Originally posted by xtremexp
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UT3 Converter2 - 0.25c / UT4 Converter 0.4.1
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maxdamage replied
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Dr.Flay repliedDon't forget, all the original textures are available in huge resolutions, so your conversions can still use "original" textures but look fantastic.http://www.uttexture.com
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Neresar repliedawesome!!!xtremexp you are the best!!wait new version!! Works well with Deus ex
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xtremexp replied
Note that UT3 Converter is no longer updated, i may only fix lightning color issue
which is ever fixed in UT4 converter.
About ut3 forum yeah i know, as i said in some earlier post, i'll prob create topic on ut4 forum once
next version is released.
Originally posted by TKBS View Post- A link that includes a working converter for all unreal games including 2003 -to- ut3.. would be great
of UT2004, try in the settings set the UT2003 folder for UT2004 and use the UT2004 to UT3 conversion in menu, i think it should work.
I may add some extra entry in menu and settings to support ut2003 but there won't be "intensive" tests for that.
Originally posted by TKBS View Post- Also the most up to date UT4 converter tool please. I have both roughinery and arcane temple remade in UT3 i would like to convert to UT4 (and 50+ other old unreal maps in UT3 waiting to be converted)
compared with previous one. At this stage texture conversion not yet finished and need add some extra settings for conversion.
But you can still always run the very latest version (development version) following the instructions here:
https://github.com/xtremexp/UT4Converter
under section "How to build and run latest version ?".
Note that dev. version maybe buggy and unstable so there is no support for it.
Originally posted by TKBS View Post- UT4 will need the models rescaled anyway
Originally posted by RattleSN4K3 View PostStaticMeshes in levels are just StaticMeshActors. Once you have the asset imported (not sure if there is a bulk/batch import for UE4) in its proper path, you can just copy the manipulated T3D.
//
Somehow yes, there is the "Import" entry in main menu that can import .t3d level file.
But UE4 does not support .psk staticmeshes for import only .obj and .fbx
Originally posted by RattleSN4K3 View PostIf you want to past this into UT3, you have to adjust the following:
- Rename RelativeLocation to Location
- Adjust paths
- Remove unnecessary blocks
paths and location thingy ever done in the software.
Originally posted by RattleSN4K3 View PostIf you go and do it vice-versa (from UT3 T3D to UT4), it would be the same way I did with the port of UT3 maps to UDK.
Originally posted by RattleSN4K3 View PostIf you copy a terrain in UT3, you actually see the terrain height (data etc.) being copied as well. If you modify this T3D to fullfill the needs to UDK/UE4/UT4, I think you can copy-manipulate-paste Terrain from UT3 into UT4 as Landscape as well. Maybe someone already made a converted for UDK.
Trying to make maps playable just after import, without doing anything. (but still there are things to edit)
Originally posted by RattleSN4K3 View PostI wrote and used batch exporter (calling umodel with specific commands) to export the content from packages. Gildor also created a batch converter for 3dsmax which would allow converting a direction recursively. Since Umodel is now open source, you can actually check how he manage to retrieve the mesh data. That would help you extract SM from packages.
Seems good idea unfortunately i'm not a "Jedi" in c/c++ programming so quite hard for me.
Maybe later i'll do my own 'package extractor' but in a very very long time
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RattleSN4K3 repliedOriginally posted by xtremexp View PostThis UT3 conversion to UDK looks very good, with much better lightning ! (too bad indeed it was aborted due to legal issues :/)
About UE4 did you ever suceed to convert terrain and staticmeshes from UE3? If so how did you do? Also export with umodel then import ? (which format)
UDK T3D with Static Mesh
Code:Begin Map Begin Level Begin Actor Class=StaticMeshActor Archetype=StaticMeshActor'Engine.Default__StaticMeshActor' Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 Archetype=StaticMeshComponent'Engine.Default__StaticMeshActor:StaticMeshComponent0' StaticMesh=StaticMesh'EditorMeshes.TexPropCube' Materials(0)=Material'Engine_MI_Shaders.M_ES_Phong_Opaque_Master_01' End Object End Actor End Level Begin Surface End Surface End Map
Code:Begin Map Begin Level Begin Actor Class=StaticMeshActor Archetype=StaticMeshActor'/Script/Engine.Default__StaticMeshActor' Begin Object Class=StaticMeshComponent Name="StaticMeshComponent0" Archetype=StaticMeshComponent'/Script/Engine.Default__StaticMeshActor:StaticMeshComponent0' End Object Begin Object Name="StaticMeshComponent0" StaticMesh=StaticMesh'/Game/RestrictedAssets/Blueprints/NickD/ProtoMeshes/100Box.100Box' End Object End Actor End Level Begin Surface End Surface End Map
A quick example of a imported mesh from UT3 in UE4:
AS T3D:
Code:Begin Map Begin Level Begin Actor Class=StaticMeshActor Name=S_LT_Deco_SM_TorlanTower1_11 Archetype=StaticMeshActor'/Script/Engine.Default__StaticMeshActor' Begin Object Class=StaticMeshComponent Name="StaticMeshComponent0" Archetype=StaticMeshComponent'/Script/Engine.Default__StaticMeshActor:StaticMeshComponent0' End Object Begin Object Name="StaticMeshComponent0" StaticMesh=StaticMesh'/Game/_User/S_LT_Deco_SM_TorlanTower1.S_LT_Deco_SM_TorlanTower1' RelativeLocation=(X=30.000000,Y=0.000000,Z=20.000000) End Object StaticMeshComponent=StaticMeshComponent0 RootComponent=StaticMeshComponent0 ActorLabel="S_LT_Deco_SM_TorlanTower1" End Actor End Level Begin Surface End Surface End Map
- Rename RelativeLocation to Location
- Adjust paths
- Remove unnecessary blocks
I imported the following asset:
LT_Deco.SM.Mesh.S_LT_Deco_SM_TorlanTower1
You may end up having this. But there is a small problem with this (marked with red)
Code:Begin Map Begin Level Begin Actor Class=StaticMeshActor Name=S_LT_Deco_SM_TorlanTower1_11 Archetype=StaticMeshActor'Engine.Default__StaticMeshActor' Begin Object Class=StaticMeshComponent Name="StaticMeshComponent0" Archetype=StaticMeshComponent'Engine.Default__StaticMeshActor:StaticMeshComponent0' End Object Begin Object Name="StaticMeshComponent0" StaticMesh=StaticMesh'LT_Deco.SM.Mesh.S_LT_Deco_SM_TorlanTower1' Location=(X=30.000000,Y=0.000000,Z=20.000000) End Object StaticMeshComponent=StaticMeshComponent0 RootComponent=StaticMeshComponent0 End Actor End Level Begin Surface End Surface End Map
Code:Begin Map Begin Level Begin Actor Class=StaticMeshActor Name=S_LT_Deco_SM_TorlanTower1_11 Archetype=StaticMeshActor'Engine.Default__StaticMeshActor' Begin Object Class=StaticMeshComponent Name="StaticMeshComponent0" Archetype=StaticMeshComponent'Engine.Default__StaticMeshActor:StaticMeshComponent0' StaticMesh=StaticMesh'LT_Deco.SM.Mesh.S_LT_Deco_SM_TorlanTower1' Location=(X=30.000000,Y=0.000000,Z=20.000000) End Object StaticMeshComponent=StaticMeshComponent0 RootComponent=StaticMeshComponent0 End Actor End Level Begin Surface End Surface End Map
If you copy a terrain in UT3, you actually see the terrain height (data etc.) being copied as well. If you modify this T3D to fullfill the needs to UDK/UE4/UT4, I think you can copy-manipulate-paste Terrain from UT3 into UT4 as Landscape as well. Maybe someone already made a converted for UDK.
Originally posted by xtremexp View PostFrom what i saw it's possible to manually export staticmeshes to .psk format with umodel, import with blender then export to .fbx format.
But process is quite long doing so one by one.
I'm trying to find out a way to automate conversion of staticmeshes.
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TKBS repliedxtremexp can you provide:
- the most up to date UT3 converter tool that you have please. There is no link in this thread (or i cannot find it) and its a ut3 forum not ut4
- A link that includes a working converter for all unreal games including 2003 -to- ut3.. would be great
- Also the most up to date UT4 converter tool please. I have both roughinery and arcane temple remade in UT3 i would like to convert to UT4 (and 50+ other old unreal maps in UT3 waiting to be converted)
- i don't care about 3D model support (it would be great to have but it's not needed). the models from old maps need work that a converter will not fix and i have the source models anyway
- terrain can be exported as heightmaps or recreated very quickly
- UT4 will need the models rescaled anyway
p.s.
025c = File Removed for Violation., but you have a more up to date version than this right?
Many Thanks
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xtremexp repliedOriginally posted by RattleSN4K3 View PostNope. It was a full conversion from scratch with every asset being imported from 3D meshes (exported ones from umodel). That version I used had problems with opening cooked packages (with meshes, particles, etc.). Only some small portion is opened and duplicated into a proper packages (to have a UDK uniform package).
The maps can actually be copy-pasted from UDK (T3D), converted to a UE4 conform T3D format (referencing the assets properly), scale the units and paste it into a new level. Some actors need to be removed obviously (which don't exist yet). Some names should also be renamed. I had to do the same with T3D from UT3 to UDK with a tool I created (parsing old format and rewrite it to a new file).
These were the maps for a (sadly... private) project back in the days:
https://forums.epicgames.com/threads...1#post31812563
About UE4 did you ever suceed to convert terrain and staticmeshes from UE3? If so how did you do? Also export with umodel then import ? (which format)
From what i saw it's possible to manually export staticmeshes to .psk format with umodel, import with blender then export to .fbx format.
But process is quite long doing so one by one.
I'm trying to find out a way to automate conversion of staticmeshes.
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RattleSN4K3 repliedOriginally posted by xtremexp View PostWhat did you do for this? You copied/pasted package files from ut3 to udk then the level (in editor) ?
I'm not so much amazed it works under udk because is some kind of unreal engine 3 "updated" version i guess (?)
But UT4 running Unreal Engine 4 and the "packaging" is really different so copy/paste would not work.
The maps can actually be copy-pasted from UDK (T3D), converted to a UE4 conform T3D format (referencing the assets properly), scale the units and paste it into a new level. Some actors need to be removed obviously (which don't exist yet). Some names should also be renamed. I had to do the same with T3D from UT3 to UDK with a tool I created (parsing old format and rewrite it to a new file).
These were the maps for a (sadly... private) project back in the days:
https://forums.epicgames.com/threads...1#post31812563
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xtremexp repliedOriginally posted by tarnationsauce2 View PostJust call it an Alpha version then all will be forgiven for bugs or missing features..
Originally posted by tarnationsauce2 View PostHave you thought about making a github for it and making it open source? You would probably get some great help that way. Maybe even some Epic help.
Originally posted by RattleSN4K3 View PostAs long as the packages is uncooked (and probably has referenced source asset), you can export stuff like this. However, UT3 doesn't have any exported shipped (sadly). If you suport UT3, you get support for UDK...
Suspense has some missing assets. So it isn't complete. But...
All straight ports. No lightmass build. No assets tweaked. No lightning removed (since UDK doesn't need that much Lights as UT3). Pure copy-pase.
If ligtmass is added and 1-4 additional "direction lights" were added, all of these might look as good as VCTF-Necropolis in UDK.
I'm not so much amazed it works under udk because is some kind of unreal engine 3 "updated" version i guess (?)
But UT4 running Unreal Engine 4 and the "packaging" is really different so copy/paste would not work.
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RattleSN4K3 repliedOriginally posted by xtremexp View PostAs for ut3 i did not find a way yet to convert staticmeshes since there is no command to export them with "ut3.com batchexport ...." thingy :/
There is umodel (http://www.gildor.org/en/projects/umodel) that can extract them but not in readable format for unreal engine 4 on import i think.
So for ut3, staticmesh conversion might take much more time.
Originally posted by xtremexp View PostHoping to get sm conversion done, can't wait to be able to convert some great maps such as VCTF-Suspense
All straight ports. No lightmass build. No assets tweaked. No lightning removed (since UDK doesn't need that much Lights as UT3). Pure copy-pase. If ligtmass is added and 1-4 additional "direction lights" were added, all of these might look as good as VCTF-Necropolis in UDK.
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tarnationsauce2 repliedJust call it an Alpha version then all will be forgiven for bugs or missing features.
Have you thought about making a github for it and making it open source? You would probably get some great help that way. Maybe even some Epic help.
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xtremexp repliedOriginally posted by tarnationsauce2 View PostWow you are doing excellent work with this! I can't wait for static meshes and terrain conversion if you can manage to do that.
(for ut2003/ut2004 for the moment, ut3 will come a bit later).
As for staticmeshes, for ut2003/ut2004, i can use the "ucc batchexport staticmesh t3d" command to export staticmesh to some
"Epic games" format but i'm stuck afterwards with .fbx conversion (on import it's messy/ triangles messed up)
As for ut3 i did not find a way yet to convert staticmeshes since there is no command to export them with "ut3.com batchexport ...." thingy :/
There is umodel (http://www.gildor.org/en/projects/umodel) that can extract them but not in readable format for unreal engine 4 on import i think.
So for ut3, staticmesh conversion might take much more time.
Hoping to get sm conversion done, can't wait to be able to convert some great maps such as VCTF-Suspense
Originally posted by M^vL View PostKeep up the good work on this! Are you on the new UT forums anywhere with this? If not, the UT4 converter is definitely worth a dedicated thread in the level design forum.
I'm thinking about releasing 0.4 version before staticmesh and terrain conversion is done unless i suceed doing staticmesh conversion
and terrain very soon.
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M^vL repliedKeep up the good work on this! Are you on the new UT forums anywhere with this? If not, the UT4 converter is definitely worth a dedicated thread in the level design forum.
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tarnationsauce2 repliedWow you are doing excellent work with this! I can't wait for static meshes and terrain conversion if you can manage to do that.
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xtremexp repliedOriginally posted by hunterman View PostJust trying to convert UT99 maps to ut2004 on my Win 8.1 and it says nothing except that it says its converting but no progress is made.
Btw,
some news about the converter.
I have activated/added support for all other ut games (unreal 2, ut2003/ut2004 and ut3).
Conversion of staticmeshes and terrain not done yet but i'm working on it.
Since 80% of things are staticmeshes and/or terrain ut3 conversion is quite **** for the moment. (and for some ut2003/ut2004 "outdoor" maps)
New version not yet released since there are still many things to do but here are some screenshots:
DM-ArcaneTemple (UT99):
HD Pic: DM-ArcaneTemple-UT99 (UT4 Converter v0.4-DEV)
DM-1on1-Roughinery (UT2004)
HD pic: DM-1on1-Roughinery-UT2004 (UT4 Converter v0.4-DEV)
DM-1on1-Serpentine (UT2004)
HD pic: DM-1on1-Serpentine-UT2004 (UT4 Converter 0.4Dev)
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