!
Optimus
03-07-2010, 04:30 PM
I fixed some little bugs while trying to convert your map. The conversion process went 100% sucessful with program.
I did not test import into UT3 editor.
You can download this new version here:
http://start10g.ovh.net/~utcoop/forum/index.php?topic=28.0
Just a heads up:
I just got a chance to try it out and noticed (during conversion) that the bin and conf directories are missing from the 0.22a zip file. I just grabbed them from the 0.21 version and it seems to be working.
GOW_Nootsac
03-07-2010, 06:08 PM
does anyone have the link o the newest version of this converter? I have a million different ones but there not the latest. Thanks in advance
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