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  1. #121
    MSgt. Shooter Person
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    Yeah, will the later versions have the textures and meshes,etc. intact so we can just import it and go?

  2. #122
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    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.
    UT3 PlayerName: Solarsys

  3. #123
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    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.

  4. #124

    Default

    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?

  5. #125
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    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!

  6. #126
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    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



    Quote Originally Posted by Teddie View Post
    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.

    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!
    Last edited by Giblet; 12-13-2007 at 03:35 PM.
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  7. #127
    MSgt. Shooter Person
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    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.
    Tunes
    when I see your eyes arrive
    they explode like two bugs on glass

  8. #128

    Default

    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.
    The [XFG] Clan
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  9. #129
    Skaarj
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    Default after built walls all screwed up

    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?

  10. #130
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    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?

  11. #131

    Default

    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.

  12. #132
    MSgt. Shooter Person
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    Default

    <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
    Last edited by RoninMastaFX; 12-16-2007 at 01:01 PM.
    [~]RUFX[~]RoninMastaFX
    Founder/CEO of the RoninUnrealFX clan & Founder/CEO/Head Project Leader for UT3DOM
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    P.S. It's "UT3DOM", NOT "UT3Dom".

  13. #133
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    Quote Originally Posted by RoninMasta View Post
    <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

    Quote Originally Posted by unrealfan View Post
    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.

    Quote Originally Posted by UnWheelModeller View Post
    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.
    UT3 PlayerName: Solarsys

  14. #134
    Redeemer
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    this wont start up fpr me :s
    The Ultimate Unreal resource...Unreal Central!!
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  15. #135
    Redeemer
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    oh nevermind, I got it. Extract the files you idiot woooo !!
    The Ultimate Unreal resource...Unreal Central!!
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  16. #136
    MSgt. Shooter Person
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    this converter is the worst thing that could happen to UT3... =(

  17. #137
    Iron Guard
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    I am speechless, we owe you one...
    Intel Q6600@ 2.4ghz (eventually 3.1ghz), watercooled
    EVGA Geforce 9800 gx2
    EVGA 780i
    7200rpm 750gb hdd

    And yet I only have ut3 for ps3

  18. #138

    Default

    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.

  19. #139
    Boomshot
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    Wait, is this a joke? 14 pages? Not a single screenshot? D:

  20. #140
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    Doesn't work for me, tried it several times already. Here's CTF_Dreary as it looks in UEd2 prior to export:



    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:



    EDIT: used baadfood's "fix" for this, and now it works:
    Quote Originally Posted by baadfood View Post
    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.
    Last edited by Masakari; 12-17-2007 at 11:34 AM.

  21. #141
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    Quote Originally Posted by Kantham View Post
    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
    Damn you, quantum physics!


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  22. #142
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    Works like a charm!! Thanks a lot for this nifty little app!!

  23. #143
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    Default

    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.

  24. #144

    Default

    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!

  25. #145
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    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.

  26. #146
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    Quote Originally Posted by THEXFILES View Post
    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.
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  27. #147
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    I still have the problem of dark surfaces on my BSP when importing, the surfaces refuse to be lit.

  28. #148
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    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.

  29. #149
    Boomshot
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    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?

  30. #150
    Skaarj
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    is that imports static meshes, customs and all ? look excelent !
    myMaps: "CTF-Rome-Orbital-]I[" & "VCTF-ice valley" -> an irreal space map
    Screenshots & discussions :
    http://forums.epicgames.com/showthread.php?t=601149
    http://forums.epicgames.com/showthread.php?t=805921

  31. #151
    Boomshot
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    it won't import,

    vehicles, terrain, textures or static meshes and thats only for ut2004.

  32. #152
    Redeemer
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    didnt work for me, made my editor crash.
    The Ultimate Unreal resource...Unreal Central!!
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  33. #153
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    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.

  34. #154
    Boomshot
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    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.

  35. #155
    MSgt. Shooter Person
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    Quote Originally Posted by marilol View Post
    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

  36. #156

    Default

    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.

  37. #157
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    Quote Originally Posted by Spect View Post
    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:
    Quote Originally Posted by baadfood View Post
    - 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.
    UT3 PlayerName: Solarsys

  38. #158

    Default

    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.
    Last edited by LordStrider; 01-11-2008 at 12:51 PM.
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  39. #159
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    Yo,
    Any word on an updated version for your conversion program? What you working on for this round?

  40. #160
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    So when is the unlit texture thing gonna be fixed?


 
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