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    Transfer UDK Level to another Engine

    I have a question, I'm creating a level for a 3rd person game and I wanted to know, can UDK levels be imported to other games? If so, which game engines are compatible with UDK? Also, Can you create a 3rd person platformer type indie game (like the Ratchet and Clank series) with UDK? If so, how do I turn it into an executable file? Any help will be very greatly appreciated.

    #2
    UDK cannot be used to create levels for other games. Yes it can be used to create a 3d platformer (and with ridiculous ease). As for converting to an executable, I'd worry about that much later down the line when you've gotten over the simplest of hurdles

    Comment


      #3
      I wouldn't see a reason why you should import a level made with udk to another engine?
      With any free engine where would be a performance loss.
      Also you can create any type of game with udk. literally.

      UDK is a tool kit with wich you can create nearly every game which used the unreal engine 3. if you don't know which games were already created with it..
      have a look at the wikipedia page:
      http://en.wikipedia.org/wiki/List_of...l_Engine_games <-- the last part. that all with the ue3

      with udk itself you may have a look at the starting page:
      http://udk.com/
      especially the part with "Dungeon Defense" because this is not that far away from a ratchet and clank titel.
      +
      to turn a udk game into a executable you may want to look at hourences tutorial for it.
      http://www.theballthegame.com/tutorialudk.htm
      because that is a little bit unique.


      anyway I just can say.. udk is a full fledged working engine and I don't see a reason to use another engine and udk just for mapping.
      Where are much more and better ways to create maps for your game as with udk(if you don't use udk.. but even for that where are better ways ).

      Comment


        #4
        Awesome guys, I really appreciate all the help and info. Again, thanks for the help.

        Comment


          #5
          Game engines don't work like that. You COULD technically do it by exporting all of data out, but you would probably need to rip it out which is far far more of a hassle than it would be worth. You could probably make a heightmap using the engine, but it's pretty much useless to do so because the other engine probably has a similar sculpting system. Why would you want to do that anyway?

          Like Ambershee said you can make a third person platformer probably really easy using Kismet.

          Comment


            #6
            Nope... Can't do it...

            Comment


              #7
              You also can't build a singular run time executable with the UDK.

              Comment


                #8
                Most engines won't compile to a single .exe. Well things like DarkBASIC do, but those aren't exactly professional. Besides, you wouldn't want to anyway because it has to extract to the local HDD and run (or RAM I forget, it has to extract somewhere). And it would have issues saving settings.

                Comment


                  #9
                  I'm going to be the devil's advocate and say that you actually can, sort of..... When you create a level you're able to, at all times, open the File menu and select Export All as .t3d. This text file is easily convertible, although it doesn't contain the actual assets it shouldn't be too much work to just import them to your other engine and then translate the link to the actual asset. BSP meshes are included in the actual .t3d file so that should be straight forward to translate.

                  Here's an example .t3d file I just exported with a square BSP mesh and one of the default UDK assets.

                  Code:
                  Begin Map Name=Package_0
                     Begin MapPackage
                        Begin TopLevelPackage Class=Package Name=Package_0 Archetype=Package'Core.Default__Package'
                           Name="Package_0"
                           ObjectArchetype=Package'Core.Default__Package'
                        End TopLevelPackage
                     End MapPackage
                     Begin Level NAME=PersistentLevel
                        Begin Actor Class=WorldInfo Name=WorldInfo_0 Archetype=WorldInfo'Engine.Default__WorldInfo'
                           TimeSeconds=26.392395
                           RealTimeSeconds=31.009998
                           AudioTimeSeconds=31.009998
                           Tag="WorldInfo"
                           Name="WorldInfo_0"
                           ObjectArchetype=WorldInfo'Engine.Default__WorldInfo'
                        End Actor
                        Begin Actor Class=Brush Name=Brush_0 Archetype=Brush'Engine.Default__Brush'
                           Begin Object Class=BrushComponent Name=BrushComponent0 ObjName=BrushComponent_0 Archetype=BrushComponent'Engine.Default__Brush:BrushComponent0'
                              Brush=Model'Brush'
                              ReplacementPrimitive=None
                              LightingChannels=(bInitialized=True,Dynamic=True)
                              Name="BrushComponent_0"
                              ObjectArchetype=BrushComponent'Engine.Default__Brush:BrushComponent0'
                           End Object
                           Begin Brush Name=Brush
                              Begin PolyList
                                 Begin Polygon Flags=3584
                                    Origin   -00128.000000,-00128.000000,-00128.000000
                                    Normal   -00001.000000,+00000.000000,+00000.000000
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                                    Vertex   -00128.000000,-00128.000000,-00128.000000
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                                    Vertex   -00128.000000,+00128.000000,+00128.000000
                                    Vertex   -00128.000000,+00128.000000,-00128.000000
                                 End Polygon
                                 Begin Polygon Flags=3584
                                    Origin   -00128.000000,+00128.000000,-00128.000000
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                                    TextureU +00001.000000,-00000.000000,+00000.000000
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                                    Vertex   -00128.000000,+00128.000000,+00128.000000
                                    Vertex   +00128.000000,+00128.000000,+00128.000000
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                                 End Polygon
                                 Begin Polygon Flags=3584
                                    Origin   +00128.000000,+00128.000000,-00128.000000
                                    Normal   +00001.000000,+00000.000000,+00000.000000
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                                 End Polygon
                                 Begin Polygon Flags=3584
                                    Origin   +00128.000000,-00128.000000,-00128.000000
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                                    TextureU -00001.000000,-00000.000000,-00000.000000
                                    TextureV +00000.000000,+00000.000000,-00001.000000
                                    Vertex   +00128.000000,-00128.000000,-00128.000000
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                                    Vertex   -00128.000000,-00128.000000,-00128.000000
                                 End Polygon
                                 Begin Polygon Flags=3584
                                    Origin   -00128.000000,+00128.000000,+00128.000000
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                                 End Polygon
                                 Begin Polygon Flags=3584
                                    Origin   -00128.000000,-00128.000000,-00128.000000
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                                 End Polygon
                              End PolyList
                           End Brush
                           Brush=Model'Brush'
                           BrushComponent=BrushComponent'BrushComponent_0'
                           Components(0)=BrushComponent'BrushComponent_0'
                           bHidden=False
                           Tag="Brush"
                           Group="Cube"
                           CollisionComponent=BrushComponent'BrushComponent_0'
                           Name="Brush_0"
                           ObjectArchetype=Brush'Engine.Default__Brush'
                        End Actor
                        Begin Actor Class=Brush Name=Brush_1 Archetype=Brush'Engine.Default__Brush'
                           Begin PolyList
                           End PolyList
                           Begin Object Class=BrushComponent Name=BrushComponent0 ObjName=BrushComponent_2 Archetype=BrushComponent'Engine.Default__Brush:BrushComponent0'
                              Brush=Model'Model_2'
                              ReplacementPrimitive=None
                              LightingChannels=(bInitialized=True,Dynamic=True)
                              Name="BrushComponent_2"
                              ObjectArchetype=BrushComponent'Engine.Default__Brush:BrushComponent0'
                           End Object
                           CsgOper=CSG_Add
                           Begin Brush Name=Model_2
                              Begin PolyList
                                 Begin Polygon Flags=3584
                                    Origin   -00128.000000,-00128.000000,-00128.000000
                                    Normal   -00001.000000,+00000.000000,+00000.000000
                                    TextureU +00000.000000,+00001.000000,+00000.000000
                                    TextureV +00000.000000,+00000.000000,-00001.000000
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                                    Vertex   -00128.000000,-00128.000000,+00128.000000
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                                 End Polygon
                                 Begin Polygon Flags=3584
                                    Origin   -00128.000000,+00128.000000,-00128.000000
                                    Normal   +00000.000000,+00001.000000,+00000.000000
                                    TextureU +00001.000000,-00000.000000,+00000.000000
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                                 End Polygon
                                 Begin Polygon Flags=3584
                                    Origin   +00128.000000,+00128.000000,-00128.000000
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                                    Origin   -00128.000000,+00128.000000,+00128.000000
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                                 Begin Polygon Flags=3584
                                    Origin   -00128.000000,-00128.000000,-00128.000000
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                                 End Polygon
                              End PolyList
                           End Brush
                           Brush=Model'Model_2'
                           BrushComponent=BrushComponent'BrushComponent_2'
                           Components(0)=BrushComponent'BrushComponent_2'
                           CreationTime=5.410476
                           Tag="Brush"
                           CollisionComponent=BrushComponent'BrushComponent_2'
                           Name="Brush_1"
                           ObjectArchetype=Brush'Engine.Default__Brush'
                        End Actor
                        Begin Actor Class=StaticMeshActor Name=StaticMeshActor_0 Archetype=StaticMeshActor'Engine.Default__StaticMeshActor'
                           Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent_0 Archetype=StaticMeshComponent'Engine.Default__StaticMeshActor:StaticMeshComponent0'
                              StaticMesh=StaticMesh'NEC_Doors.SM.Mesh.S_NEC_Doors_SM_Oniondoor_Frame01'
                              ReplacementPrimitive=None
                              LightingChannels=(bInitialized=True,Static=True)
                              Name="StaticMeshComponent_0"
                              ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshActor:StaticMeshComponent0'
                           End Object
                           StaticMeshComponent=StaticMeshComponent'StaticMeshComponent_0'
                           Components(0)=StaticMeshComponent'StaticMeshComponent_0'
                           Location=(X=0.000000,Y=0.000000,Z=128.000000)
                           CreationTime=10.310943
                           Tag="StaticMeshActor"
                           CollisionComponent=StaticMeshComponent'StaticMeshComponent_0'
                           Name="StaticMeshActor_0"
                           ObjectArchetype=StaticMeshActor'Engine.Default__StaticMeshActor'
                        End Actor
                     End Level
                  Begin Surface
                  End Surface
                  End Map
                  I've used the .t3d files myself so I can work in Maya and translate it into UDK, example can be found in my signature.

                  Comment


                    #10
                    One possible reason the OP might want to use another engine is in the unique case taht he has to put it on a different platform (Mac).

                    For example, when Sonic Team made Sonic Unleashed, the Hedgehog engine was only used for the PS3 and 360, yet the game's on PS2 and Wii as well which doesn't use it. The levels look different, but that's only because a different company made them. All the themes, objects, and music are the same.

                    So in that case it would work.

                    The .t3d is a good idea. Can Unity take that file type? I'm asking ecuasse when I do my game I may have to make one there (hopefully not) but maybe I might so that it can be ran on a different platform.

                    I was thinking of just using a lot of static meshes and that way I could just make everything somewhere else, import to UDK and to other engines alike and thigns would be nearly the same.

                    Comment


                      #11
                      Actually, the Ps2 and Wii versions of Sonic: Unleashed are a fairly different game

                      But case in point, you could export to t3d if you needed your game on another platform. I doubt any other game engine has supprot for reading it however, as I believe the format is unique to Unreal. It's effectively something akin to an xml file, and you could write your own interpreter for it.

                      Probably much more hassle than it's worth.

                      Comment


                        #12
                        For example, when Sonic Team made Sonic Unleashed, the Hedgehog engine was only used for the PS3 and 360, yet the game's on PS2 and Wii as well which doesn't use it. The levels look different, but that's only because a different company made them. All the themes, objects, and music are the same.
                        Then for some reason I seriously doubt that they were the same levels.

                        Comment


                          #13
                          I just downloaded Unity. You might be right. I'm gonna try it next chance I get and I'll let you know what happens Dreamcube.

                          Comment


                            #14
                            Originally posted by Felixdc76 View Post
                            I just downloaded Unity. You might be right. I'm gonna try it next chance I get and I'll let you know what happens Dreamcube.
                            I don't think its going to read t3d because it contains BSP infomation, and Unity doesn't features BSP.

                            Comment


                              #15
                              For hell's sake people.
                              This is a forum about UDK hosted by its creators. Be at least polite enough of taking the comparison discussions and similar ideas (moving content between engines) elsewhere.

                              Comment

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