View Full Version : UT3 Converter2 - 0.25c - 01/22/2012
xtremexp
11-29-2007, 01:12 PM
1. Name: UT3 Converter
2. Version: 0.25c-01/22/2012
3. Requirements: Java 1.6+UTx game
4. Description: Helps converting U1/UT/UT2004 maps.
U1->UT2004
U1->UT3
U2->UT3 (experimental)
UT->UT2004
UT->UT3
UT2004->UT3
5. Screenshots:
SpireVillage (U1->UT2004-0.24)
http://img98.imageshack.us/img98/1110/spirevillageut2k4.th.jpg (http://img98.imageshack.us/i/spirevillageut2k4.jpg/)
DM-Peak (UT->UT2004-0.23)
http://img707.imageshack.us/img707/7219/dmpeak.th.png (http://img707.imageshack.us/i/dmpeak.png/)
CTF-EternalCave (UT->UT3-0.23)
http://img695.imageshack.us/img695/7338/eternalcaveut99tout3.th.jpg (http://img695.imageshack.us/i/eternalcaveut99tout3.jpg/)
Dm-Phobos (UT->UT3-0.23)
http://img697.imageshack.us/img697/3397/dmphobosut99tout3.th.jpg (http://img697.imageshack.us/i/dmphobosut99tout3.jpg/)
WAR-Dria (UT2004->UT3-0.23)
http://img245.imageshack.us/img245/9801/wardria.th.png (http://img245.imageshack.us/i/wardria.png/)
See conversion here. (YouTube) (http://www.youtube.com/watch?v=FCPJOkizTUs)
MM-Sulferon-Assault (Unreal 2->UT3-0.25)
http://img691.imageshack.us/img691/5092/u2mmsuferonassault.th.png (http://img691.imageshack.us/i/u2mmsuferonassault.png/)
6. Tools/Librairies used:
Tools:
Nvconvert - Pierre-E Gougelet - dds to psd conversion http://www.xnview.com/
UED Texture Toolkit - Alex Stewart - Terrain HeightMap 16-bit greyscale texture conversion (.bmp->.tiff) - http://www.foogod.com/UEdTexKit/
Sox - Chris Bagwell -Wav conversion - http://sox.sourceforge.net
UT Packages Delphi unit - Antonio Cordero Balcázar - http://www.acordero.org
Librairies:
JAI - Java Advanced Imaging - .tiff image reader - https://jai.dev.java.net/ -jai_codec.jar,jai_core.jar
Java 3D Vecmath - For handling brushes - https://vecmath.dev.java.net/ -vecmath.jar
JOGL - Java OpenGL - DDS Reader - https://jogl.dev.java.net/ -jogl.jar
SwingX - Java Advanced Interface https://swingx.dev.java.net/ - swingx-2008_09_13.jar
NimROD Look and Feel -Theme Interface http://personales.ya.com/nimrod/index-en.html -nimrodlf-1.0e.jar
7. Download:
UT3-Converter2-025c.zip (15.3MB) (http://www.mediafire.com/?4lbfqp27qrko4a7)
UT3-Converter2-025a.zip (15.3MB) (http://www.mediafire.com/?pdf282hn23a5hq7)
8 Installation:
Install (youtube) (http://www.youtube.com/watch?v=czFjdLAcYak)
Decompress zip file to wherever you want keeping folder structure.
9. Execution:
Double click on UT3Converter2.jar or the .bat file
If the program not launching, install java @ www.java.com
***VIDEOS ***
UT to UT3 Conversion tutorial - AS-Rook (http://www.youtube.com/watch?v=UyJoEkm4AyY)
UT2004 to UT3 Conversion tutorial - ONS-Dria (http://www.youtube.com/watch?v=FCPJOkizTUs)
Notes:
UT/U1->UT2004/UT3:
Install latest Unreal 1 patch from www.oldunreal.com
If the original map is using some custom texture package use the "Add Custom Packages" button to select the custom UTX files that are used in your map.
E.G: CTF-Bedrooms][ in UT99 is using custom package Bedrooms.utx so you will have to add it so the converter can correctly identify and convert textures.
*** KNOWN BUGS/LIMITATIONS ***
-UT2004->UT3 - Some staticmeshes can't be converted. ("ucc batchexport mypackage.usx StaticMesh t3d" cmd bug)
-It will not convert custom scripts/actors
-Can't convert maps using UTF16-LE or UTF16-BE t3d file encoding. Check that mapname doesn't have exotic chars such as {%^,.. but only alphanumeric values (a->z,0->9) then save your map.
V0.25c - 01/22/2012
Added message if not unreal game install paths not found in settings
Some fixes (i don't remember them)
V0.25a - 09/23/2010
[UT2004/U2->UT3]-Skips terrain conversion if invalid terrain heightmap data texture
(so at least will get all other stuff converted)
V0.25
[UT2004/U2->UT3]-Fixed terrain conversion not working when texture package both used in terrain and brushes/staticmeshes
causing UT3 Unreal Editor converted map import failure
[UT2004/U2->UT3]-Fixed terrain conversion failure when no heighmap data
causing UT3 Unreal Editor converted map import failure
[UT2004/U2->UT3]-Fixed multiple terrain import not working (due to same terrain name)
causing UT3 Unreal Editor converted map import failure
[U2->UT3]-Fixed no sound while importing t3d level into UT3 editor
[U2->UT3]-Removed PhysicsVolume conversion that caused t3d import failure
[U2->UT3]-Fixed no staticmeshes set to InterpActors (movers)
[All]-Fixed brushes with no csgOper value set causing import fail.
[All]-No longer analyze twice some packages for texture replacements.
[U2->UT3]-Added SunLight conversion
[UT2004/U2->UT3]- Replaced DirectionalLight -> SkyLight for Sunlight
[UT2004->UT3]-Added newWeaponBase conversion support
History:
see history.txt file ... so many changes
fredd¡e
11-29-2007, 01:17 PM
absolutely awesome! thanks for this!!
threeonefive
11-29-2007, 01:47 PM
thanks :D!!!!!!!
theteck
11-29-2007, 01:49 PM
wow good job man
fuegerstef
11-29-2007, 02:03 PM
I just tested it. Works great.
I had the problem of not getting some surfaces to be lit (no matter what I tried) but apart from that it is awesome.
ShockStorm
11-29-2007, 03:26 PM
Wow nice tool. I hope someone hosts face-classic instagib CTF on one of their servers. That would be awesome, if even possible.
ScottUT
11-29-2007, 03:40 PM
Does that mean we will see CTF-FaceClassic?
Someone get to porting that.
Would also like to see CTF-Avali2k4 :)
Bret Hart
11-29-2007, 04:01 PM
Works good except that all the light colors are wrong.
VACkillers
11-29-2007, 04:03 PM
i would absolutely LOVE to see some 2k4 ports with the new UT3 textures...
xtremexp
11-29-2007, 04:05 PM
Works good except that all the light colors are wrong.
i've fixed it .
Just had bad range conversion of UT2004 Colors.
UT2004 Colors:
HSB: values range: 0->255
UT3 Colors
RGB: values range:0->100
Bret Hart
11-29-2007, 04:09 PM
Oh and I just rebuilt, my level is totally unlit, probably because all of the light radius is way off, it's very small.
SpiderPig
11-29-2007, 04:32 PM
I just tried to do FaceClassic. Seems theirs no lighting and a few things need to be rebuilt.
ScottUT
11-29-2007, 04:35 PM
If someone does do face classic, make sure its named something like FaceClassic04 or something.
A more involved remake will be made for sure.
Bret Hart
11-29-2007, 04:45 PM
I just tried to do FaceClassic. Seems theirs no lighting and a few things need to be rebuilt.
There is lighting, it's just the radius of each light needs to be adjusted to UT3's.
xtremexp
11-29-2007, 05:42 PM
lightning have now been fixed. Had made some error of range conversion.
About lightning radius in UT3 i would like to know what's the convertion between UT3 units and UT2004 ones so i could change radius value of lights.
1 UT3 Unreal Unit = 1 UT2004 Unreal Unit?
eriFlleH
11-29-2007, 05:48 PM
If people port over maps, will they list them in this forum? I am interested in getting a ton of new maps when the redirect is fixed in the next beta2 patch.
Nice job on the conversion util!
ScottUT
11-29-2007, 10:03 PM
If anyone wants to post ingame pics of UT04 converted maps, go ahead.
Im really curious about what face would look like with proper lighting and depth of field enabled. UT3 visuals seem to be 60-70% about lighting/visual effects. So I have a feeling the converted maps wont look too out of place with a few of the new visual tweaks.
Without depth of field, bloom, etc, I can hardly tell the difference between UT04 and UT3.
CVROY
11-29-2007, 10:17 PM
BADASS! Nice work!
Apathy
11-29-2007, 10:56 PM
You've created a monster!
Xzodus
11-30-2007, 12:03 AM
xtremexp, you are god!
http://xtremexp.youaremighty.com
This program deserves to be stickied when the final release comes out.
Bret Hart
11-30-2007, 12:10 AM
Ha, I wish this tool was out before I manually ported over my BSP...
Xzodus
11-30-2007, 12:29 AM
xtremexp I get this error when I try and launch:
An error occurred while launching/running the application.
Category: Launch File Error
The following required field is missing from the launch file: <jnlp>
I tried rebooting and reinstalling java, think you can help me out?
xtremexp
11-30-2007, 02:20 AM
xtremexp I get this error when I try and launch:
I tried rebooting and reinstalling java, think you can help me out?
Check that you have the latest version of Java installed: 1.6 version.
Also check you have kept the folder structure.
There is 2 files
/UTConverter.jar
/lib/swing-layout-1.0.jar
If you don't have swing-layout-1.0.jar in the lib folder, the program won't start.
Which computer do u have ? Windows/Linux?
ColdfireRik
11-30-2007, 03:36 AM
This Rox!!!!
Freaking awesome!! Thanks so much!!!!!!!!
Nietzsche
11-30-2007, 05:16 AM
awesome +1
BioHaZarD
11-30-2007, 08:09 AM
Cannot find main class, Program will exit?
Any idea why that?
Im on vista btw :F
*Snoopy*
11-30-2007, 09:41 AM
wow man, this is great tool! i should check it and try to make some maps :D
threeonefive
11-30-2007, 12:26 PM
Is there a way to port UT99 maps with this utility also?
xtremexp
11-30-2007, 01:34 PM
Is there a way to port UT99 maps with this utility also?
haven't tried yet, dunno if it will work, just give a try (use version<0.0015 since 0.0015 works with UT2004 only(use .ut2 files))
papabear
11-30-2007, 08:48 PM
Cannot find main class, Program will exit?
Any idea why that?
Im on vista btw :F
+1
Java 1.6.0_03 is installed. Java/Sun site says it is the newest. Just tried the your newest release, same thing... :(
I just fixed it. Have to make a small batch file to make it work under Vista. I called mine RUN.BAT -- place it in the same folder as UT3Conveter.jar...
java -jar UT3Converter.jar
any chance you could fidn a way to convert static mesh packages? ctf face classic is made 50% fo them , and they wont export from 2k4 UED :/ only as .usx which ut3 wont accept
BioHaZarD
11-30-2007, 11:16 PM
THX that fixed it :>
Dr404
12-01-2007, 12:04 AM
ur my hero
xtremexp
12-01-2007, 05:02 AM
+1
I just fixed it. Have to make a small batch file to make it work under Vista. I called mine RUN.BAT -- place it in the same folder as UT3Conveter.jar...
java -jar UT3Converter.jar
That's weird, i'm running on Vista too and i didn't have to make a batchfile.I just had to double-click and that's all!
any chance you could fidn a way to convert static mesh packages? ctf face classic is made 50% fo them , and they wont export from 2k4 UED :/ only as .usx which ut3 wont accept
i'm currently working on it. The script would extract all staticmeshes and textures needed for the map on a separate folder but can't find a way for the moment to automatically creates the .upk packages with the staticmeshes and the textures in it with the ut3.exe program so user would have to furthermore import manually all staticmeshes and textures. Moreover i don't think i can create automatically Materials from textures but i'll give it a try.
Sjosz
12-01-2007, 10:58 AM
Guess I'll be the (only) person to say that I find it a shame this tool is here. Porting maps'll never get you the result you'd want when you're looking to retain gameplay and such. Remakes are not ports, and ports generally suck when movement etc changes. But that's just my opinion.
EDIT: Even for approximate blueprinting a level, it's a shame. People get lazy and don't appreciate all the effort gone into making levels. (/rant)
LordStrider
12-01-2007, 01:33 PM
But if you spent months and months of your time working on a 2k4 map and had the game play and brushes exactly where you want them, having a tool to move that part of the work over into UT3 is a great thing.
Remake or port it matters not. If someone likes their map they should be able to reuse their framework from 2k4, 2k3 or 99 without spending another 30 hours of their life doing it all over again from scratch.
Although I do think it is important to redo textures, lighting and meshes. My only comment is move what is needed, but do it right and make it look good.
Nice work on this tool. It is appreciated. :)
porcup!ne
12-01-2007, 01:47 PM
PWN! Dling! A great tool, ty for this.
LordStrider is right on though. Gives mappers a good start on remaking a map, but it still needs to be optimized/ brought up to ut3 visual quality.
Xzodus
12-01-2007, 03:28 PM
Check that you have the latest version of Java installed: 1.6 version.
Also check you have kept the folder structure.
There is 2 files
/UTConverter.jar
/lib/swing-layout-1.0.jar
If you don't have swing-layout-1.0.jar in the lib folder, the program won't start.
Which computer do u have ? Windows/Linux?
sorry for the delay, I am using Microsoft Windows Vista 64-Bit; do I extract it into the Java folder? Or make its own folder? I did both using the structure you mentioned and it doesn't work, I am also using Java 6.0.3.
xtremexp
12-01-2007, 07:04 PM
sorry for the delay, I am using Microsoft Windows Vista 64-Bit; do I extract it into the Java folder? Or make its own folder? I did both using the structure you mentioned and it doesn't work, I am also using Java 6.0.3.
Just decompress the files where u want:
so you should have these files:
/MyFolder/UTConverter.jar
/MyFolder/lib/javaxwing.jar
then double click on UTConverter.jar
if u it doesn't launch make a run.bat file (with notepad):
then add this:
java -jar UTConverter.jar
save this file in "MyFolder"->/MyFolder/run.bat
then execute run.bat
shoud work.
hmm and about vista 64 bits well dunno how it works with 64bits OS.
Xzodus
12-01-2007, 07:51 PM
Just decompress the files where u want:
so you should have these files:
/MyFolder/UTConverter.jar
/MyFolder/lib/javaxwing.jar
then double click on UTConverter.jar
if u it doesn't launch make a run.bat file (with notepad):
then add this:
java -jar UTConverter.jar
save this file in "MyFolder"->/MyFolder/run.bat
then execute run.bat
shoud work.
hmm and about vista 64 bits well dunno how it works with 64bits OS.
Here what I get:
C:/Users/Lethal/Desktop/UT3Converter>java -jar UTConverter.jar
'java' is not recognized as an internal or external command,
operable program or batch file.
Here what I do:
Download UTConvert
Extract as -> UTConverter folder
swing-layout is in -> /UTConverter/lib/swing-layout-1.0
UTConverter.jar is in -> /UTConverter/UTCovnerter.jar
run.bat file is in -> /UTConverter/run.bat
Hopefully I am doing this right, but it doesn't work; I have UAC turned off so I know its not that. I will try once again to get it right, I really want to run this program.
xtremexp
12-02-2007, 03:59 AM
Here what I get:
C:/Users/Lethal/Desktop/UT3Converter>java -jar UTConverter.jar
'java' is not recognized as an internal or external command,
operable program or batch file.
Thiis problem mean:
java is not installed on your computer
OR u are not logged in as admin.
OR java is not set as a default program.
Then try this:
Start>Control Panel>System>Advanced>Enviorment Variables
Then add "C:\Program Files\Java\<YourJavaVersionFolder>\bin" in the PATH environment variable
or you can just change the run.bat file:
"C:\Program Files\Java\<YourJavaVersionFolder>\bin\java -jar UTConverter.jar" (then you would need to put UTConverter.jar in "C:\Program Files\Java\<YourJavaVersionFolder>\bin\java " folder.
wheresthebog
12-02-2007, 05:09 AM
is anyone able to show a gameplay screenshot please :)
MasterB
12-02-2007, 09:14 AM
I have Vista and just installed Java.
I have UT3 (1.0) installed and the newest ver on UT2004,
I ran your program fine up to "File, Import, Into existing map"
It begins the import then I get a message that UT3 map editor has stopped working and it needs to be shutdown.
I Tried it 2X, same result. Any ideas or have you seen this before?
xtremexp
12-02-2007, 10:49 AM
I have Vista and just installed Java.
I have UT3 (1.0) installed and the newest ver on UT2004,
I ran your program fine up to "File, Import, Into existing map"
It begins the import then I get a message that UT3 map editor has stopped working and it needs to be shutdown.
I Tried it 2X, same result. Any ideas or have you seen this before?
Some maps import correctly and others not, dunno y for the moment but i'm working on it.
Which map did u try to port? .. so i can c more deeply what's wrong. And which version of program did u use? (u should use last since in previous version there was some bad settings for lights that caused sometimes ut3 editor to crash)
MasterB
12-02-2007, 11:19 AM
I have your newest version.
It seemed to be related to the map.
I was able to convert another map (Bridge of fate).
I'm not a map maker (I just don't have the time).
I was hoping after converting that I could play the map.
What I got was basically no textures and the "bridge" that connects the 2 sides was gone.
Maybe this is more for map makers than users.
Nice work either way.
xtremexp
12-02-2007, 11:24 AM
the program as i said doesn't import textures and staticmeshes for the moment.
Anyway i've make a newer version:
UT3-Converter-V0017.zip (http://www.ut200xassault.com/dl/UT3Converter-V0017.zip)
u should use "safe mode" so it will import brushes and lightning only (so ut3 editor will prob not crash this time :) )
Teddie
12-02-2007, 05:28 PM
Ha, I wish this tool was out before I manually ported over my BSP...
Same here. I've been working on porting over my old December24th. Doing each old brush in notepad to UT3... very tedious.
I'm going to have to try this.
Thanks xtremexp!!!
Teddie
[EDIT] Just did a quick test... Ok brother, you saved me a sh*t-load of time moving my brushes over to UT3. You rock. Now I can concentrate on the other things -- textures, meshes, etc.
bn_avit
12-02-2007, 07:49 PM
dont work i dont know what you mean decompress all i can do is open help me plzzzz i want to use this program looks very interesting help me plzzzzz :):):)
MrCobra
12-02-2007, 08:43 PM
Nice little utility. It works ok for most stock maps and maps that were done properly. I've noticed that the majority of the thrown together in 2 hours maps generally don't import.
LordStrider
12-03-2007, 09:17 AM
I have your newest version.
It seemed to be related to the map.
I was able to convert another map (Bridge of fate).
I'm not a map maker (I just don't have the time).
I was hoping after converting that I could play the map.
What I got was basically no textures and the "bridge" that connects the 2 sides was gone.
Maybe this is more for map makers than users.
Nice work either way.
No you won't have a functional map. There will be alot of texturing and lighting to do. It's more of a mappers tool.
viol8r
12-03-2007, 04:55 PM
I've tried all versions of this utility and none of them work!!! I've tried stock maps and custom maps .
It acts like it's converting and I can find the converted file , But when I import nothing is there after it appears to load the import.PLEASE HELP!!!!!!!
dura1198
12-03-2007, 05:53 PM
I'm no mapper but I tried DM-DE-Grendelkeep and it worked fine. I was able to run around in the untextured unlit map without any real issues. Very cool utility.
I'm the same tried the latest 2 versions of this and it gets so far, with lots of dialogue boxes from the editor before it crashes at the same point each time which is about 1034 actors in. Tried copying the bsp only to another map and converting that even that fails on safe mode, hopefully it is more an editor problem than this as this is a great utility if i can get it working.
SCM
edit meant brushes not actors in this post just mind wasn't fully with it last night and retried again after this post on the pure bsp copy of the level and it gets 436 brushes in then dies in the UT3 editor. Hopefully it is just an editor issue that is fixable in any patch we get for the game.
xtremexp
12-04-2007, 07:14 AM
Try safe mode if u got problem for importing.
MrCobra
12-04-2007, 09:48 AM
Some ideas...
Instead of a safe mode how about having different checkboxes to select only things like lights, player starts, path nodes, ect. That way you could export just the brushes to one file, the lights to a different file, ect., get everything cleaned up and retextured and then import the lights and fix those and so on.
Try safe mode if u got problem for importing.
I have and it still will not import the map i am attemtping to port from 2k4 or ut99, only one i haven't tried is 2k3 as not got that installed on the computer at present. I have even tried cleaning the map up of everything but the bsp in the old editor by deleting all the ammo, weapons points etc leaving just the bsp behind before trying to import the map in under safe mode. I am thinking it is more an issue with the UT3 editor falling down somehow rather than your converter seeing others are having no problem with it.
If you want to test the map yourself importing wise it is CTF-Ranel from UT and 2k4 at least this way if you or someone else can import it, it eliminates your programme and lays the blame squarely on UT3 editor which is where i think the issue lies.
SCM
xtremexp
12-04-2007, 01:32 PM
Some ideas...
Instead of a safe mode how about having different checkboxes to select only things like lights, player starts, path nodes, ect. That way you could export just the brushes to one file, the lights to a different file, ect., get everything cleaned up and retextured and then import the lights and fix those and so on.
That's what i have planned to do but without seperate files for the moment.
If you want to test the map yourself importing wise it is CTF-Ranel from UT and 2k4 at least this way if you or someone else can import it, it eliminates your programme and lays the blame squarely on UT3 editor which is where i think the issue lies.
SCM
i gonna look at this map right now to c what's wrong.
I'm currently working about importing textures so i got 2 solutions:
Solution 1:
Program can detect textures used in the map and would be able to automatically extract all textures needed into .bmp or .dds (DXT compression) format.
The program won't be able to import all textures into the map, people would have to do an import of all these textures.
The main problem is that sometimes maps are using lots of textures , more than 100M+ so i don't think people would be interesting in downloading all this stuff (for online playing)
Solution 2:
Find UT3 textures that looks like the most to the UT2004 ones.
Problem:
there are more than 1000+ textures, so would take huge time to find which UT3 texture fit well.
Some textures themes are no longer in UT3 (such as egyptian theme).
Cheers for the update :) and i would be happy myself if the textures were left behind in any conversion of an old map or an option to do this, as personally it is the basic outline of the map i want. The shapes, the brushes and the work from there i will give it a proper UT3 look with new textures and static meshes to update the map.
SCM
Bret Hart
12-04-2007, 03:32 PM
How about possibly a terrain heightmap converter for later? :)
trying to go from ut99 to ut3..
can anyone see anything wrong with my method here?
-copy paste from ut99 ed to 2k4 ed, rebuild with non default texture and save as .ut2 map
when i try to convert this file using that method, the outputut3.t3d is 0kb and doesnt work in the ut3 ed..
ive also tried exporting the brushes as a t3d from 2k4 ed and converting them t3d to t3d, which results in a 1mb file or around, but nothing seems to register when i try to import the outputut3.t3d into the ut3 ed?!
any ideas? man i really want to get crackin on this map, and im largely making meshes in 3dsmax, but i need to gameplay test it for ut3 first with raw bsp..
ANick
12-05-2007, 01:41 AM
Hmm tried it on a few of my maps and I dont think so!:rolleyes:
When converting, I am coming up with a 0kb output file. And then when I import, nothing is actually imported.
I get no errors, the converter does not crash, I even get the confirmation dialog box saying that the map has been converted, but there is no data in the file. I have tried checking the safe mode box and have tried various maps.
I am trying to convert 2k4 maps.
Any ideas?
Giblet
12-05-2007, 09:01 AM
Can't thank you enough! Was starting to lose enthusiasm to port stuff until I read this thread.
xtremexp, you are god!
http://xtremexp.youaremighty.com
This program deserves to be stickied when the final release comes out.
QFC (quoted for cheese) :D
Ok update i had to do a reinstall of the game last night due to a few issues and thought i'd try importing the map again today. It is now working perfectly and the map has been converted then imported into UT3ed with no issues at all.
So looks like my thoughts of the editor being screwed up was correct and a clean reinstall seems to have solved the issues i was having. So thumbs up for me for this utility :D
SCM
Sonic Wallpaper
12-05-2007, 01:25 PM
Greetings -
I gave your java app a try, but unfortunately, nothing exported. My experience is exactly like this persons:
When converting, I am coming up with a 0kb output file. And then when I import, nothing is actually imported.
I get no errors, the converter does not crash, I even get the confirmation dialog box saying that the map has been converted, but there is no data in the file. I have tried checking the safe mode box and have tried various maps.
I am trying to convert 2k4 maps.
Any ideas?
I'm running Vista, do have java 1.6installed, have UT3 on this PC (unpatched), and have UT2004 installed (fully patched). I get no errors - only an file with 0K.
I've tried maps mentioned in this thread in addition to my own, and the results are the same.
Thank you for your time and energy - you're doing a great thing that will save much time for those who want to recreate older maps.
xtremexp
12-05-2007, 01:30 PM
When converting, I am coming up with a 0kb output file. And then when I import, nothing is actually imported.
I get no errors, the converter does not crash, I even get the confirmation dialog box saying that the map has been converted, but there is no data in the file. I have tried checking the safe mode box and have tried various maps.
Any ideas?
Greetings -
I'm running Vista, do have java 1.6installed, have UT3 on this PC (unpatched), and have UT2004 installed (fully patched). I get no errors - only an file with 0K.
Are u logged in as administrator?
Which method did u try? .UT2->.T3D or .T3D->.T3D?
If it's .UT2->.T3D check the folder of your ut2004 game you provided for the program.
It should be ut2004 game root folder: (ex: c:\Program Files\UnrealTournament 2004)
Sonic Wallpaper
12-05-2007, 01:42 PM
>> Are u logged in as administrator?
Yes - my user account is set up as an administrator
>> Which method did u try? .UT2->.T3D or .T3D->.T3D?
I tried " .UT2->.T3D "
>> If it's .UT2->.T3D check the folder of your ut2004 game you provided for the program. It should be ut2004 game root folder: (ex: c:\Program Files\UnrealTournament 2004)
Is the path hardcoded in your app? for me, it's installed here: c:\Program Files\UT2004
Thank you for the quick reply :)
frisp
12-05-2007, 02:18 PM
I having a slightly different problem. Again on Vista, admin login, I do get some output, but it apprears to stop short, not exportng all of the data. Or, maybe I'm not letting it run long enough. How long does it take to do a T3D to T3D after exportnig the data from a UT GOTY map appox?
And, any attempt to import to the UT3 editor results in a crash straight away, fresh install of the game & app
Sonic Wallpaper
12-05-2007, 02:25 PM
I installed your app on my old PC, which is running XP Pro, has UT2004 installed in C:\UT2004, and has the UT3 DEMO installed... and was able to generate an export.
I then copied the output files to the new PC, and was able to import into UE3 :)
For reference, the map was VCTF and was mainly covered with terrain, and my import displayed the following warnings/errors:
==============
Engine.NavigationPoint:nextNavigationPoint: unresolved cast in 'xRedFlagBase'VCTF-TheFlagChamber.xRedFlagBase1
TerrainInfo0
(8) RoadPathNode
(4) assaultpart
(3) flyingPathNode
(1) jumpspot
the (#) states how many warnings were of that type.
==========
I'll be sure to keep watching your thread and trying your app on my Vista PC.
Thanks again.
frisp
12-05-2007, 04:11 PM
OK, just tried exporting a default map from 2k4 on my laptop (XP Pro SP2). Exported no problems, UT GOTY maps still stopping before completing output though. Copied over to my main PC (Vista). Editor crashes on import almost straight away.
Gleedo
12-05-2007, 04:30 PM
I just tried running this app and get the following error:
C:\Program Files (x86)\Java\jre1.6.0_03\bin>j
Exception in thread "main" java.lang.NoClassD
roupLayout$Group
at ut3port.Main.main(Main.java:504)
I tried it from double clicking it and from a batch file. I have tried it under all 3 java installed versions including the latest version.
I ran as administrator as well, but nothing happens. Have also added bin to path in environment variables etc.
Im running Vista Ultimate 64-bit by the way:)
Suckpump
12-05-2007, 05:18 PM
I had no problems exporting a map from UT2004 but the UT3 editor crashes as soon as I try to import it. I'm running Vista if that means anything. Is there a way to make this work?
xtremexp
12-05-2007, 07:17 PM
I just tried running this app and get the following error:
C:\Program Files (x86)\Java\jre1.6.0_03\bin>j
Exception in thread "main" java.lang.NoClassD
roupLayout$Group
at ut3port.Main.main(Main.java:504)
I tried it from double clicking it and from a batch file. I have tried it under all 3 java installed versions including the latest version.
I ran as administrator as well, but nothing happens. Have also added bin to path in environment variables etc.
Im running Vista Ultimate 64-bit by the way:)
this prob means u forgot to keep swing-layout-1.0.jar file in /lib folder.
if u executing the program from C:\Program Files (x86)\Java\jre1.6.0_03\bin make sure there is also this file:
C:\Program Files (x86)\Java\jre1.6.0_03\bin\lib\swing-layout-1.0.jar.
So u should have
<YourInstallFolder>\lib\swing-layout-1.0.jar
<YourInstallFolder>\ut3converter.jar
Or perhaps i would need to compile the program for Vista 64 bit? I really don't have any idea about how java programs works with 64 bits OS.
I had no problems exporting a map from UT2004 but the UT3 editor crashes as soon as I try to import it. I'm running Vista if that means anything. Is there a way to make this work?
Did u try "safe mode"?
OK, just tried exporting a default map from 2k4 on my laptop (XP Pro SP2). Exported no problems, UT GOTY maps still stopping before completing output though. Copied over to my main PC (Vista). Editor crashes on import almost straight away.
Did u try "safe mode"?
Also just note that the program supports UT99,Unreal 1 maps as an experiment, this means, it's being tested. I'll released a new version within 2 days that will make some major improvements about these import errors.
How long does it take to do a T3D to T3D after exportnig the data from a UT GOTY map appox?
It takes about 5-10s depending on map size and your processor :p
Is the path hardcoded in your app? for me, it's installed here: c:\Program Files\UT2004
path is not hardcoded, it's just in this crappy config file : config.ini :p
Anyway i have no idea for the moment why u get a 0Kb file. Perhaps it's just because UT2004 didn't suceeded to export your map to .t3d.
Try then the .t3d->.T3d method:
Open your map with UT2004 editor, then File->Export
Use the .t3d file with the program then.
Hazel.H
12-05-2007, 07:37 PM
Guess I'll be the (only) person to say that I find it a shame this tool is here. Porting maps'll never get you the result you'd want when you're looking to retain gameplay and such. Remakes are not ports, and ports generally suck when movement etc changes. But that's just my opinion.
EDIT: Even for approximate blueprinting a level, it's a shame. People get lazy and don't appreciate all the effort gone into making levels. (/rant)
Agreed.
If you decide to use this tool, don't make the level a straightforward port. Spend some time on it so it fits with UT3 gameplay. And please please get permission before porting someone else's hard work.
Giblet
12-05-2007, 08:56 PM
hard work.It's not really hard work, is it?
I'd prefer to give credits. It's a worn out argument. Do I recreate almost unheard of but spectacular maps just when the community is eager to embrace them, hoping to relive some of the past thrills and glory with a captive new audience or... not.
Ports FTW.
NIR_Meteor
12-05-2007, 11:34 PM
My ut3 editor also crashes after import atempt. Done all by your instructions. also if it does work would any custom weapons still be in the map?
Thanx for the work and time on this :)
Bret Hart
12-06-2007, 01:23 AM
It's not really hard work, is it?
Durr have you ever made your own map besides a cube with a few lights in it?
AZ-{OVGY}
12-06-2007, 07:58 AM
I have a problem, I have converted my map (ut2004), redone textures and made alterations as necessary however I can't add my music back into it. After conversion the mapinfo option in myworld is rendered useless. I have also tested this with a map I have done entirely from within the ed and it works perfect but all converted maps I have tried have the same problem. Without having access to mapinfo option music can't be added to maps. Is there any possible fix for this, nice work by the way, other than this I have had no problem with this program other than the occasional crash on import. (I just shut down as many unused apps as I can and crashes no more)
frisp
12-06-2007, 08:11 AM
OK, just tried exporting a default map from 2k4 on my laptop (XP Pro SP2). Exported no problems, UT GOTY maps still stopping before completing output though. Copied over to my main PC (Vista). Editor crashes on import almost straight away.
Yes tried both with and without safe mode.
Sjosz
12-06-2007, 09:10 AM
It's not really hard work, is it?
I'd prefer to give credits. It's a worn out argument. Do I recreate almost unheard of but spectacular maps just when the community is eager to embrace them, hoping to relive some of the past thrills and glory with a captive new audience or... not.
Ports FTW.
Yep, it is a worn out argument. The only reason you could possibly be saying any of this here is because you likely never made a level of your own, which you prototyped yourself, built the base layout of (even on paper perhaps), spent a long time balancing out the layout with a weapon placement until you've satisfied the majority of a vast amount of people testing your level and then spending even more time making sure it looks as good as the engine the game runs on permits you to while maintaining a steady framerate.
Let's not forget even, that making levels is not hard work at all, I mean, it's not like people can make a living off creating levels, because anyone can do it because it's not hard work at all! In fact, the people who do this for a living must be relying on sheer luck and the ability to port levels using utilities like these, there's no possible way they actually dedicate a large portion of time and effort to it.
Please do not speak your mind on things you obviously have absolutely no clue about.
EDIT: Sorry for going off topic on this.
Giblet
12-06-2007, 12:31 PM
Yep, it is a worn out argument. The only reason you could possibly be saying any of this here is because you likely never made a level of your own, which you prototyped yourself, built the base layout of (even on paper perhaps), spent a long time balancing out the layout with a weapon placement until you've satisfied the majority of a vast amount of people testing your level and then spending even more time making sure it looks as good as the engine the game runs on permits you to while maintaining a steady framerate.How did you come to that conclusion?
Let's not forget even, that making levels is not hard work at all, I mean, it's not like people can make a living off creating levels, because anyone can do it because it's not hard work at all! In fact, the people who do this for a living must be relying on sheer luck and the ability to port levels using utilities like these, there's no possible way they actually dedicate a large portion of time and effort to it.Hah! I knew it. Had my suspicions for a long time but never saw an outright admission.
Please do not speak your mind on things you obviously have absolutely no clue about.I don't but like what exactly? Naw, I'm not trying to insult level designing as a job. In fact it's obviously a dream job so why so defensive? I don't think it can qualify as hard work but that's my opinion and I have plenty of experience of mapping with UEd, also had maps tested by my clan mates but not vast amounts of people. Glad you seem to be going far with mapping and I hope you enjoy it.
I'd rather new people went online with UT3 and had a good experience so they pick up the game again. Ports are a quick way to try and get this happening as they'll get to play classics. The old arguement about scale issues ruining ports is a largely obsolete one with UT3 as the movement I think, will make ports from UT and UT2004 as good as the original. I've played IG maps for years on both sides of the pond. It's surprising that a large amount of maps I've enjoyed most on US servers have never been seen on Euro servers, and vica versa. These are some sublime maps that would never see the light of day again. They're dead, relics unless someone gives them a new lease of life. How can anyone be opposed to that?
Sjosz
12-06-2007, 04:42 PM
I don't but like what exactly? Naw, I'm not trying to insult level designing as a job. In fact it's obviously a dream job so why so defensive? I don't think it can qualify as hard work but that's my opinion and I have plenty of experience of mapping with UEd, also had maps tested by my clan mates but not vast amounts of people. Glad you seem to be going far with mapping and I hope you enjoy it.
I'd rather new people went online with UT3 and had a good experience so they pick up the game again. Ports are a quick way to try and get this happening as they'll get to play classics. The old arguement about scale issues ruining ports is a largely obsolete one with UT3 as the movement I think, will make ports from UT and UT2004 as good as the original. I've played IG maps for years on both sides of the pond. It's surprising that a large amount of maps I've enjoyed most on US servers have never been seen on Euro servers, and vica versa. These are some sublime maps that would never see the light of day again. They're dead, relics unless someone gives them a new lease of life. How can anyone be opposed to that?
Level design is not a job that can be taken lightly. It requires a lot of logic skills and creativity. I suppose you wouldn't think that architecture is hard work either? All they do is build beautiful sculptures/buildings, it's not like they have to take in account carrying capacity or anything. You would probably be surprised how hard this type of work is.
Secondly, I'm not opposing remakes. Given that someone has permission from the original author they should definitely remake maps if they want to. I'm merely suggesting that this tool would make people forget how much effort goes into levels which are remade. Straight 1:1 ports from old levels also tend to not fit the scale and movement of the new game, which makes ports poor adaptations.
dfruchter
12-06-2007, 04:57 PM
Where exactly does it place the converted file? Mine says map converted then I have no idea where it put it?!
Dan
Teddie
12-06-2007, 04:57 PM
It's not really hard work, is it?
It's definitely not like heavy physical labor. I'm not going to accidentally break my foot working on maps.
I think the addictive nature of mapping puts it in a "hard work" category. I don't know how else to explain it.
I know on a few of the maps I worked on my health took a dive.
Try working a regular job, maintain relationships with wife and kids, and then work on maps until the sun comes up on nothing but coffee and cigarettes. lol.
My map DM-CartwrightHall... I always say it was fun to work on, but I also remember being quite sick and sleep deprived during the few months I worked on it.
It is fun work, it is hard work... but we choose to do it for whatever reasons.
xtremexp
12-06-2007, 05:25 PM
Where exactly does it place the converted file? Mine says map converted then I have no idea where it put it?!
Dan
it should be where the program is.
<yourfolder>/UTConverter.jar
<yourfolder>/OutputUT3.t3d
Hazel.H
12-06-2007, 05:44 PM
By "hard work" I mean there is a considerable amount of time and thought put into the various stages of map development. If it was so easy, why would people want a convertor in the first place? :)
Mr.Suicide
12-06-2007, 05:56 PM
While I personally won't use this tool I’m ok with it existing and people using it. As long as the people who do use it put some thought and work in to the ports. What I don't want to see is a bunch of 1:1 ports that have not been rescaled or worked around the new movement system. That can be a big deal when you’re working on an UT2k4 map with doge jump ramps and such.
dfruchter: The new .td3 will be exported into the same folder as your (mapname).td3 from Ued 1,2 and 3 was exported too.
Giblet:"It's not really hard work, is it?" - Depends what you make. Yeah, mapping for the instagib community is probley a piece of cake. Subtract a cube, throw some random meshes or additive brushes to reduce hitscan and there you go. You can make one of those maps in about an hour or less. Now if you map and try to get the best playability out of your map and the best looking visuals the process can take a large amount of time and a lot of talent involved. If you are working as a professional or on a mod/mappack team with strict deadlines... like Teddie said there can and will be nights where you get almost no sleep and the only thing that is keeping you going is a unnatural amount of caffeine consumed :p
Bret Hart
12-06-2007, 06:11 PM
So when is the light radius / color gonna get fixed?
andydepr
12-06-2007, 06:36 PM
Check,for later viewing
xtremexp
12-06-2007, 07:25 PM
So when is the light radius / color gonna get fixed?
it is ever fixed since around version 0.0014. You should check newer versions.
While I personally won't use this tool I’m ok with it existing and people using it. As long as the people who do use it put some thought and work in to the ports. What I don't want to see is a bunch of 1:1 ports that have not been rescaled or worked around the new movement system. That can be a big deal when you’re working on an UT2k4 map with doge jump ramps and such.
I agree with this and its what i am trying to do with my conversion for the clan who has asked me but i also can understand people wanting quick ports for possible leagues. Just as we stand right now normal ctf maps are needed badly to expand map options for the likes of clanbase and other league providers. So quick 1 to 1 ports from 2k4 that need little work done on them will happen while the original maps or better conversions are being worked on.
In a few months we will have far more original maps appearing than simple ports which is the way it should be, just i think for now to help the league side out we will have to live with quick ports as much as the majority of us do not like them. In the end i hope the new original UT3 maps slowly become the favourites alongside good conversions that people like myself and others have spent a good time converting and updating properly.
SCM
Giblet
12-06-2007, 08:36 PM
Ok guys, I know what you mean about the commitment, sacrifices and stress that can be involved. I've been using UEd since '99 but managed to lose almost everything I've made one way or another, including some stuff I wanted to release. Got one or two left that I want to port with this tool though but my favorite map is made entirely of statics :s
Sjosz, funny you should mention Architecture. I use the same drafting equipment for The concept and design stages of my own business. I see what you mean with the comparison too and admit you've got some good points there.
On the subject of old classics...
Teddie! Hah, I know what you're saying man and if you say it can be hard work then who am I to argue.
Coffee and cigs eh? Well I've always liked a few coffee beans rather than cups of the stuff so started chewing them while playing. It was ok until I got about 2 hours in where I'd have to peel myself away from the screen, shaking and smiling with clenched teeth. Can't say I recommend coffee beans as a UT snack.
I haven't much health to speak of but I did manage to lose my fiancee to UT and UEd. I won't say my daughter because I get her 3 days out of 7 which is an absolutely great situation in retrospect (I apparently had a lucky escape :D ).
Anyway, are you working on any maps for UT3 at the moment?
Hazel, I was referring more to old maps made by fans rather than professional mappers when I quoted you, meaning that they did it solely for the love of the game but was being semantic too, my apologies.
By "hard work" I mean there is a considerable amount of time and thought put into the various stages of map development.
Of course, I love mapping myself. The more time and thought goes in, the better the outcome. I think Teddie explained it well but I think there's an interesting paradox here between fun and work. One I probably shouldn't have made a comment about. Don't want to make pointless waves in the community I care about. There's enough of that directed at it anyway.
If it was so easy, why would people want a convertor in the first place? :)Well, recreating the BSP could be considered boring when you can just convert it and to better effect. From what I've played of remakes so far in UT3, speed might be as big a factor as scale in capturing the feel of the originals and I think you can set that within the map, no?
I noticed your fine skyboxes there Hazel. Are they obsolete now, in UEd4?
Mr Suicide, I personally hate those box arena maps. Almost all the maps I like are medium sized ctf maps with good flow. I suppose I still haven't accepted the transition from UT to UT2003 editors where you were suddenly required to model and import everything to get any originality. As was said at the time, mapping is now the realm of a team unless you're multi-talented and willing to put in a lot of dedication. Anything original that I'll release will be all flow and little eye candy unfortunately.
I have a great respect for those who choose your line of work, I've known one or two quite well online too but all said, it's not really, really hard work, is it?
j/k
Also, sorry mods for the OT.
Bret Hart
12-06-2007, 09:03 PM
it is ever fixed since around version 0.0014. You should check newer versions.
Wrong. I checked the latest version and it wasn't fixed.
Hazel.H
12-06-2007, 09:08 PM
I noticed your fine skyboxes there Hazel. Are they obsolete now, in UEd4?
Thanks :) It's possible to map the textures onto a mesh to place in the new editor, but they look too outdated to use in UT3 imo. A couple of the newest skyboxes might still work if you added more cloud detail and stuff in the foreground.
Giblet
12-06-2007, 10:15 PM
I don't mind if they look outdated. Thanks for the info too, I'll give all that a try. :)
xtremexp
12-07-2007, 07:05 AM
Wrong. I checked the latest version and it wasn't fixed.
it is really fixed man:
As a check i had made small map with a central substracted brush and a light in it:
UT2004 Map:
Begin Actor Class=Light Name=Light0
LightHue=255/255=1=360/360
LightSaturation=104/255=40,7%
LightBrightness=237.000000/255=92,9%
UT2004 Map ported to UT3:
LightColor=(B=140,G=140,R=237,A=0)
Blue:140/255=54,9%
Green:140/255=54,9%
Red:237/255=92,9%
Now according to this website:
http://mywebpages.comcast.net/ed-abramson/14ColorTest/HSB-and-RGB-Colors.html
Parameters:
Hue:359
Sat:41%
Brightness:93%
Results: GivenValue (UT3 Value)
R=237 (237)
G=140 (140)
B=142 (140)
So i am not wrong about lights colors.
You can check by your self creating a small map with a light then export to .t3d and c the 2 .t3d files.
UT3 lights are using RGB format
UT2004 lights use HSB format.
You may be right for lightning radius which seems to be slightly more important.
Default UT3 lightning radius: 1024
Default UT2004 light radius: 64
So by default it uses Radius factor of 16X.
But in the level i think it should be better 20X (people can still change this value in the program)
Bret Hart
12-07-2007, 09:28 PM
Well I tried it on one of my maps and most of the lights are out of place and some areas are pretty dark others are too bright. Sorry, try again.
xtremexp
12-08-2007, 03:38 AM
most of the lights are out of place
->NO
UT2004 Light (from ut2004 map AS-7Co-TheEgyptianPyramid):
Begin Actor Class=Light Name=Light282
LightSaturation=128
LightBrightness=128.000000
LightRadius=16.000000
Level=LevelInfo'AS-7Co-TheEgyptianPyramid-Final.LevelInfo0'
Region=(Zone=ZoneInfo'AS-7Co-TheEgyptianPyramid-Final.ZoneInfo20',iLeaf=1592,ZoneNumber=1)
Tag="Light"
Group="None,BlueBase"
PhysicsVolume=DefaultPhysicsVolume'AS-7Co-TheEgyptianPyramid-Final.DefaultPhysicsVolume15'
Location=(X=1506.850098,Y=1801.536133,Z=4479.67968 8)
Rotation=(Yaw=49152)
SoundVolume=76
End Actor
UT3 Ported Map (same light)
Begin Actor Class=PointLight Name=PointLight_282 Archetype=PointLight'Engine.Default__PointLight'
Begin Object Class=DrawLightRadiusComponent Name=DrawLightRadius282 ObjName=DrawLightRadiusComponent_282 Archetype=DrawLightRadiusComponent'Engine.Default_ _PointLight:DrawLightRadius282'
SphereRadius=256.0 (=UT2004 Light Radius X16)
LightingChannels=(bInitialized=True,Dynamic=True)
Name="DrawLightRadiusComponent_282"
ObjectArchetype=DrawLightRadiusComponent'Engine.De fault__PointLight:DrawLightRadius282'
End Object
Begin Object Class=PointLightComponent Name=PointLightComponent282 ObjName=PointLightComponent_282 Archetype=PointLightComponent'Engine.Default__Poin tLight:PointLightComponent282'
Radius=256.0
PreviewLightRadius=DrawLightRadiusComponent'DrawLi ghtRadiusComponent_282'
LightColor=(B=255,G=255,R=255,A=0)
Name="PointLightComponent_282"
ObjectArchetype=PointLightComponent'Engine.Default __PointLight:PointLightComponent282'
End Object
Begin Object Class=SpriteComponent Name=Sprite ObjName=SpriteComponent_282 Archetype=SpriteComponent'Engine.Default__PointLig ht:Sprite'
LightingChannels=(bInitialized=True,Dynamic=True)
Name="SpriteComponent_282"
ObjectArchetype=SpriteComponent'Engine.Default__Po intLight:Sprite'
End Object
LightComponent=PointLightComponent'PointLightCompo nent_282'
Components(0)=SpriteComponent'SpriteComponent_282'
Components(1)=DrawLightRadiusComponent'DrawLightRa diusComponent_282'
Components(2)=PointLightComponent'PointLightCompon ent_282'
Tag="PointLight"
Location=(X=1506.8501,Y=1801.5361,Z=4479.6797)
Name="PointLight_282"
ObjectArchetype=PointLight'Engine.Default__PointLi ght'
End Actor
some areas are pretty dark others are too bright. Sorry, try again.
->Increase Radius Factor
->Try changing some settings for all pointlights whle in UT3 editor.
or port yourself all the lights :D
I tried this bad boy out and the file generated is empty. Any clues?
xtremexp
12-08-2007, 04:32 PM
I tried this bad boy out and the file generated is empty. Any clues?
try latest version 0.019, should be ok now.
Teddie
12-08-2007, 05:34 PM
On the subject of old classics...
Teddie! Hah, I know what you're saying man and if you say it can be hard work then who am I to argue.
Coffee and cigs eh? Well I've always liked a few coffee beans rather than cups of the stuff so started chewing them while playing. It was ok until I got about 2 hours in where I'd have to peel myself away from the screen, shaking and smiling with clenched teeth. Can't say I recommend coffee beans as a UT snack.
I haven't much health to speak of but I did manage to lose my fiancee to UT and UEd. I won't say my daughter because I get her 3 days out of 7 which is an absolutely great situation in retrospect (I apparently had a lucky escape :D ).
Anyway, are you working on any maps for UT3 at the moment?
lol. Those coffee beans are freakin' great. My wife got me turned on to them. I can't remember if they are chocolate covered coffee beans... I think they are.
Sorry to hear about your fiancee...
I am in fact working on some stuff, but I'm still in the learning phase again due to the differences from the ued versions.
try latest version 0.019, should be ok now.
Thanks :D :D
frisp
12-08-2007, 06:04 PM
Working fine on a UT99 convert with/without safe mode in Vista 64 bit, good job :D
Bret Hart
12-08-2007, 06:16 PM
When I try brush scaling, the brushes come out all wrong.
Ignotium
12-08-2007, 06:36 PM
hi there, the problem that i'm having, is that after what seems to be a successful conversion, i just can't find the map! ANYWHERE! where is it supposed to be located after the conversion?
thx in advance, awesome work xtremexp
xtremexp
12-08-2007, 06:40 PM
hi there, the problem that i'm having, is that after what seems to be a successful conversion, i just can't find the map! ANYWHERE! where is it supposed to be located after the conversion?
thx in advance, awesome work xtremexp
the program create the file "UT3PORT.T3D" which should be where your have installed the program (same folder).
Ignotium
12-09-2007, 09:36 AM
the program create the file "UT3PORT.T3D" which should be where your have installed the program (same folder).
Nope man, no way. The conversion seems to be successful, but the file just doesn't exists! i even performed a full PC search and nothing.
Do you think that if i try the bacth way of launching the app, it may work?
Awesome work anyways
Danell
12-09-2007, 01:40 PM
Were do i find the t3d file? when i press Convert! i window just pop up and it says the ut2004 map has bin successfully converted and nothing more...
xtremexp
12-09-2007, 01:53 PM
Normally program tells u where the .t3d file is:
http://img28.picoodle.com/img/img28/5/12/9/t_ut3convhelpm_1c75b14.jpg (http://www.picoodle.com/view.php?img=/5/12/9/f_ut3convhelpm_1c75b14.jpg&srv=img28)
Check you have set the correct ut2004 folder and u are logged in as admin.
Danell
12-09-2007, 02:00 PM
Yes but i tested whith the 18 ver. and it worked but now thith the 19 ver.
in 18 it stands where the file are but not in the 19 but the t3d file that 18 creates are 0kb big :S
Danell
12-09-2007, 02:06 PM
woo! i just moved it from my desktop to c:/ and now it works :D tx
Condiment_King
12-09-2007, 03:41 PM
hmmmm I'm not sure what I'm doing wrong, have v19 but it always crashes my UED.
It converted ok into a T3D file (or so it says and the file size is alright - does 3mb sound right? Even though the originals were like 10mb-20mb). (These are the ones in my E:\Documents\ folder correct?)
So I fire up UT3 editor and make a new subtractive map and then when I import, it just crashes to desktop.
I then tried with some stock UT2k4 maps and it cant load anything when I import and after I click all the ok boxes, it crashes again...
any words of wisdom where I might be going at this all wrong? Do I need to edit anything in the map in 2k4 UED to make it import ok?
Danell
12-09-2007, 03:42 PM
Theres no map when i import and of the .t3d files that creates :(
Condiment_King
12-09-2007, 04:31 PM
ok I think I got it, however, it looks like a huge mess in my UED!
Basically I had to change the location of the Folder for the converter. Causes big issues if its on you desktop!
unrealfan
12-09-2007, 09:37 PM
Sounds awesome!
But will I have to replace the health,armor, and weapon pickups? or can I just import the map and I'm good to go?
ShadeMistress
12-09-2007, 10:29 PM
This tool FTW!!!!!!!!!! Just friggin' awesome, thanks a ton. :D
iknowjohnny
12-10-2007, 12:20 AM
So can i assume this utility is for experienced mappers, or at least those experienced with the editor to some degree? I've never used the editor aside from once moving some pickups on a map to different places in 2004, and that took me quite a while to figure out. I'd really love to be able to use some of my fav 2004 maps, but i haven't got the patience or time to learn the editor. Should i just pass on this utility or can it be used w/o knowing anything about the editor aside from a few small details i could get answers to here?
xtremexp
12-10-2007, 04:05 AM
So can i assume this utility is for experienced mappers, or at least those experienced with the editor to some degree? I've never used the editor aside from once moving some pickups on a map to different places in 2004, and that took me quite a while to figure out. I'd really love to be able to use some of my fav 2004 maps, but i haven't got the patience or time to learn the editor. Should i just pass on this utility or can it be used w/o knowing anything about the editor aside from a few small details i could get answers to here?
The converter doesn't port all the stuff of the map for the moment.
So u'll still have to know some skills about: texturing,movers,terrain (if u had one),staticmeshes.It's quite easy to use the program, the main thing after is to re-texture map, transform it as a "UT3" map,check gameplay..
iknowjohnny
12-10-2007, 11:09 AM
The converter doesn't port all the stuff of the map for the moment.
So u'll still have to know some skills about: texturing,movers,terrain (if u had one),staticmeshes
Hmmm.......sounds from that statement like it eventually WILL be able to do that? And if so would it then be simple enough for all users? If not, at least i hope this utility will cause a lot of 2004 maps to be uploaded. I just wish i could pick and choose because there are several rather little known/liked (assumed) maps i have from 2004 i'd love to see converted but probably won't.
unrealfan
12-10-2007, 10:13 PM
Yeah, will the later versions have the textures and meshes,etc. intact so we can just import it and go?
xtremexp
12-11-2007, 08:01 AM
be patient i'm currently working about exporting textures, vehicles, lavavolumes,watervolumes,..
For staticmeshes i'm not sure i will be able to do something with it.
unrealfan
12-11-2007, 03:54 PM
Okay, you're awesome man, UT3 was lacking some of the old classics and you bought them back.
I know I've asked too many questions but these are my last ones.
1.If you have downloaded a map, does it import just like the official ones?
2.Since UT2003 and 2004 are basically the same, will UT2003 maps convert the same way?
3.Do we need to add music, or does that import too?
Those are my last questions, and thanks again for making this.
Karnage
12-13-2007, 01:27 AM
Thanks dude, I didnt read the whole thread, but....where does v.0019 put the coverted .t3d files? It converts fine, but then who knows where it puts the file. So I'm trying V.0018 now. Am I just blind?
Dark Quill
12-13-2007, 01:44 AM
Looking awesome ^^
I'm totally crap at using UnrealEd, so I'll have to wait for a version that can make conversions a lot cleaner, but this is something everyone will want.
Many grats, keep going for it!
Giblet
12-13-2007, 03:10 PM
My map converted well. All except one brush which UT3 doesn't like for some reason. Here's a link to the brush as a .UT2 file. Any idea why this won't import? An identical one imported fine along with the map.
http://up-file.com/download/3a5b3740358/brush.ut2.html
lol. Those coffee beans are freakin' great. My wife got me turned on to them. I can't remember if they are chocolate covered coffee beans... I think they are.I haven't heard of those chocolate covered beans, I just munch the ones you're supposed to make coffee with. Bad habit, I expect my teeth will go brown and fall out sooner or later.
Sorry to hear about your fiancee...She was way too young for me at the time and it was a few years ago. She's getting married on January 5th and she actually invited me too. I might have a slight urge when it comes to the "forever hold your peace" part but I think I'll let her off this time. :D
I am in fact working on some stuff, but I'm still in the learning phase again due to the differences from the ued versions.Great to hear Teddie, I'll look forward to seeing your next creation. I hadn't seen CartrightHall before either... Incredible stuff there mate. I'm in awe. GL & HF with your next one!
Giblet
12-13-2007, 04:26 PM
A few notes that might help people who can't get this working in v0019 :
A .ut2 map taken from My Documents produced no output .t3d, where the same map taken from D:/UT2004/Maps produced a myLevel.t3d and a UT3PORT.t3d
UT3PORT.t3d files import to UEd4 cleanly but myLevel.t3d and the suggested UT3MAPPORT.t3d files seem to crash the editor. I think anything else has been mentioned so far.
(¯°·«èXó»·°¯)
12-13-2007, 04:26 PM
handy little program. One suggestion though...
Currently when importing brushes, it is also importing Zone portal brushes (light green). Its my understanding that UT3 no longer uses these and it would save a step if we didnt have to delete each of them after importing a UT2k4 map.
Select all sub brushes and hide, select all add brushes and hide, select all point lights and hide, then click and drag to select all (light green) zone brushes and delete. Then show all actors and continue with design.
Also as most are probably aware it also imports sheet brushes which will typically show up black. Most likely due to it not being able to find its associated texture. I typically delete these as well and re create them if needed in my designs.
PsychoKillaaah
12-15-2007, 01:14 AM
Hi, I love your little utility. I guess it can help a lot on porting the old favourite maps of ut99 to a newer version. UT3 was built to attract the old ut99 players back to ut again.
Still I have this little problem when I started on DM-Agugu. After converting it from ut99 and importing it in unrealed the walls (in perspective view didnt seem to be in the same place like they were in brush wireframe. I would like to fix this because of agugu being one of the most favourite 10n1-maps ever.
Has anyone a beginning of solution?
UnWheelModeller
12-15-2007, 01:10 PM
On the question of including static meshes, if the static mesh packages used in UT2004 were recreated in UT3 with the same names, would you be able to add a feature to add meshes to the map converter?
baadfood
12-15-2007, 10:41 PM
Lol, I have been working on something very similar in cpp, although my focus has been primarily converting UT 99 AS maps.
Your project seems alot more ambitious than what I intended, so I will probably discontinue my own work. I did discover some things that you might find useful:
In Ut99 (Maybe also 2k3/4) a brush may have a scale, rotation and/or location parameter. These parameters are read by UT3 but not used correctly. The wireframe of the brush looks correct but once you compile the geometry it will be positioned incorrectly and I dont think the brush is fixable after the conversion.
Theres at least two ways of solving this problem:
- Have the tool transform all brushes according to the transformations specified in its properties.
- Just ignore it and insist mappers do the following before exporting the map to t3d: Select all Brushes, then right click on a brush and choose "Transform -> Transform permanently" from the context menu.
Textures:
- If you use the command "ucc batchexport <upackage> texture bmp <destdir>" ucc will export all textures to destdir. Create a small script/program to do it on all packages in Maps and Textures
- UT3 has problems importing textures correctly, it often crashes or gets a bad result. Ut99 only supports two export formats: pcx, where UT3 crashes on approx 5% of the files, and bmp, which UT3 doesnt always read correctly. I used ImageMagicks commandline converter to convert each image by "convert -compress none <file> <file>". Its still a bmp but now UT3 can import it correctly. No idea if this is necessary for 2k3/2k4.
- In UnrealEd you can select multiple files when you select import in the generic browser. Theres a bug that prevents importing more than approx 2500 files at once but thats enough to make this part painless. After you selected a large number of image files for import you get an import dialog where you put a checkmark in "Create Material?" before clicking "OK To All"
- For some reason its pretty fast to import the files, but saving the resulting package takes forever (at least 4+ hours for 4000+ textures from ut99 on a 3 Ghz Core duo with 2 GB memory)
- Texture references in UT99 t3d does not contain a package reference so you would just have to prepend "MyPackage." and append "_Mat" and you would have a working reference to to your new texture package.
- Before importing the map you need to first open your texture package as this doesn't happen automatically (theres probably an ini setting to do that)
- Obviously it wouldnt make sense to distribute a colossal texturepackage with a converted map. I believe the builtin commandlets: Editor.MergePackages and Editor.CutDownContent would create a map package with just the required stuff.
Even when the reference is correct there is still a problem with texture alignment. Inspecting the t3d format for UT99 and UT3 the representation of texture coordinates looks unchanged but neightbouring polygons do not match at edges and texture orientation isnt correct either.
RoninMastaFX
12-16-2007, 01:53 PM
<offtopic>Would you mind if I posted this thread at BuF (BeyondUnreal Fourms)? :)Some of the members there are banned from here, and they would appreciate it very much if this was done. :)</offtopic>
Anyway, this utility is awesome. You're doing a good job on it. :)
Take Care :)
RoninMasta
xtremexp
12-16-2007, 02:19 PM
<offtopic>Would you mind if I posted this thread at BuF (BeyondUnreal Fourms)? :)Some of the members there are banned from here, and they would appreciate it very much if this was done. :)</offtopic>
RoninMasta
Yes of course
1.If you have downloaded a map, does it import just like the official ones?
2.Since UT2003 and 2004 are basically the same, will UT2003 maps convert the same way?
3.Do we need to add music, or does that import too?
Those are my last questions, and thanks again for making this.
1. I don't understand what u really mean.
2. For the brushes and lightning yes, for other actors i need to find the correspondance for actors between UT2003 and UT3.
3. Sounds,Music not supported yet, i will be able to make something so that all sounds are exported but still would need to import them after into UT3 editor.
On the question of including static meshes, if the static mesh packages used in UT2004 were recreated in UT3 with the same names, would you be able to add a feature to add meshes to the map converter?
The only thing i can do about staticmeshes is to export them as .t3d files therefore you would need to import the .t3d files as StaticMeshes.
woooo
12-16-2007, 02:55 PM
this wont start up fpr me :s
woooo
12-16-2007, 03:02 PM
oh nevermind, I got it. Extract the files you idiot woooo !!
Radon
12-16-2007, 03:14 PM
this converter is the worst thing that could happen to UT3... =(
Skill
12-16-2007, 05:43 PM
I am speechless, we owe you one...
Sourpuss
12-16-2007, 08:49 PM
A stupendous mod! It's not perfect, but more than good enough! It's already saving me lots of time in rebuilding one of my UT99 maps for UT3.
Kantham
12-16-2007, 11:54 PM
Wait, is this a joke? 14 pages? Not a single screenshot? D:
Masakari
12-17-2007, 11:18 AM
Doesn't work for me, tried it several times already. Here's CTF_Dreary as it looks in UEd2 prior to export:
http://img215.imageshack.us/img215/3315/drearytest02py4.th.jpg (http://img215.imageshack.us/img215/3315/drearytest02py4.jpg)
And here's the imported result in Ued4, as you can see everything is in there (and rotated, dunno why), but broken / out of place:
http://img215.imageshack.us/img215/4579/drearytest03lv7.th.jpg (http://img215.imageshack.us/img215/4579/drearytest03lv7.jpg)
EDIT: used baadfood's "fix" for this, and now it works:
Just ignore it and insist mappers do the following before exporting the map to t3d: Select all Brushes, then right click on a brush and choose "Transform -> Transform permanently" from the context menu.
nELsOn
12-18-2007, 06:56 AM
Wait, is this a joke? 14 pages? Not a single screenshot? D:
just what i thought. i was looking forward to seeing some stuff here. ah, well... i guess i'm gonna try this tool myself this weekend. this way, some of the layouts i've done recently in ued3 might still see the light of day :p
Bware
12-18-2007, 07:10 AM
Works like a charm!! Thanks a lot for this nifty little app!!
Zackiz
12-21-2007, 08:42 AM
Works fine getting the map into UE¤ but the scaling doesn't seam to work at all. I will continue to investigate but im not sure what it is at all.
THEXFILES
12-22-2007, 03:40 PM
This isnt working for me, 1: not sure what goes in the box that says Open.t3d: , 2: it says it was exported ok. 3. I open the editor and Create new map in SUBTRACTIVE mode. then do File->Import, then select the T3D file the program has created. (UT3PORT.t3d).......problem is i cant seem to locate a UT3PORT.t3d file anywhere. can someone do a simple step by step of the whole operation, i have like 30 great maps from MPC that would be cool in ut3 , if i can get them in there, thx guys!
Seven_Force
12-22-2007, 03:49 PM
Hmmm, this utility SOUNDS great, but it won't work if people just port and call it a day. The map will STILL have to be reworked because UT3 does not have a dodge jump. Plus, the jump height and duration in UT3 is severely nerfed compared to UT2004.
MrCobra
12-30-2007, 04:41 AM
This isnt working for me, 1: not sure what goes in the box that says Open.t3d: , 2: it says it was exported ok. 3. I open the editor and Create new map in SUBTRACTIVE mode. then do File->Import, then select the T3D file the program has created. (UT3PORT.t3d).......problem is i cant seem to locate a UT3PORT.t3d file anywhere. can someone do a simple step by step of the whole operation, i have like 30 great maps from MPC that would be cool in ut3 , if i can get them in there, thx guys!
I've found that the UT3PORT file doesn't get created if the path it's supposed to be saved to has spaces in it. I don't know why, but it doesn't work for me unless there are NO spaces in the path.
Bret Hart
01-01-2008, 06:55 PM
I still have the problem of dark surfaces on my BSP when importing, the surfaces refuse to be lit.
DemoMan2
01-04-2008, 11:27 AM
My experience with the program is that the dark surfaces are caused by any surface that used special surface flags (i.e. Skybox or Special Lighting being the two big ones.) Since UT3 does not support these flags, the surfaces are unlit in UT3. To reset them, click on the surface and go to surface properties. Then look for the section on lighting and uncheck all three boxes (i.e. Accepts light, Accepts Dynamic Light & Force Lightmap) until they are cleared, then recheck them. Rebuild the level and you should be in good shape.
marilol
01-06-2008, 11:17 AM
I've found that the UT3PORT file doesn't get created if the path it's supposed to be saved to has spaces in it. I don't know why, but it doesn't work for me unless there are NO spaces in the path.
What do you mean, how do i change this path?
4n71r14d
01-06-2008, 01:35 PM
is that imports static meshes, customs and all ? look excelent !
marilol
01-06-2008, 01:55 PM
it won't import,
vehicles, terrain, textures or static meshes and thats only for ut2004.
woooo
01-06-2008, 01:59 PM
didnt work for me, made my editor crash.
Spect
01-06-2008, 02:15 PM
This is great utility, but I have one problem. I don't know if it was asked somewhere, so sorry if it was.
Problem: Converting works fine, I open the editor, import brushes,but when I rebuild... all the geometry is turned on a bad direction. In 2D view it's right, but in 3D it's wrong :(
I hope you know what I mean.
marilol
01-06-2008, 02:34 PM
I know what you mean, i can't remember what page, may be 13, one of the people mention a fix that they used from someone else.
It was definably a page near the end.
Its page 14, although i think that only works ut99 maps, i dunno.
Spect
01-06-2008, 03:01 PM
I know what you mean, i can't remember what page, may be 13, one of the people mention a fix that they used from someone else.
It was definably a page near the end.
Its page 14, although i think that only works ut99 maps, i dunno.
Thanks!!! Yes I had this problem with UT99 maps :)
LOKIUT
01-11-2008, 05:46 AM
Sorry for the dum question, but I don't know where to find the .t3d files, and even if I could I don't know where does is save the converted files?
Please help me.
xtremexp
01-11-2008, 07:04 AM
This is great utility, but I have one problem. I don't know if it was asked somewhere, so sorry if it was.
Problem: Converting works fine, I open the editor, import brushes,but when I rebuild... all the geometry is turned on a bad direction. In 2D view it's right, but in 3D it's wrong :(
I hope you know what I mean.
For Unreal 1/UT99/UT2003/UT2004 Maps:
Open your editor (Unreal 1 editor or UT99 editor,...)
Open your Map.
For UT99/Unreal 1 maps:
- Do the following before exporting the map to t3d: Select all Brushes, then right click on a brush and choose "Transform -> Transform permanently" from the context menu.
Then: File->Export,save the .t3d file
normally should work.
I'm aware of some problems that may occur when using program (no .t3d files, editor crash). Will try to fix that as soon as i got some time.
LordStrider
01-11-2008, 01:46 PM
I ran into that problem alot with UT99 years ago. When you scale a brush it sticks within the map and looks ok, but anytime you try to modify it or copy it over into 2k4 or anything else you often got misaligned or brushes that were sized funny.
I don't think this is anything wrong with the conversion utility, I think it is the inherent nature of UT99 brushes that were scaled. It may be the same in 2k4, but I don't remember for sure.
So yes selecting brushes and using "Transform permanently" is the right approach.
DemoMan2
01-15-2008, 01:46 PM
Yo,
Any word on an updated version for your conversion program? What you working on for this round?
Bret Hart
01-16-2008, 12:31 AM
So when is the unlit texture thing gonna be fixed?
hey, this is fantastic idea and a real help to map makers, but i just cant seem to import a map from ut99! can you see anything wrong with my process?
in ut99 editor go select all brushes, and transform permanently.
go brush>export to t3d in ut99 editor.
run program to convert to ut3 .t3d
go brush>import in the ut3 editor..
when i do this i get the brushes into ut3, and i can see them in the orthographic viewports, but when i rebuild the perspective viewport shows nothing except lights. When i select something in the orthographic viewport the outlines of the brush appear, but how do i get a material onto them if i cant select the surfaces?
Xtriaden
01-23-2008, 01:39 PM
Create new map in SUBTRACTIVE mode.?
Did you do this, by default all maps are Additive.
I ported a level from UT99 and I am sure that I did it as a Additive, but I had to make a BIG BOX for the ground area to get it to work right.
Any how I guessing its something to do with the mode.
-tolga-
01-23-2008, 04:41 PM
Guys need help. i made all of the steps right to convert a UT2k4 map to UT3 map but it gives 1000 or more errors in map editor. what is the problem ??? thnx ...
anthonyd
01-23-2008, 07:32 PM
Ha, nice one, i'll give a try to this converter ..
Phydeaux64
01-24-2008, 12:59 AM
Where is the out put file? Ive tried several ut2k4 maps, and my ut2k4 installation path is G:\Games\Unreal Tournament 2k4 Where is the file I need to import into unreal ed?
=assassin=
01-27-2008, 01:10 PM
Not working for me - no output file is created, despite it saying it was successful :/
[PAIN]*ShinMessiah
01-29-2008, 05:32 AM
same issue here, no exported t3d files. looking forward to the next updated version.
chickenthr33
01-29-2008, 11:00 AM
The .t3d file is placed in the folder you unzipped the convertor to...it saves it as: \UT3Converter-V0019\UT3Converter\UT3PORT.T3D
marilol
01-29-2008, 01:24 PM
Remember, there can't be any spaces in the path so don't place it in my documents or some folder like that.
[PAIN]*ShinMessiah
01-29-2008, 10:16 PM
Remember, there can't be any spaces in the path so don't place it in my documents or some folder like that.
yes i kno this..............the path is actually E:/ut2004 <----------- no spaces............I am using XP SP2 all latest updates, and the most current Java installed as per their website. I will try under Vista 64 and see if gives me a .t3d file.
Jdg_M3NT4L
01-30-2008, 10:46 PM
Guys need help. i made all of the steps right to convert a UT2k4 map to UT3 map but it gives 1000 or more errors in map editor. what is the problem ??? thnx ...
Same thing here, tried 2 maps so far and nothing but the 1000 errors and then a crash.
Also I noticed on my Windows Xp machine that the t3d went to "C:/Documents".
The folder appeared without my direction and spontaneously when the .t3d was created. If you do not find it there do a search for "*.t3d" and you should be able to find it.
Hope that helps.
xtremexp
01-31-2008, 05:37 AM
i've just began to work back on my program and just found why some maps give a 0Kb file once convert is done.
It seems that the "ucc" exporters sometimes format files in different format.
While reading .t3d file, this format is correct:
Begin Map
Begin Actor Class=LevelInfo Name=LevelInfo0
TimeSeconds=549.624878
Title="AS-7Co-TheEgyptianPyramid-Final"
Author="|7Co|HQF"
But with some maps the program reads the .t3d files like this
T a g = " I n v e n t o r y S p o t "
P h y s i c s V o l u m e = D e f a u l t P h y s i c s V o l u m e ' A S - A F S - S i e n c e - V 2 - D E 7 . D e f a u l t P h y s i c s V o l u m e 1 0 '
L o c a t i o n = ( X = 2 1 4 9 6 . 1 7 9 6 8 8 , Y = 8 7 4 . 6 8 2 3 7 3 , Z = 4 7 . 0 0 0 0 0 0 )
E n d A c t o r
B e g i n S u r f a c e
E n d S u r f a c e
E n d M a p
that's y program with some maps can't recognize actors and convert properly.
I dunno why the executable file ucc (that converts .ut2 files to .t3d) sometimes give this kind of format to .t3d file.
I'm going to try to fix this problem.
TheRalfZer0
01-31-2008, 03:36 PM
If I convert a UT99 MAP but the lights doesn't work not even if i redo them
any help... please
I created a .t3d file for a UT2004 Map because browsing to the map and using the other method got me no where, no output file
so i just pointed to the .t3d file and it works but still, the lights doesn't, not at all... and yes i did rebuild all it...
and no meterial on serfaces, but i think that will happen seeing that the refrences to material will be different, but thos annoying lighting...
xtremexp
02-02-2008, 11:28 AM
Updated program.
V0.020:
-Totally new interface!
-Added: direct import from Unreal 2 (.un2),Unreal Tournament (.unr),Unreal 1 maps (.unr).
-Added: Can export textures used by maps (UT2004 maps only)-Does not convert textures yet, only texture extraction.
-Fixed: bad file format output with UCC.exe program with some maps that caused the program not being able to convert map.
and no meterial on serfaces, but i think that will happen seeing that the refrences to material will be different, but thos annoying lighting...
UT3 Converter does not support texture conversion yet and this won't be possible for UT99 and Unreal Tournament maps
You can delete all lights if you want :)
chickenthr33
02-02-2008, 01:37 PM
I put it in a folder with no spaces, fixed the initial freezing when clicking "NEXT" after selecting my map to convert... however I had export textures checked....it brought up a menu telling me what was going to be converted, I clicked next and it froze again.
So I reloaded and tried the same map without exporting textures and froze as soon as I clicked NEXT.
Here's a screenshot, just freezes with the NEXT button depressed:
http://home.comcast.net/~chicken3/mapconvert.jpg
P.S. Didn't have any issues like this with v.19
chickenthr33
02-02-2008, 02:09 PM
I tried another map, did the same thing, it's been frozen now using 100% CPU for 10 minutes and doesn't look like it's comin out of it. Any suggestions?
xtremexp
02-02-2008, 02:44 PM
I've fixed an important issue. You were right that was uber slow.
Now it's 100x faster.
chickenthr33
02-02-2008, 02:50 PM
Ok the conversion process works but when I import it it is giving me 100s of:
ObjectProperty Engine.Actor:Base: unresolved cast in 'LevelInfo'UT3MAPPORT.LevelInfo0"
After clicking OK about 100 times it imports the lighting and some actors but no brushes.
Tried another map (DM-Compressed from ut2004), which crashed unrealed.
xtremexp
02-02-2008, 03:56 PM
Ok the conversion process works but when I import it it is giving me 100s of:
ObjectProperty Engine.Actor:Base: unresolved cast in 'LevelInfo'UT3MAPPORT.LevelInfo0"
After clicking OK about 100 times it imports the lighting and some actors but no brushes.
Tried another map (DM-Compressed from ut2004), which crashed unrealed.
It's fixed.
UT3Converter-v021a.zip (http://www.ut3x.com/dl/ut3/tools/UT3Converter-v021a.zip)
Tested myself, brushes are back now as well as less cast errors.
Thx for support.
thank you for keeping this aplication up-to-date :)
i testet the new aplication on a second machine (virtual maschine with a clean java and UT99 setup) and got some errors at the command-line output...
i tried to convert a UT99 map to a UT3-importable file:
C:\Programme\UT3Converter-v021>java -jar "UT3Converter.jar"
02.02.2008 20:43:59 org.jdesktop.application.SessionStorage restoreTree
WARNUNG: No saved state for javax.swing.JTable[jTable1,0,0,356x0,alignmentX=0.0,
alignmentY=0.0,border=,flags=251658568,maximumSize =,minimumSize=,preferredSize=,
autoCreateColumnsFromModel=true,autoResizeMode=AUT O_RESIZE_SUBSEQUENT_COLUMNS,ce
llSelectionEnabled=false,editingColumn=-1,editingRow=-1,gridColor=javax.swing.pl
af.ColorUIResource[r=128,g=128,b=128],preferredViewportSize=java.awt.Dimension[w
idth=450,height=400],rowHeight=16,rowMargin=1,rowSelectionAllowed=true ,selection
Background=javax.swing.plaf.ColorUIResource[r=10,g=36,b=106],selectionForeground
=javax.swing.plaf.ColorUIResource[r=255,g=255,b=255],showHorizontalLines=true,sh
owVerticalLines=true]
UT
C:\UnrealTournament\System\UCC.exe batchexport C:\UnrealTournament\Maps\DOM-Ghar
dhen-permanently.unr Level t3d C:\Dokumente und Einstellungen\unrealed\Desktop\U
T3Map
Loading package C:\UnrealTournament\Maps\DOM-Ghardhen-permanently.unr...
Exported Level DOM-Ghardhen-permanently.MyLevel to C:\Dokumente\MyLevel.t3d
Success - 0 error(s), 0 warnings
java.io.FileNotFoundException: C:\Dokumente und Einstellungen\unrealed\Desktop\U
T3Map\myLevel.t3d (Das System kann die angegebene Datei nicht finden)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(Unknown Source)
at java.io.FileInputStream.<init>(Unknown Source)
at ut3converter.converter.converter.Convert(converter .java:175)
at ut3converter.UT3ConverterExportT3D.UT3ConverterExp ortT3D(UT3Converter
ExportT3D.java:91)
at ut3converter.UT3ConverterConvertBox2.jbtnNextMouse Clicked(UT3Converte
rConvertBox2.java:580)
at ut3converter.UT3ConverterConvertBox2.access$100(UT 3ConverterConvertBo
x2.java:28)
at ut3converter.UT3ConverterConvertBox2$3.mouseClicke d(UT3ConverterConve
rtBox2.java:455)
at java.awt.AWTEventMulticaster.mouseClicked(Unknown Source)
at java.awt.AWTEventMulticaster.mouseClicked(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)
it seems your aplication cant handle the path's correctly yet, hope this helps you fixing the aplication
btw you should also test your aplications on a clean virtual-machine with a clean setup before publishing it cause there are also many other path's with unreal antology related adresses presaved
xtremexp
02-02-2008, 04:23 PM
I didn't have any error with it.
I think you had the error because the program has some problem yet to use twice the convertor (2 times with one launch of the program). Try relaunching program
Here's what i got.
http://www.ut3x.com/dl/ut3/tools/aaaaaa.jpg
http://www.ut3x.com/dl/ut3/tools/ababab.jpg
E:\UnrealAnthology\UnrealTournament\System\UCC.exe batchexport E:\UnrealAnthology\UnrealTournament\Maps\DOM-Ghardhen.unr Level t3d C:\Users\hyperion\Documents\UT3Map
Loading package E:\UnrealAnthology\UnrealTournament\Maps\DOM-Ghardhen.unr...
Exported Level DOM-Ghardhen.MyLevel to C:\Users\hyperion\Documents\UT3Map\MyLevel.t3d
Success - 0 error(s), 0 warnings
Ghardhen
Map Title: Ghardhen
Output UT3 t3d file: C:\Users\hyperion\Documents\UT3Map
C:\Users\hyperion\Documents\UT3Map\UT3MAPPORT.t3d
Super_Sonic
02-02-2008, 09:51 PM
Great job! i didnt realise you could do this sorta stuff hpy.
it still doenst work.
see, when i try to convert it, it saves the UT99 t3d file in "C:\Dokumente" but i configured it to use "C:\Dokumente und Einstellungen\unrealed\Desktop"
your aplication extracts the ut99 file to "C:\Dokumente" only and when its trying to convert this file to a UT3 t3d file, it suppose this file to be in "C:\Dokumente und Einstellungen\unrealed\Desktop\"
chickenthr33
02-03-2008, 12:34 AM
aLeX, read the whole thread, you can't use folders with spaces in them, that's already been established.
However, it still gives a lot of errors when importing the t3d file, and is missing architecture. Also the buttons tend to not work the first time you push them, hard to tell when it's actually doing something.
TheRalfZer0
02-03-2008, 04:58 AM
Nope doesn't work at all for me...
I went into UnrelED selected all brushes, transformed permanently and saved it as a different name, but when i want to convert, i get this:
http://i149.photobucket.com/albums/s55/TheRalfZer0/ConverterError.jpg
Also when i want to port UT2K4 maps I get no output, no message and yes, i dont have it in folders with spaces and I am Administrator
Program: C:\UT3Conv
T3D Output: C:\Users\hyperion\UT3Map
**This happens on Unreal, UnrealII and UT99 Maps**
I have Unreal Anthology and I'm running windows XP.
I got one map to work (ut99), but that same lighting problem, almost everything is black?
I rebuilded the whole map twice but nope, no hope...
Here is what i meen, all is in same view-angle, First is in editor Second is In-Game
http://i149.photobucket.com/albums/s55/TheRalfZer0/ut99Perspective.jpg
http://i149.photobucket.com/albums/s55/TheRalfZer0/InGame.jpg
even if i do apply textures, it doesn't change a thing
when you save the progress, lighting is some part that is visable looks awsome, but reopening the map to contineu editing everything is as bright as hell... even if the light is blue it shows as bright-in-your-face white, (after rebuild and texture applying)
xtremexp
02-03-2008, 06:22 AM
Thx for support i was able to solve the problems you described.
New version:
V0.022:
Fixed: Convertion failure with filename paths with space (e.g.:"C:\Documents And Settings");
Fixed: Convertion Panel, can now keep using program and convert 2 maps without having 2 relaunch it.
Fixed: Unreal 1 map imports, only support .t3d file import (no .unr support)
Nope doesn't work at all for me...
I got one map to work (ut99), but that same lighting problem, almost everything is black?
Try changiing the light type in UnrealED. I'm going to try to find the optimal settings for the lights for future version. The lightning system is quite a bit different in UT3 than in other UTx games.
have not tested the new version but thank you for the update again :)
if users expect black surfaces after rebuild in UT3 editor, they usually have to select all surfaces and have to change the lightning-properties (options "Accept Lightning", "Accept Dynamic Lights", "Force Lightmap" have to be checked)
i found another bug in the lighning-system and made a solution for it. currently after converting a UT99 t3d-file to a UT3 t3d-file, the lighning doesnt work correctly when imported into your UT3 map.
right after the import and rebuild at the UT3editor, the lighning looks fine and Radius,Color work correct, but if you save your map and reopen it after, all lights lost theier Radius and Color.. they will be reseted to a White Color and a default Radius of 1024.
i made a diff between a ready-converted LightPoint t3d-file and a correct UT3editor exported LightPoint t3dfile
example of the ready-converted t3d-file produced by the ut3 converter:
Begin Actor Class=PointLight Name=PointLight_1 Archetype=PointLight'Engine.Default__PointLight'
Begin Object Class=DrawLightRadiusComponent Name=DrawLightRadiusComponent_1 ObjName=DrawLightRadiusComponent_1 Archetype=DrawLightRadiusComponent'Engine.Default_ _DrawLightRadiusComponent'
SphereRadius=640.000000
LightingChannels=(bInitialized=True,Dynamic=True)
Name="DrawLightRadiusComponent_1"
ObjectArchetype=DrawLightRadiusComponent'Engine.De fault__DrawLightRadiusComponent'
End Object
Begin Object Class=PointLightComponent Name=PointLightComponent_1 ObjName=PointLightComponent_1 Archetype=PointLightComponent'Engine.Default__Poin tLightComponent'
Radius=640.000000
CachedParentToWorld=(XPlane=(W=0.000000,X=1.000000 ,Y=0.000000,Z=0.000000),YPlane=(W=0.000000,X=0.000 000,Y=1.000000,Z=-0.000000),ZPlane=(W=0.000000,X=-0.000000,Y=0.000000,Z=1.000000),WPlane=(W=1.000000 ,X=-835.610535,Y=-226.505600,Z=561.775635))
PreviewLightRadius=DrawLightRadiusComponent'DrawLi ghtRadiusComponent_1'
LightGuid=(A=-1946635277,B=1291433460,C=-1136913018,D=-2019198529)
LightmapGuid=(A=-1208743349,B=1135333063,C=1634879882,D=679050043)
Name="PointLightComponent_1"
ObjectArchetype=PointLightComponent'Engine.Default __PointLightComponent'
End Object
Begin Object Class=SpriteComponent Name=Sprite ObjName=SpriteComponent_1 Archetype=SpriteComponent'Engine.Default__PointLig ht:Sprite'
LightingChannels=(bInitialized=True,Dynamic=True)
Name="SpriteComponent_1"
ObjectArchetype=SpriteComponent'Engine.Default__Po intLight:Sprite'
End Object
LightComponent=PointLightComponent'PointLightCompo nent_1'
Components(0)=SpriteComponent'SpriteComponent_1'
Components(1)=DrawLightRadiusComponent'DrawLightRa diusComponent_1'
Components(2)=PointLightComponent'PointLightCompon ent_1'
Tag="PointLight"
Location=(X=-835.610535,Y=-226.505600,Z=561.775635)
Name="PointLight_1"
ObjectArchetype=PointLight'Engine.Default__PointLi ght'
End Actor
if you repalce the following text-parts at the lightpoint-actor you have fixed the bug i mentioned above:
replace " Name=DrawLightRadiusComponent_[0-9]+ " with " Name=DrawLightRadius0 "
replace " Archetype=DrawLightRadiusComponent'Engine.Default_ _DrawLightRadiusComponent'" with " Archetype=DrawLightRadiusComponent'Engine.Default_ _PointLight:DrawLightRadius0'"
replace "ObjectArchetype=DrawLightRadiusComponent'Engine.De fault__DrawLightRadiusComponent'" with "ObjectArchetype=DrawLightRadiusComponent'Engine.De fault__PointLight:DrawLightRadius0'"
replace " Archetype=PointLightComponent'Engine.Default__Poin tLightComponent'" with " Archetype=PointLightComponent'Engine.Default__Poin tLight:PointLightComponent0'"
replace "ObjectArchetype=PointLightComponent'Engine.Default __PointLightComponent'" with "ObjectArchetype=PointLightComponent'Engine.Default __PointLight:PointLightComponent0'"
note the regular expression in the first replace and the spaces.
after thats done, all lights will work corretly after a reopen of the map
chickenthr33
02-03-2008, 01:35 PM
Still doesn't work with utconverter in folders with spaces, testing the actual map now.
Still a lot of errors when importing, still missing a lot of architecture.
xtremexp
02-03-2008, 02:47 PM
Still doesn't work with utconverter in folders with spaces, testing the actual map now.
Still a lot of errors when importing, still missing a lot of architecture.
UT3 Converter DO NOT port staticmeshes
About the light actor, normaly, it's correct, here is my code:
public static String CreatePointLight(int LightNumber,float [] HSBValues,float Radius,float [] Location)
{
String LightData ="";
int LightColorRGB [] = new int[3];
LightData ="Begin Actor Class=PointLight Name=PointLight_"+LightNumber+" Archetype=PointLight'Engine.Default__PointLight'\n";
LightData += " Begin Object Class=DrawLightRadiusComponent Name=DrawLightRadius"+LightNumber+" ObjName=DrawLightRadiusComponent_"+LightNumber+" Archetype=DrawLightRadiusComponent'Engine.Default_ _PointLight:DrawLightRadius"+LightNumber+"'"+"\n";
if(Radius>0){LightData += " SphereRadius="+Radius*LightRadiusFactor+"\n";}
else {LightData += " SphereRadius="+64*LightRadiusFactor+"\n";};
LightData +=" LightingChannels=(bInitialized=True,Dynamic=True)"+"\n";
LightData +=" Name=\"DrawLightRadiusComponent_"+LightNumber+"\"\n";
LightData +=" ObjectArchetype=DrawLightRadiusComponent'Engine.De fault__PointLight:DrawLightRadius"+LightNumber+"'"+"\n";
LightData +=" End Object"+"\n";
LightData +=" Begin Object Class=PointLightComponent Name=PointLightComponent"+LightNumber+" ObjName=PointLightComponent_"+LightNumber+" Archetype=PointLightComponent'Engine.Default__Poin tLight:PointLightComponent"+LightNumber+"'"+"\n";
if(Radius>0){LightData += " Radius="+Radius*LightRadiusFactor+"\n";}
else {LightData += " Radius="+64*LightRadiusFactor+"\n";}
//LightData +=" CachedParentToWorld=(XPlane=(W=0.000000,X=1.000000 ,Y=0.000000,Z=0.000000),YPlane=(W=0.000000,X=0.000 000,Y=1.000000,Z=-0.000000),ZPlane=(W=0.000000,X=-0.000000,Y=0.000000,Z=1.000000),WPlane=(W=1.000000 ,X="+Location[0]+",Y="+Location[1]+",Z="+Location[2]+"))\n";
LightData +=" PreviewLightRadius=DrawLightRadiusComponent'DrawLi ghtRadiusComponent_"+LightNumber+"'"+"\n";
if(HSBValues[0]>0)
{
LightColorRGB = hsbToRgb(HSBValues[0],HSBValues[1],HSBValues[2]);
LightData +=" LightColor=(B="+LightColorRGB[2]+",G="+LightColorRGB[1]+",R="+LightColorRGB[0]+",A=0)\n";
}
else{LightData +=" LightColor=(B=255,G=255,R=255,A=0)\n";}
//LightData +=" LightShadowMode=LightShadow_Modulate"+"\n";
LightData +=" Name=\"PointLightComponent_"+LightNumber+"\""+"\n";
LightData +=" ObjectArchetype=PointLightComponent'Engine.Default __PointLight:PointLightComponent"+LightNumber+"'\n";
LightData +=" End Object \n";
LightData +=" Begin Object Class=SpriteComponent Name=Sprite ObjName=SpriteComponent_"+LightNumber+" Archetype=SpriteComponent'Engine.Default__PointLig ht:Sprite'\n";
LightData +=" LightingChannels=(bInitialized=True,Dynamic=True)\ n";
LightData +=" Name=\"SpriteComponent_"+LightNumber+"\"\n";
LightData +=" ObjectArchetype=SpriteComponent'Engine.Default__Po intLight:Sprite'\n";
LightData +=" End Object\n";
LightData +=" LightComponent=PointLightComponent'PointLightCompo nent_"+LightNumber+"'\n";
LightData +=" Components(0)=SpriteComponent'SpriteComponent_"+LightNumber+"'\n";
LightData +=" Components(1)=DrawLightRadiusComponent'DrawLightRa diusComponent_"+LightNumber+"'\n";
LightData +=" Components(2)=PointLightComponent'PointLightCompon ent_"+LightNumber+"'\n";
LightData +=" Tag=\"PointLight\"\n";
LightData +=" Location=(X="+Location[0]+",Y="+Location[1]+",Z="+Location[2]+")\n";
LightData +=" Name=\"PointLight_"+LightNumber+"\"\n";
LightData +=" ObjectArchetype=PointLight'Engine.Default__PointLi ght'\n";
LightData +="End Actor\n";
LightCompNumber += 1;
return LightData;
}
and a light made with UT3 directly:
Begin Actor Class=PointLight Name=PointLight_1 Archetype=PointLight'Engine.Default__PointLight'
Begin Object Class=DrawLightRadiusComponent Name=DrawLightRadius0 ObjName=DrawLightRadiusComponent_1 Archetype=DrawLightRadiusComponent'Engine.Default_ _PointLight:DrawLightRadius0'
SphereRadius=1024.000000
LightingChannels=(bInitialized=True,Dynamic=True)
Name="DrawLightRadiusComponent_1"
ObjectArchetype=DrawLightRadiusComponent'Engine.De fault__PointLight:DrawLightRadius0'
End Object
Begin Object Class=PointLightComponent Name=PointLightComponent0 ObjName=PointLightComponent_1 Archetype=PointLightComponent'Engine.Default__Poin tLight:PointLightComponent0'
CachedParentToWorld=(XPlane=(W=0.000000,X=1.000000 ,Y=0.000000,Z=0.000000),YPlane=(W=0.000000,X=0.000 000,Y=1.000000,Z=-0.000000),ZPlane=(W=0.000000,X=-0.000000,Y=0.000000,Z=1.000000),WPlane=(W=1.000000 ,X=-48.000000,Y=-48.000000,Z=128.000000))
PreviewLightRadius=DrawLightRadiusComponent'DrawLi ghtRadiusComponent_1'
LightGuid=(A=387540955,B=1126558659,C=-624666485,D=1611508735)
LightmapGuid=(A=638752956,B=1248207360,C=-1185676143,D=1003260981)
Name="PointLightComponent_1"
ObjectArchetype=PointLightComponent'Engine.Default __PointLight:PointLightComponent0'
End Object
Begin Object Class=SpriteComponent Name=Sprite ObjName=SpriteComponent_4 Archetype=SpriteComponent'Engine.Default__PointLig ht:Sprite'
LightingChannels=(bInitialized=True,Dynamic=True)
Name="SpriteComponent_4"
ObjectArchetype=SpriteComponent'Engine.Default__Po intLight:Sprite'
End Object
LightComponent=PointLightComponent'PointLightCompo nent_1'
Components(0)=SpriteComponent'SpriteComponent_4'
Components(1)=DrawLightRadiusComponent'DrawLightRa diusComponent_1'
Components(2)=PointLightComponent'PointLightCompon ent_1'
CreationTime=2.804200
Tag="UT3LIGHT"
Location=(X=-48.000000,Y=-48.000000,Z=128.000000)
Name="PointLight_1"
ObjectArchetype=PointLight'Engine.Default__PointLi ght'
End Actor
TheRalfZer0
02-03-2008, 03:52 PM
I still don't get an output file when porting a UT2K4 Map
if users expect black surfaces after rebuild in UT3 editor, they usually have to select all surfaces and have to change the lightning-properties (options "Accept Lightning", "Accept Dynamic Lights", "Force Lightmap" have to be checked)
I did that, even before my first build, but still, mostly dark...:confused:
I tried to deselct "castshadows" but also, it was a no-go
then i deselected anyhing to do with shadow (pointlights) still nothing
I set the radius of the pointlights still not
I even selecte Force Dynamic Light...
I must add, when i get an output for an UT2K4 Map (happened to me once)
the lighting works 100% untill I reopen it (wich you are formiliar with all ready)
*uhm, I must oppoligiez about the UT2K4 map, I pointed to the wrong folder, sorry**
I wonder, everytime I start UT3 Editor it warns me about Pixel Shader V2, can that be a possible reason for my black-wall-syndrome?
bn_avit
02-03-2008, 06:46 PM
hey guys finally got this program to run but... when i convert a map i get this
03-Feb-2008 22:43:26 org.jdesktop.application.SessionStorage restoreTree
WARNING: No saved state for javax.swing.JTabbedPane[jTabbedPane1,10,11,492x286,layout=javax.swing.plaf .basic.BasicTabbedPaneUI$TabbedPaneLayout,alignmen tX=0.0,alignmentY=0.0,border=,flags=201326944,maxi mumSize=,minimumSize=,preferredSize=,haveRegistere d=false,tabPlacement=TOP]
03-Feb-2008 22:43:31 org.jdesktop.application.SessionStorage restoreTree
WARNING: No saved state for javax.swing.JTable[jTable1,0,0,358x0,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=51,g=153,b=255],selectionForeground=javax.swing.plaf.ColorUIResou rce[r=255,g=255,b=255],showHorizontalLines=true,showVerticalLines=true]
********** .ut2,.unr -> .t3d (unconverted) ************
C:\UT2004\Maps\System\UCC.exe batchexport "C:\UT2004\Maps\DM-Deck17.ut2" Level t3d C:\Users\Matt\Documents\T3D files\UT3Map
java.io.IOException: Cannot run program "C:\UT2004\Maps\System\UCC.exe": CreateProcess error=3, The system cannot find the path specified
at java.lang.ProcessBuilder.start(Unknown Source)
at java.lang.Runtime.exec(Unknown Source)
at java.lang.Runtime.exec(Unknown Source)
at java.lang.Runtime.exec(Unknown Source)
at ut3converter.UT3ConverterExportT3D.UT3ConverterExp ortT3D(UT3ConverterExportT3D.java:53)
at ut3converter.UT3ConverterConvertBox2.jbtnNextMouse Clicked(UT3ConverterConvertBox2.java:576)
at ut3converter.UT3ConverterConvertBox2.access$100(UT 3ConverterConvertBox2.java:28)
at ut3converter.UT3ConverterConvertBox2$3.mouseClicke d(UT3ConverterConvertBox2.java:457)
at java.awt.AWTEventMulticaster.mouseClicked(Unknown Source)
at java.awt.AWTEventMulticaster.mouseClicked(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)
Caused by: java.io.IOException: CreateProcess error=3, The system cannot find the path specified
at java.lang.ProcessImpl.create(Native Method)
at java.lang.ProcessImpl.<init>(Unknown Source)
at java.lang.ProcessImpl.start(Unknown Source)
... 30 more
Cannot run program "C:\UT2004\Maps\System\UCC.exe": CreateProcess error=3, The system cannot find the path specified
can you please help me with this this program will help me greatly and it looks so good please help :):):)
xtremexp
02-03-2008, 08:22 PM
you have set bad folder game:
it's "C:\UT2004\" not "C:\UT2004\Maps\"
check the configuration panel.
About the light actor, normaly, it's correct, here is my code:
public static String CreatePointLight(int LightNumber,float [] HSBValues,float Radius,float [] Location)
{
String LightData ="";
int LightColorRGB [] = new int[3];
LightData ="Begin Actor Class=PointLight Name=PointLight_"+LightNumber+" Archetype=PointLight'Engine.Default__PointLight'\n";
LightData += " Begin Object Class=DrawLightRadiusComponent Name=DrawLightRadius"+LightNumber+" ObjName=DrawLightRadiusComponent_"+LightNumber+" Archetype=DrawLightRadiusComponent'Engine.Default_ _PointLight:DrawLightRadius"+LightNumber+"'"+"\n";
if(Radius>0){LightData += " SphereRadius="+Radius*LightRadiusFactor+"\n";}
else {LightData += " SphereRadius="+64*LightRadiusFactor+"\n";};
LightData +=" LightingChannels=(bInitialized=True,Dynamic=True)"+"\n";
LightData +=" Name=\"DrawLightRadiusComponent_"+LightNumber+"\"\n";
LightData +=" ObjectArchetype=DrawLightRadiusComponent'Engine.De fault__PointLight:DrawLightRadius"+LightNumber+"'"+"\n";
LightData +=" End Object"+"\n";
LightData +=" Begin Object Class=PointLightComponent Name=PointLightComponent"+LightNumber+" ObjName=PointLightComponent_"+LightNumber+" Archetype=PointLightComponent'Engine.Default__Poin tLight:PointLightComponent"+LightNumber+"'"+"\n";
if(Radius>0){LightData += " Radius="+Radius*LightRadiusFactor+"\n";}
else {LightData += " Radius="+64*LightRadiusFactor+"\n";}
//LightData +=" CachedParentToWorld=(XPlane=(W=0.000000,X=1.000000 ,Y=0.000000,Z=0.000000),YPlane=(W=0.000000,X=0.000 000,Y=1.000000,Z=-0.000000),ZPlane=(W=0.000000,X=-0.000000,Y=0.000000,Z=1.000000),WPlane=(W=1.000000 ,X="+Location[0]+",Y="+Location[1]+",Z="+Location[2]+"))\n";
LightData +=" PreviewLightRadius=DrawLightRadiusComponent'DrawLi ghtRadiusComponent_"+LightNumber+"'"+"\n";
if(HSBValues[0]>0)
{
LightColorRGB = hsbToRgb(HSBValues[0],HSBValues[1],HSBValues[2]);
LightData +=" LightColor=(B="+LightColorRGB[2]+",G="+LightColorRGB[1]+",R="+LightColorRGB[0]+",A=0)\n";
}
else{LightData +=" LightColor=(B=255,G=255,R=255,A=0)\n";}
//LightData +=" LightShadowMode=LightShadow_Modulate"+"\n";
LightData +=" Name=\"PointLightComponent_"+LightNumber+"\""+"\n";
LightData +=" ObjectArchetype=PointLightComponent'Engine.Default __PointLight:PointLightComponent"+LightNumber+"'\n";
LightData +=" End Object \n";
LightData +=" Begin Object Class=SpriteComponent Name=Sprite ObjName=SpriteComponent_"+LightNumber+" Archetype=SpriteComponent'Engine.Default__PointLig ht:Sprite'\n";
LightData +=" LightingChannels=(bInitialized=True,Dynamic=True)\ n";
LightData +=" Name=\"SpriteComponent_"+LightNumber+"\"\n";
LightData +=" ObjectArchetype=SpriteComponent'Engine.Default__Po intLight:Sprite'\n";
LightData +=" End Object\n";
LightData +=" LightComponent=PointLightComponent'PointLightCompo nent_"+LightNumber+"'\n";
LightData +=" Components(0)=SpriteComponent'SpriteComponent_"+LightNumber+"'\n";
LightData +=" Components(1)=DrawLightRadiusComponent'DrawLightRa diusComponent_"+LightNumber+"'\n";
LightData +=" Components(2)=PointLightComponent'PointLightCompon ent_"+LightNumber+"'\n";
LightData +=" Tag=\"PointLight\"\n";
LightData +=" Location=(X="+Location[0]+",Y="+Location[1]+",Z="+Location[2]+")\n";
LightData +=" Name=\"PointLight_"+LightNumber+"\"\n";
LightData +=" ObjectArchetype=PointLight'Engine.Default__PointLi ght'\n";
LightData +="End Actor\n";
LightCompNumber += 1;
return LightData;
}
and a light made with UT3 directly:
Begin Actor Class=PointLight Name=PointLight_1 Archetype=PointLight'Engine.Default__PointLight'
Begin Object Class=DrawLightRadiusComponent Name=DrawLightRadius0 ObjName=DrawLightRadiusComponent_1 Archetype=DrawLightRadiusComponent'Engine.Default_ _PointLight:DrawLightRadius0'
SphereRadius=1024.000000
LightingChannels=(bInitialized=True,Dynamic=True)
Name="DrawLightRadiusComponent_1"
ObjectArchetype=DrawLightRadiusComponent'Engine.De fault__PointLight:DrawLightRadius0'
End Object
Begin Object Class=PointLightComponent Name=PointLightComponent0 ObjName=PointLightComponent_1 Archetype=PointLightComponent'Engine.Default__Poin tLight:PointLightComponent0'
CachedParentToWorld=(XPlane=(W=0.000000,X=1.000000 ,Y=0.000000,Z=0.000000),YPlane=(W=0.000000,X=0.000 000,Y=1.000000,Z=-0.000000),ZPlane=(W=0.000000,X=-0.000000,Y=0.000000,Z=1.000000),WPlane=(W=1.000000 ,X=-48.000000,Y=-48.000000,Z=128.000000))
PreviewLightRadius=DrawLightRadiusComponent'DrawLi ghtRadiusComponent_1'
LightGuid=(A=387540955,B=1126558659,C=-624666485,D=1611508735)
LightmapGuid=(A=638752956,B=1248207360,C=-1185676143,D=1003260981)
Name="PointLightComponent_1"
ObjectArchetype=PointLightComponent'Engine.Default __PointLight:PointLightComponent0'
End Object
Begin Object Class=SpriteComponent Name=Sprite ObjName=SpriteComponent_4 Archetype=SpriteComponent'Engine.Default__PointLig ht:Sprite'
LightingChannels=(bInitialized=True,Dynamic=True)
Name="SpriteComponent_4"
ObjectArchetype=SpriteComponent'Engine.Default__Po intLight:Sprite'
End Object
LightComponent=PointLightComponent'PointLightCompo nent_1'
Components(0)=SpriteComponent'SpriteComponent_4'
Components(1)=DrawLightRadiusComponent'DrawLightRa diusComponent_1'
Components(2)=PointLightComponent'PointLightCompon ent_1'
CreationTime=2.804200
Tag="UT3LIGHT"
Location=(X=-48.000000,Y=-48.000000,Z=128.000000)
Name="PointLight_1"
ObjectArchetype=PointLight'Engine.Default__PointLi ght'
End Actor
well, everythink looks correct in your code, i have no idea why i got those wrong light-actors :confused: i was sure they came from the ut3converter but they dont. maybe somethink strange with the unrealED
xtremexp
02-04-2008, 01:40 PM
New version!
V0.023:
Added: Semi-automatic Texture port!
Fixed: some cast errors and java errors.
Note:
The scale info for texture isn't ported yet for some unknown reason but will work on it.
I would have liked to make the conversion of .dds textures to .psd/.tga automatic but the nvidia dxtools program wasn't able to decompress the .dds textures of UT2004 ... :S
Screens:
Original UT2004 Map (http://www.ut3x.com/dl/ut3/tools/aUT2004Map.jpg)
Converted to UT3 now with textures (http://www.ut3x.com/dl/ut3/tools/aUT3Map.jpg)
DemoMan2
02-04-2008, 03:22 PM
Hi,
I tried your new version V0.023 and got this strange error message
Exception in thread "AWT-EventQueue-0" java.lang.NoClassDefFoundError: javax/swing/GroupLayout$Group
at ut3converter.UT3ConverterApp.startup(UT3ConverterA pp.java:26)
at org.jdesktop.application.Application$1.run(Applica tion.java:171)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForHierar chy(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarch y(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Got any ideas what I did wrong? The last working version of your program for me was version V0.019 and I have converted a few maps with version V0.017 and earlier. Also, any hope for terrain conversion in future versions of your program? If the height map can come over, I can always rebuild the deco layers in UT3. Thanks in Advance
xtremexp
02-04-2008, 03:44 PM
Hi,
I tried your new version V0.023 and got this strange error message
...
java.lang.NoClassDefFoundError: javax/swing/GroupLayout$Group
at ut3converter.UT3ConverterApp.startup(UT3ConverterA pp.java:26)
...
Got any ideas what I did wrong? The last working version of your program for me was version V0.019 and I have converted a few maps with version V0.017 and earlier. Also, any hope for terrain conversion in future versions of your program? If the height map can come over, I can always rebuild the deco layers in UT3. Thanks in Advance
it seems u haven't latest version of JAVA, do you have Java 1.6 installed on your computer?
As for the terrain conversion, i'll work on it but for the moment i'm focusing on improving lightning. This might be possible to convert terraininfo actors, not sure yet,i'll give it a try.
theadvanced1
02-04-2008, 03:56 PM
i get this error saying:
F:\Program Files\UT2004\System\UCC.exe
was unable to extract map to .t3d file.
Failed to find object 'Calss Any.F:\Program Files\UT2004\maps\DM-IronDeity.ut2'
???????????????:confused::confused:
i did all the configuring right and set the output to my documents and i have the latest java 1.6 too.
no clue why its not working
xtremexp
02-04-2008, 04:12 PM
i get this error saying:
F:\Program Files\UT2004\System\UCC.exe
was unable to extract map to .t3d file.
Failed to find object 'Calss Any.F:\Program Files\UT2004\maps\DM-IronDeity.ut2'
???????????????:confused::confused:
i did all the configuring right and set the output to my documents and i have the latest java 1.6 too.
no clue why its not working
hmm it's because the filepath of your map has a space in it
"Program Files". I'm going to check what's wrong and give u updated program for this kind of problem.
theadvanced1
02-04-2008, 04:16 PM
cool thanks for the feed back. ill try just reinstalling ut2k4 in its initial file path wich is just in the c: drive
xtremexp
02-04-2008, 04:20 PM
hmm that's weird i put a map in a folder with space and it's working for me:
********** .ut2,.unr -> .t3d (unconverted) ************
E:\UnrealAnthology\UT2004\System\UCC.exe batchexport "E:\UnrealAnthology\UT2004\The Map\AS-Do-Life-Trials.ut2" Level t3d C:\Users\hyperion\Documents\UT3Map
Loading package E:\UnrealAnthology\UT2004\The Map\AS-Do-Life-Trials.ut2...
Exported Level AS-Do-Life-Trials.myLevel to C:\Users\hyperion\Documents\UT3Map\myLevel.t3d
Success - 0 error(s), 0 warning(s)
UCC export done!
hmm ... :confused:
what do you have in the log window?
Update: yes got the error for upper folder wth space of the Unreal Tournament 2004 folder.
theadvanced1
02-04-2008, 04:28 PM
hmm it's because the filepath of your map has a space in it
"Program Files". I'm going to check what's wrong and give u updated program for this kind of problem.
ok i tried it again, it didnt give me that one error message but it didnt make an output file and its made this error text document:
java.io.FileNotFoundException: C:\Documents and Settings\Jordan\My Documents\UT3Map\myLevel.t3d (The system cannot find the file specified)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(Unknown Source)
at java.io.FileInputStream.<init>(Unknown Source)
at ut3converter.converter.converter.GetMapName(conver ter.java:130)
at ut3converter.converter.converter.Convert(converter .java:457)
at ut3converter.UT3ConverterExportT3D.UT3ConverterExp ortT3D(UT3ConverterExportT3D.java:93)
at ut3converter.UT3ConverterConvertBox2.jbtnNextMouse Clicked(UT3ConverterConvertBox2.java:620)
at ut3converter.UT3ConverterConvertBox2.access$100(UT 3ConverterConvertBox2.java:28)
at ut3converter.UT3ConverterConvertBox2$3.mouseClicke d(UT3ConverterConvertBox2.java:514)
at java.awt.AWTEventMulticaster.mouseClicked(Unknown Source)
at java.awt.AWTEventMulticaster.mouseClicked(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)
does it have something to do with the version of unreal or the default input folder or the output folder??? i just cant figure out what im doing wrong :confused::confused:
theadvanced1
02-04-2008, 04:32 PM
YESSS! i got it to work man, i made the output folder file path with no spaces and i have 3 .t3d files in the folder called UT3map and a mylevel.t3d file outside of it is that suposed to be right??
DemoMan2
02-04-2008, 05:04 PM
Ok, I upgraded to Java 1.6 from 1.5
Looks like it's starting to work. Program fires up and attempts map conversion but now I get this message
Exception in thread "AWT-EventQueue-0" java.lang.NoClassDefFoundError: javax/swing/GroupLayout$Group
at ut3converter.UT3ConverterApp.startup(UT3ConverterA pp.java:26)
at org.jdesktop.application.Application$1.run(Applica tion.java:171)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForHierar chy(Unknown 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)
********** .ut2,.unr -> .t3d (unconverted) ************
E:\UnrealAnthology\UT2004\System\UCC.exe batchexport "C:\Games\UnrealAnthology\UT2004\Maps\DM-Bpo-CommunicationArray.ut2" Level t3d C:\Users\hyperion\UT3Map
java.io.IOException: Cannot run program "E:\UnrealAnthology\UT2004\System\UCC.exe": CreateProcess error=21, The device is not ready
at java.lang.ProcessBuilder.start(Unknown Source)
at java.lang.Runtime.exec(Unknown Source)
at java.lang.Runtime.exec(Unknown Source)
at java.lang.Runtime.exec(Unknown Source)
at ut3converter.UT3ConverterExportT3D.UT3ConverterExp ortT3D(UT3ConverterExportT3D.java:53)
at ut3converter.UT3ConverterConvertBox2.jbtnNextMouse Clicked(UT3ConverterConvertBox2.java:620)
at ut3converter.UT3ConverterConvertBox2.access$100(UT 3ConverterConvertBox2.java:28)
at ut3converter.UT3ConverterConvertBox2$3.mouseClicke d(UT3ConverterConvertBox2.java:514)
at java.awt.AWTEventMulticaster.mouseClicked(Unknown Source)
at java.awt.AWTEventMulticaster.mouseClicked(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)
Caused by: java.io.IOException: CreateProcess error=21, The device is not ready
at java.lang.ProcessImpl.create(Native Method)
at java.lang.ProcessImpl.<init>(Unknown Source)
at java.lang.ProcessImpl.start(Unknown Source)
... 30 more
Cannot run program "E:\UnrealAnthology\UT2004\System\UCC.exe": CreateProcess error=21, The device is not ready
youpi!
********* Map Title Search ********
java.io.FileNotFoundException: C:\Users\hyperion\UT3Map\myLevel.t3d (The system cannot find the path specified)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(Unknown Source)
at java.io.FileInputStream.<init>(Unknown Source)
at ut3converter.converter.converter.GetMapName(conver ter.java:130)
at ut3converter.converter.converter.Convert(converter .java:457)
at ut3converter.UT3ConverterConvertBox2.jbtnNextMouse Clicked(UT3ConverterConvertBox2.java:653)
at ut3converter.UT3ConverterConvertBox2.access$100(UT 3ConverterConvertBox2.java:28)
at ut3converter.UT3ConverterConvertBox2$3.mouseClicke d(UT3ConverterConvertBox2.java:514)
at java.awt.AWTEventMulticaster.mouseClicked(Unknown Source)
at java.awt.AWTEventMulticaster.mouseClicked(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent( Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(U nknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unkno wn Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilter s(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(U nknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarch y(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Feb 4, 2008 1:52:52 PM org.jdesktop.application.SessionStorage restoreTree
WARNING: No saved state for javax.swing.JTabbedPane[jTabbedPane1,10,11,494x286,layout=javax.swing.plaf .basic.BasicTabbedPaneUI$TabbedPaneLayout,alignmen tX=0.0,alignmentY=0.0,border=,flags=201326944,maxi mumSize=,minimumSize=,preferredSize=,haveRegistere d=false,tabPlacement=TOP]
Feb 4, 2008 1:55:01 PM org.jdesktop.application.SessionStorage restoreTree
WARNING: No saved state for javax.swing.JTable[jTable1,0,0,361x0,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=10,g=36,b=106],selectionForeground=javax.swing.plaf.ColorUIResou rce[r=255,g=255,b=255],showHorizontalLines=true,showVerticalLines=true]
********** .ut2,.unr -> .t3d (unconverted) ************
E:\UnrealAnthology\UT2004\System\UCC.exe batchexport "C:\Games\UnrealAnthology\UT2004\Maps\DM-Bpo-CommunicationArray.ut2" Level t3d C:\Games\UT3Converter-v023\UT3Map
java.io.IOException: Cannot run program "E:\UnrealAnthology\UT2004\System\UCC.exe": CreateProcess error=21, The device is not ready
at java.lang.ProcessBuilder.start(Unknown Source)
at java.lang.Runtime.exec(Unknown Source)
at java.lang.Runtime.exec(Unknown Source)
at java.lang.Runtime.exec(Unknown Source)
at ut3converter.UT3ConverterExportT3D.UT3ConverterExp ortT3D(UT3ConverterExportT3D.java:53)
at ut3converter.UT3ConverterConvertBox2.jbtnNextMouse Clicked(UT3ConverterConvertBox2.java:620)
at ut3converter.UT3ConverterConvertBox2.access$100(UT 3ConverterConvertBox2.java:28)
at ut3converter.UT3ConverterConvertBox2$3.mouseClicke d(UT3ConverterConvertBox2.java:514)
at java.awt.AWTEventMulticaster.mouseClicked(Unknown Source)
at java.awt.AWTEventMulticaster.mouseClicked(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)
Caused by: java.io.IOException: CreateProcess error=21, The device is not ready
at java.lang.ProcessImpl.create(Native Method)
at java.lang.ProcessImpl.<init>(Unknown Source)
at java.lang.ProcessImpl.start(Unknown Source)
... 30 more
Cannot run program "E:\UnrealAnthology\UT2004\System\UCC.exe": CreateProcess error=21, The device is not ready
Feb 4, 2008 1:56:19 PM org.jdesktop.application.SessionStorage restoreTree
WARNING: No saved state for javax.swing.JTable[jTable1,0,0,361x0,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=10,g=36,b=106],selectionForeground=javax.swing.plaf.ColorUIResou rce[r=255,g=255,b=255],showHorizontalLines=true,showVerticalLines=true]
********** .ut2,.unr -> .t3d (unconverted) ************
E:\UnrealAnthology\UT2004\System\UCC.exe batchexport "C:\Games\UnrealAnthology\UT2004\Maps\DM-Bpo-CommunicationArray.ut2" Level t3d C:\Games\UT3Converter-v023\UT3Map
java.io.IOException: Cannot run program "E:\UnrealAnthology\UT2004\System\UCC.exe": CreateProcess error=21, The device is not ready
at java.lang.ProcessBuilder.start(Unknown Source)
at java.lang.Runtime.exec(Unknown Source)
at java.lang.Runtime.exec(Unknown Source)
at java.lang.Runtime.exec(Unknown Source)
at ut3converter.UT3ConverterExportT3D.UT3ConverterExp ortT3D(UT3ConverterExportT3D.java:53)
at ut3converter.UT3ConverterConvertBox2.jbtnNextMouse Clicked(UT3ConverterConvertBox2.java:620)
at ut3converter.UT3ConverterConvertBox2.access$100(UT 3ConverterConvertBox2.java:28)
at ut3converter.UT3ConverterConvertBox2$3.mouseClicke d(UT3ConverterConvertBox2.java:514)
at java.awt.AWTEventMulticaster.mouseClicked(Unknown Source)
at java.awt.AWTEventMulticaster.mouseClicked(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)
Caused by: java.io.IOException: CreateProcess error=21, The device is not ready
at java.lang.ProcessImpl.create(Native Method)
at java.lang.ProcessImpl.<init>(Unknown Source)
at java.lang.ProcessImpl.start(Unknown Source)
... 30 more
Cannot run program "E:\UnrealAnthology\UT2004\System\UCC.exe": CreateProcess error=21, The device is not ready
********** .ut2,.unr -> .t3d (unconverted) ************
E:\UnrealAnthology\UT2004\System\UCC.exe batchexport "C:\Games\UnrealAnthology\UT2004\Maps\DM-Bpo-Fragtown-HillsDale.ut2" Level t3d C:\Games\UT3Converter-v023\UT3Map
java.io.IOException: Cannot run program "E:\UnrealAnthology\UT2004\System\UCC.exe": CreateProcess error=21, The device is not ready
at java.lang.ProcessBuilder.start(Unknown Source)
at java.lang.Runtime.exec(Unknown Source)
at java.lang.Runtime.exec(Unknown Source)
at java.lang.Runtime.exec(Unknown Source)
at ut3converter.UT3ConverterExportT3D.UT3ConverterExp ortT3D(UT3ConverterExportT3D.java:53)
at ut3converter.UT3ConverterConvertBox2.jbtnNextMouse Clicked(UT3ConverterConvertBox2.java:620)
at ut3converter.UT3ConverterConvertBox2.access$100(UT 3ConverterConvertBox2.java:28)
at ut3converter.UT3ConverterConvertBox2$3.mouseClicke d(UT3ConverterConvertBox2.java:514)
at java.awt.AWTEventMulticaster.mouseClicked(Unknown Source)
at java.awt.AWTEventMulticaster.mouseClicked(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)
Caused by: java.io.IOException: CreateProcess error=21, The device is not ready
at java.lang.ProcessImpl.create(Native Method)
at java.lang.ProcessImpl.<init>(Unknown Source)
at java.lang.ProcessImpl.start(Unknown Source)
... 30 more
Cannot run program "E:\UnrealAnthology\UT2004\System\UCC.exe": CreateProcess error=21, The device is not ready
I hope this is not Greek to you. Looks like it can't find UCC.exe program. It's in the directory so I don't know what it's trying to do.
xtremexp
02-04-2008, 05:09 PM
E:\UnrealAnthology\UT2004\System\UCC.exe batchexport "C:\Games\UnrealAnthology\UT2004\Maps\DM-Bpo-CommunicationArray.ut2" Level t3d C:\Users\hyperion\UT3Map
java.io.IOException: Cannot run program "E:\UnrealAnthology\UT2004\System\UCC.exe".
you haven't set the correct folder for UT2004.
Menu: File->Configuration, select your ut2004 folder:
"C:\Games\UnrealAnthology\UT2004\"
you have set wrong folder ""E:\UnrealAnthology\UT2004\" that's y it does not work.
I'll add lot of checks on futures versions to make sure the program have all settings good to start conversion.
TheRalfZer0
02-04-2008, 06:16 PM
xtremexp, thanks for the help man... anyways as far as the lighting goes, did you figure out the re-open lighting problem, where all the lights turns white and bright rather then the original colour it had?
theadvanced1
02-05-2008, 12:41 AM
i have an issue with lights. when i first import the t3d file and build its looks just fine. but then when i save it and close it then re open the editor and reload the file the lights get all goofy, the turn really really bright and some have a D/S icon instead of an S
again it only appears like this when i reload to map in the editor when i first build it everything looks just fine
TheRalfZer0
02-05-2008, 01:46 AM
i have an issue with lights. when i first import the t3d file and build its looks just fine. but then when i save it and close it then re open the editor and reload the file the lights get all goofy, the turn really really bright and some have a D/S icon instead of an S
again it only appears like this when i reload to map in the editor when i first build it everything looks just fine
That's what i was talking about, see, what I also got was, when i re open the map and i select all lights and copy them (ALT+Drag) instead of being the colour they must be they revert to white and default radius,
I have made a new pointlight next to another and gave it the colour it must be and set the setting like the original light and deleted the original, rebuild and boom... got the orriginal effect, closed UnrealED reopened the map, and guess what, the re-made lights are still working... but does this meen i must redo 200+ lights:eek:
If that's what it takes then off I go (luckily all the lights with the same colours has the same settings, so it'll be mostly configure one and copy)
theadvanced1
02-05-2008, 10:58 AM
That's what i was talking about, see, what I also got was, when i re open the map and i select all lights and copy them (ALT+Drag) instead of being the colour they must be they revert to white and default radius,
I have made a new pointlight next to another and gave it the colour it must be and set the setting like the original light and deleted the original, rebuild and boom... got the orriginal effect, closed UnrealED reopened the map, and guess what, the re-made lights are still working... but does this meen i must redo 200+ lights:eek:
If that's what it takes then off I go (luckily all the lights with the same colours has the same settings, so it'll be mostly configure one and copy)
yea i was kind of planning on re doing all the lights anyways for the level im remaking (DM-IronDiety) becuase some areas are really dark or solid black, just sucks because there are so many lights and it will take a while
besse
02-05-2008, 11:12 AM
Please someone remake DM-Antalus
ColdfireRik
02-05-2008, 11:27 AM
Hmm i get this error :(
I have the newsest Java installed.
Feb 5, 2008 4:25:37 PM org.jdesktop.application.SessionStorage restoreTree
WARNING: 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]
********** .ut2,.unr -> .t3d (unconverted) ************
F:\XP Games\UT2004\System\UCC.exe batchexport "F:\XP Games\UT2004\Maps\DM-Corrugation.ut2" Level t3d "C:\Documents and Settings\Coldfire\Desktop\UT3Map"
Failed to find object 'Class Any.F:\XP Games\UT2004\Maps\DM-Corrugation.ut2'
History: UObject::StaticFindObjectChecked <- UBatchExportCommandlet::Main
Exiting due to error
nvm reinstalled 2k4 now it doens't give errors :P
chickenthr33
02-05-2008, 12:36 PM
Yea the 23b version works much better. I'm still having problems with the buttons not doing anything after clicking them (2nd or 3rd time clicking Next and it finally goes).
I noticed the scale feature isn't there anymore, but the level I ported came out really huge in the ut3 editor...like the stairs were so big you couldn't walk up them, does it auto scale now or am I missing something?
P.S. TY for all your work, this will make a lot of people's lives a lot easier :)
DemoMan2
02-05-2008, 02:42 PM
Ok, I got the UT2004 directory squared away and the program seems to be working fine. I may have discovered an interesting issue with the map I created since it used it's own .UTX file called "Bpo-Materials.utx" and not "Mylevel.utx". It appears that all of the textures names came through but the file sizes as "0" in size. It there a manual command that I can enter into UCC that will extract the textures? Also, if your interested, I can send you some interesting maps that I have made so you can test your program with them. I've been a map builder for a long time and probably have about anything you can imagine for "Troublesome" map conversions.......
BTW, thanks again for the tool. I got 4 maps already converted with your previous versions and If you like to have some "FUN" for a change I can send them to you so you can blast away those frustrations from programming on the bots. The "BOTS" have been programmed to put up a good fight so I hope your ready!
DemoMan2
02-05-2008, 03:41 PM
Here's some more observations from my latest attempts at level conversions with version 0.0023b
1.) Playerstarts no longer seem to be converted. I seem to recall that you had this working in previous versions. Did I do something wrong here?
2.) Simple volumes (i.e. water, slime, lava and ladder) do not convert. Would be a nice addition in future versions of program.
3.) Sometimes a brush does not convert properly from ut2004 to ut3. At first, I thought that this might be limited to the first brush in the map (usually a major subtraction brush) but this might not be the case.
4.) Some textures come out black.
Some possible solutions
A.) Texture file size of 0 (i.e. see previous post). This could be caused in my case because I used a custom texture with a "DETAIL" added on to the main texture. An example would be a simple wall with a "Stucco" pattern added as a detail texture onto the main wall texture. Some UT and UT2004 textures use this to simulate wood grain, metal or even dirt texturing. It's an option once you get a texture imported into UT99 or UT2004. If you need some more info on where to find this just let me know and I will dig up some more info for you.
B.) Black Textures. This seems to be caused when a surface in UT99 or UT2004 has had a special flag set. The most common ones are "SKYBOX" and "SPECIAL LITE". Skybox ones are easy to spot but special lite ones are used to highlight a texture. I used this in one of my maps to highlight signs in a city map that I built a while back. I posted some suggestions on how to set the conversion flags for UT3 to this forum a while back so you might want to check that out and see if it works.
If I help in any way please just ask. I think you got a great thing going here and I admit I personally would love to play "DM-Zeto" from UT99 again!!!!
xtremexp
02-05-2008, 04:25 PM
New version!
V0.024:
Added: Semi-automatic texture port for Unreal Tournament
Added back: playerstart imports
Note:
The texture export (.utx->.pcx) fails for some texture packages but users can export them manually with editor.
Analyzing unexported textures ...
13 textures couldn't be exported. You'll have to export them manually within the UT map editor.
0---> bmetalbase
1---> bmpanels8
2---> bmFloor2
3---> bmwall3d
4---> bmdirtyt
5---> bmFloor4
6---> nmceiling5
7---> pmbfloor-D
8---> nbtrim3
9---> inxmars1
10---> inxmars3
11---> bmFloor
12---> Nebula1
These textures can be found amoung these packages:
[UTtech1, GenIn, GenFX, JWSky, GenFluid, SkyCity, XbpFX]
A very few textures make the UT3 editor crash while importing them (.pcx->Package.upk)
1.) Playerstarts no longer seem to be converted. I seem to recall that you had this working in previous versions. Did I do something wrong here?
Yes it had been removed but now it's back (not activated by default)
2.) Simple volumes (i.e. water, slime, lava and ladder) do not convert. Would be a nice addition in future versions of program.
I had been working on it 2 months ago but that caused some infinite loops. Will work back on it soon.
3.) Sometimes a brush does not convert properly from ut2004 to ut3. At first, I thought that this might be limited to the first brush in the map (usually a major subtraction brush) but this might not be the case.
Yes some brushes do not port correctly and i have no idea why
4.) Some textures come out black.
Need select all surfaces->F5->Enable Lights = true
Some possible solutions
A.) Texture file size of 0 (i.e. see previous post). This could be caused in my case because I used a custom texture with a "DETAIL" added on to the main texture. An example would be a simple wall with a "Stucco" pattern added as a detail texture onto the main wall texture. Some UT and UT2004 textures use this to simulate wood grain, metal or even dirt texturing. It's an option once you get a texture imported into UT99 or UT2004. If you need some more info on where to find this just let me know and I will dig up some more info for you.
i think it's because currently the program exports only .dds textures (compressed) so uncompressed textures are not yes available
B.) Black Textures. This seems to be caused when a surface in UT99 or UT2004 has had a special flag set. The most common ones are "SKYBOX" and "SPECIAL LITE".
Maybe ..
DemoMan2
02-05-2008, 06:49 PM
Wow! Boy do you work fast!! I play with a map convert for a few hours and look what happens! Thanks again!
chickenthr33
02-06-2008, 01:39 PM
lol DemoMan, I also messed around with Zeto in the convertor (just to see how it worked, I'm not good enough to actually complete it).
Would love to see a good Zeto remake :)
xtremexp
02-07-2008, 12:37 PM
New version!
V0.03:
Changed: made lightning import optional
Added:
Unreal Tournament:
Pickups:
JumpBoots,Thighpads,Invisibility,UT_Invisibility,S hieldBelt,PowerBelt,
PowerShield,Armor,Health,HealthPack,MedBox,Bandage s,NaliFruit,
Weapons: ut_biorifle,UT_Eightball,UT_Flakcannon,PulseGun,Sn iperRifle,minigun2,
WarheadLauncher
Ammo:
BioAmmo, RifleShell, FlakAmmo, ShockCore, RocketPack, Pammo, Miniammo, BulletBox, LinkAmmoPickup
Unreal Tournament 2004:
Weapons: xWeaponbase,WeaponLocker
DemoMan2
02-07-2008, 02:32 PM
What can I say but, I love that old level. Maybe I will give it a try a conversion with the newest version of the converter. Might be interesting...
aCruceSalus
02-07-2008, 07:14 PM
Thanks for a great app, but there seems to be a problem with the order of operations. It states after converting the UT2004 map, to create a new subtractive map, import all of your textures, then to import the t3d file. I spent hours exporting all of the textures from UT2004 ED and importing them into UT3 ED. I then just about put my foot through a wall just to see that when I imported the t3d file that the map came in with out any textures applied (no big deal) and that when I went to view the textures in the generic browser to start applying, THEY WERE ALL GONE. What's the deal with that? Is this a known bug, or should have I imported the t3d file then imported all of my textures?
-Cruce
xtremexp
02-07-2008, 07:42 PM
Thanks for a great app, but there seems to be a problem with the order of operations. It states after converting the UT2004 map, to create a new subtractive map, import all of your textures, then to import the t3d file. I spent hours exporting all of the textures from UT2004 ED and importing them into UT3 ED. I then just about put my foot through a wall just to see that when I imported the t3d file that the map came in with out any textures applied (no big deal) and that when I went to view the textures in the generic browser to start applying, THEY WERE ALL GONE. What's the deal with that? Is this a known bug, or should have I imported the t3d file then imported all of my textures?
-Cruce
yes u need to first import textures but but package=filename of map + creatematerial = true?
Once you have done this, u need to go to the generic browser and double click on all new materials created then move the texture panel a little bit and then the close the material window .You will be asked if you want to apply the material changes to the world/map. Press ok. So the grey default material sphere will become textured. Once you have done this for all material, import the .td3 file and rebuild. By default even if materials are auto created, they are not activated, this is the way the editor works, that sux but well that's it!
Note, u musn't save your map until you have imported the t3d file or else the UT editor will remove all unused ressource, which means, the materials ...
CaptainSnarf
02-08-2008, 01:16 AM
yes u need to first import textures but but package=filename of map + creatematerial = true?
Can you please, please explain this for clue tards like myself? :D
How do I import the textures? That step is *very* vague.
xtremexp
02-08-2008, 02:31 AM
Can you please, please explain this for clue tards like myself? :D
How do I import the textures? That step is *very* vague.
Open Generice Browser, then File->Import:
If your map filename is CTF-MyMap.ut2
then key in these information for import:
Package: CTF-MyMap
CreateMaterial?: true
CaptainSnarf
02-08-2008, 02:47 AM
When I go to the generic browser, and click file->Import, I get a file open dialog with these options: *.dae, *.bmp, *.pcx, *.tga, *.float, *.psd, *.t3d, *.psk, *.wav, *.spd, *.ase, *.bik.
There is no option for my '.ut2' file like you describe. Sorry, I'm still lost :( You mean .ut3? Also, the exported textures are .dds. Does UE3 import dds? I don't think it does.
Thank you so much for this wonderful tool, btw. Even without textures it's a huge help. :D
xtremexp
02-08-2008, 04:19 AM
When I go to the generic browser, and click file->Import, I get a file open dialog with these options: *.dae, *.bmp, *.pcx, *.tga, *.float, *.psd, *.t3d, *.psk, *.wav, *.spd, *.ase, *.bik.
There is no option for my '.ut2' file like you describe. Sorry, I'm still lost :( You mean .ut3? Also, the exported textures are .dds. Does UE3 import dds? I don't think it does.
Thank you so much for this wonderful tool, btw. Even without textures it's a huge help. :D
Allright more info then:
Let's say you have ported CTF-Face to UT3.
When the conversion is done, the .t3d file is here:
OutputFolder+//UT3Map
Which means if you have set output folder to c:\ (configuration panel), you will find CTF-Face.t3d file in c:\ut3map\ctf-face.t3d
As for the textures they can be found in :
c:\ut3map\textures
So in order to import textures, u need to go to this folder and select all .bmp (UT99) or .psd (for UT2004 ported map) textures when doing File->Import with the UT3 editor.
Note: the import of .psd files is much slower than the .bmp files.
I tried to convert .dds files to .bmp but the color rendered is totally different as the original texture
CaptainSnarf
02-08-2008, 12:09 PM
Ok, thank you soo much for you help! I think I have it working now :eek: ...
My problem was not your instructions. I tried converting twice, once with v022 of the converter, and then with the v4. The first time with v022 created a bunch of .dds files and that's what confused me. I was looking in the wrong folders :o
ScottUT
02-08-2008, 10:26 PM
Where do the ut2004 maps get exported to?
xtremexp
02-09-2008, 04:20 AM
Where do the ut2004 maps get exported to?
it's written at the end of the conversion, it says where you can find the .t3d file.
Check File->Configure->Conversion->OutputFolder
.t3d files are stored into <OutputFolder>/UT3Map
xtremexp
02-09-2008, 11:06 AM
New version!
V0.1:
Added: StaticMesh conversion! (No collision volumes and texturing yet)-UT2004
StaticMeshes are exported from .usx packages to .t3d files then converted to .ase format (3D Studio ASCII files).
Note:
texturing of static meshes is not yet ported
staticmeshes have no collision volume yet
The staticmesh conversion is kinda slow (depends how many staticmeshes are into the map)
Will work on staticmeshes texturing and collision now :p
I'm also thinking about converting terraininfo actors, as well as vehicles
DemoMan2
02-09-2008, 11:09 AM
Wow! Static mesh conversion. Very Cool addition! Thanks again for a great tool!
DemoMan2
02-09-2008, 11:19 AM
Will work on staticmeshes texturing and collision now
I'm also thinking about converting terraininfo actors, as well as vehicles, any mode idea?
That would be cool because it might be possible to convert your typical ONS map to the WARFARE gametype. It will probably also require converting the power nodes from UT2004 (i.e. Team and neutral nodes) to the UT3 counterparts. I am not sure if you will be able to convert the link setup (i.e. travel from node a to b to c) but I am sure that can be done manually in UT3 fairly quickly. Terrain might be done by a simple export of the terrain heightmap from UT2004 and import into UT3. While it will not get the decolayers or foilage type meshes converted, it would be a great starting point.
xtremexp
02-09-2008, 11:20 AM
As said staticmeshes are not textured yet:
Here are some staticmeshes ported, when i use the converter for AS-TempleOfTrial-v4 (UT2004):
http://feb09.imgshare.us/I6P.jpg
DemoMan2
02-09-2008, 12:44 PM
BTW, I noticed on my latest round of map conversion that textures in the MYLEVEL.utx file do seem to get converted. Did I do something wrong?
Also, does your program convert static meshes contained in user made custom packages?
I have some maps that do this and some that have meshes installed inside the map itself.
xtremexp
02-09-2008, 12:52 PM
BTW, I noticed on my latest round of map conversion that textures in the MYLEVEL.utx file do seem to get converted. Did I do something wrong?
Also, does your program convert static meshes contained in user made custom packages?
I have some maps that do this and some that have meshes installed inside the map itself.
yes, you are right, it wasn't implemented yet.
I just added it 30mn ago, download the new file (haven't changed number version).
Tell me if it's working good or not. Normally should be ok.
V0.11:
Fixed texture scaling and alignement for StaticMeshes!
http://feb09.imgshare.us/R0M.jpg
theadvanced1
02-09-2008, 07:22 PM
i still have the issue with the lights getting super bright every when i reload the map. when i first rebuild it all the lights look fine but when i save it and close the editor and open it back up all the light are crazy bright. is there a way to fix this????
TheRalfZer0
02-09-2008, 08:20 PM
what program can one use to create meterial for the static meshes? For beginniers though ?
DemoMan2
02-09-2008, 10:13 PM
Hello Again,
I just tried out version .11 on my killer level (i.e. Fragtown-Hillsdale) and here's what happened.
Static Meshes
Mesh geometry seems to be converting over well. They seem to be having some trouble with final map positioning (i.e. final position, rotation, yaw, pitch and scaling within the map). However, the good news is that the converter does seem to be reading my custom mesh packages and converting those over to UT3 (i.e. my Billboards, Fences and Telephone poles for my city themed ut2004 level).
Textures
I am still having trouble getting these into the maps properly (i.e. My fault). I need to spend some quality time doing this some more before I can give you some good feedback in this area of the conversion program. More to come, stay tuned to this station for more details.....
Pathnodes
These seem to have disappeared in the last two versions. I suspect that you commented that section of the code out for testing purposes and it just needs to be re-activated. Used to do that myself for many years of creating custom programming for various clients.
You might want to consider creating a small beta group of testers (i.e. 5 - 7 people) who can give you some feedback on your software. For what it's worth, I think your doing a great job on what it a very difficult and complex problem to solve. I've looked at the .td3 source and it's pretty complex even for simple levels. Hang in there, and I'll try to keep giving you some feedback on my feeble efforts on level conversion.
Cheers
P.S. My level Fragtown-Hiilsdale is a city themed level that contains custom textures and meshes but no terrain actors. This makes the level an idea choice for trying out the converter at this time. When you get to terrain conversion, I got some terrain levels and it will be fun seeing if we can get those rascals converted over to UT3.
DemoMan2
02-09-2008, 10:25 PM
For the guy who wanted to know what a good program is to create static meshes, here's a surprise.....
I use the Editor in UT2004. That's right, it can be used to create static meshes!!
However, there is a trick to doing it this way. First, you can not use any subtractive brushes when building the source for the new mesh (i.e. you want to build an elevator). Also, don't overlap any brushes since the program will have trouble figuring which brush has priority over the other. Once your finished, select the brushes and use the option in UT2004 to save selection as a mesh. Now, why did I do it this way, you ask? Simple. I couldn't afford the time to learn those fancy programs like Maya, 3DMax or Lightwave and secondly, I couldn't afford them in the first place. So, you can give these ideas a try in UT3 and see if they work.
Interesting Side Note:
Did you know that prefabs work in UT3? I didn't until I tried it the other week. It's very cool since you can include static meshes, BSP brushes, Pathnodes and Lights in a Prefab actor. This is great for building things that you might use over and over again in a level like a Streetlight for a level. Give it a try......
xtremexp
02-10-2008, 03:33 AM
i still have the issue with the lights getting super bright every when i reload the map. when i first rebuild it all the lights look fine but when i save it and close the editor and open it back up all the light are crazy bright. is there a way to fix this????
Yes this is an important problem. For the moment i have no idea where it comes from. You better delete all lights and make yours. Will work back on lightning later.
Hello Again,
Static Meshes
Mesh geometry seems to be converting over well. They seem to be having some trouble with final map positioning (i.e. final position, rotation, yaw, pitch and scaling within the map).
Thx for info will dig into the .t3d files to see where the problem comes from.
Hello Again,
Textures
I am still having trouble getting these into the maps properly (i.e. My fault). I need to spend some quality time doing this some more before I can give you some good feedback in this area of the conversion program. More to come, stay tuned to this station for more details.....
I notices the myLevel textures are exported but then deleted (just need a little fix)
Pathnodes
These seem to have disappeared in the last two versions. I suspect that you commented that section of the code out for testing purposes and it just needs to be re-activated. Used to do that myself for many years of creating custom programming for various clients.
Yes you are right :).Will activate it back for next version.
Thx for support guys.
For next version:
StaticMeshes texturing at least
TheRalfZer0
02-10-2008, 05:05 AM
Static Meshes look awsome, but how do I apply the the right meterial to it, is there a way to convert it to brush and back to static mesh???
Cosmix
02-10-2008, 05:18 AM
Nice program!
I have same problems with static meshes and the right positioning. Also some meshes are not scaled right.
Why some static mesh packages are exported and some not? What about the static meshes that are contained in the map itself (myLevel)? They dont export for the moment.
1/18----->,ScaleMultiplier=(X=(Min=0....Error: Some meshes couldn't be exported.
2/18----->,ScaleMultiplier=(X=(Min=2....Error: Some meshes couldn't be exported.
3/18----->ONS-Bionyx....Error: Some meshes couldn't be exported.
4/18----->BenTropicalSM01....Done
5/18----->SG_LO_meshes....Done
6/18----->Pipe_Static....Done
7/18----->TowerStatic....Done
8/18----->CP_Nightmare1_Epic....Done
9/18----->AntalusStatic....Done
10/18----->ArboreaLanscape....Done
11/18----->str_plant_meshes....Done
12/18----->AbaddonHardware....Done
13/18----->BenMesh02....Done
14/18----->XGame_rc....Error: Some meshes couldn't be exported.
15/18----->HourAdara....Error: Some meshes couldn't be exported.
16/18----->2k4ChargerMeshes....Done
17/18----->ONSFullStaticMeshes....Done
18/18----->StreamlineTakeOff1....Error: Some meshes couldn't be exported.
Deleting unused files...53039.0Kb have been saved!
4031.0Kb of StaticMeshes have been exported
No .t3d->.ase conversion yet available, check futures versions of UT3 converter!
Converting StaticMeshes to 3D Studio Max Ascii Export Format (.ase)...
0/27--->AntRockAHigh.t3d...(Est. Time:12.8776 s)..Done!
Estimated conversion rate: 51.84219 Kb/sec
1/27--->AntStoneC.t3d...(Est. Time:1.732122 s)..Done!
2/27--->AntTalon.t3d...(Est. Time:3.575659 s)..Done!
3/27--->Arches.fogring1.t3d...(Est. Time:0.20346363 s)..Done!
4/27--->ChargerMeshes.HealthChargerMESH-DS.t3d...(Est. Time:2.283044 s)..Done!
5/27--->ChargerMeshes.WeaponChargerMesh-DS.t3d...(Est. Time:3.2365339 s)..Done!
6/27--->Cliff02.t3d...(Est. Time:3.081409 s)..java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at ut3converter.UT3ConverterT3DToASE.T3DToASEFile(UT3 ConverterT3DToASE.java:52)
at ut3converter.UT3ConverterExportStaticMeshes.UT3Con verterExportSM(UT3ConverterExportStaticMeshes.java :135)
at ut3converter.UT3ConverterExportT3D.UT3ConverterExp ortT3D(UT3ConverterExportT3D.java:100)
at ut3converter.UT3ConverterConvertBox2.jbtnNextMouse Clicked(UT3ConverterConvertBox2.java:784)
at ut3converter.UT3ConverterConvertBox2.access$100(UT 3ConverterConvertBox2.java:29)
at ut3converter.UT3ConverterConvertBox2$3.mouseClicke d(UT3ConverterConvertBox2.java:660)
at java.awt.AWTEventMulticaster.mouseClicked(Unknown Source)
at java.awt.AWTEventMulticaster.mouseClicked(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)
For the terrain. Its easy to manually ex- and import the heightmap of terrain to UT3. It would be nice if your program can re-texture it and restore decolayers position.
Keep up the good work! :)
xtremexp
02-10-2008, 05:45 AM
Static Meshes look awsome, but how do I apply the the right meterial to it, is there a way to convert it to brush and back to static mesh???
In order to add material:
StaticMeshActor->StaticMeshComponenent->Rendering->Materials
Nice program!
I have same problems with static meshes and the right positioning. Also some meshes are not scaled right.
Yes, scale info were not ported yet, will be on next version
Why some static mesh packages are exported and some not? What about the static meshes that are contained in the map itself (myLevel)? They dont export for the moment.
In order to export maps to .t3d files, the program is using /System/Ucc.exe program. For some unknown reason it cannot export all staticmeshes sometimes :/
As for the staticmeshes contained in the map itself, will be fixed in next version.
Which map are you trying to convert so i can see what's wrong?
For the terrain. Its easy to manually ex- and import the heightmap of terrain to UT3. It would be nice if your program can re-texture it and restore decolayers position.
Keep up the good work! :)
Yes for next-next version
Thx for support!
xtremexp
02-10-2008, 08:44 AM
V0.17:
Fixed: StaticMesh texturing
Fixed: StaticMesh rotation (partially, some staticmeshes are well places, others not,... :/)
Still to do:
Multi-materials on SM don't work for the moment :/
Cosmix
02-10-2008, 11:30 AM
Epic should hire you for this piece of work :D
I try to convert a map i made last year. The name is ONS-Bionyx.
http://forums.epicgames.com/showthread.php?t=595288
If you can really make the terrain import (or texturing) available would be nice.
Stinke_Socken
02-10-2008, 02:49 PM
please make it 64bit compatible , ut2004s (x64) ucc called ucc-win64
marilol
02-10-2008, 03:41 PM
All this tool needs now is terrain, i'm just dying to try convert bioneyx or the old torlan.
Hi, everybody I tiring to convert CTF-Face classic from UT2004 problem is that if I click to convert then the program just give me some errors. Can somebody help me? If somebody have converted this map please send it to my email thanks.
P.S- Sorry for bad English.
xtremexp
02-11-2008, 11:45 AM
Hi, everybody I tiring to convert CTF-Face classic from UT2004 problem is that if I click to convert then the program just give me some errors. Can somebody help me? If somebody have converted this map please send it to my email thanks.
P.S- Sorry for bad English.
that would be better if u tell us which errors you have
xtremexp
02-11-2008, 05:09 PM
New version:
V0.18: Completely Fixed StaticMesh rotation!
After quite some hours i noticed that the staticmeshe problem (bad rotation) was due to .ase format which is using different axis direction :/. But now it's working very good as you can see here:
---
Now there is still the problem of multi-materials for same staticmeshes (only one material being rendered).
If you have ever used .ase files to import staticmeshes with UT2004 editor and that you have kept multi-material info, please send me some .ase file so i can check what's wrong.
Here's a mesh (6 faces)i ported to .ase with UT3 converter:
Original mesh:
----
(removed)
If someone knows a little about .ase format plz tell me what's wrong with multi-material info .
Third point is Terrains:
I don't think it will possible to port terrain since the heightmap texture exported is not grayscale :/
Cosmix
02-12-2008, 03:23 AM
Thx for new version, last (0.17) didnt work at my pc and gave me no output file.
EDIT: Strange, since v0.17 I cant convert static meshes. There is no output file if I select the Box. I tried with v0.1 again and this works fine. Everythink else (brushes, textures) still works fine. (Only one instance of your converter is running at same time and jave is updated to newest version)
I know an ase exporter for Blender that uses multi material and manage it perfectly.
http://blenderartists.org/forum/showthread.php?t=23681
You can download the script here:
http://blendpolis.de/t/10unrealed/USM_Export_1.1.py
Maybe you can adopt some ideas to your converter.
There is also a tutorial but its german:
http://blendpolis.de/f/article_view.php?faq=6&fldAuto=13&page=1
For the terrain you can give us the possibility to put a greyscale heightmap in some defined folder maybe? I think main problem for mappers is not to import the heightmap. Re-texture and place Deco layers in the right position is much difficulter.
xtremexp
02-12-2008, 06:03 AM
EDIT:
Just found how to add multi-materials info to staticmeshes, need to create one objectmodel for each material (instead of making one whole 3dobject with all materials).
Working on it now.
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