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UT4 Converter - 0.9.1 - [25/08/2018]

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    [TUTORIAL] UT4 Converter - 0.9.1 - [25/08/2018]

    Name UT4 Converter
    Version 0.9.1 (25/08/2018)
    Author Me (XtremeXp/WinterIsComing)
    Status Discontinued
    Description Helps convertings any map from previous unreal / unreal tournament games to UT4
    Download UT4-Converter-0.9.1
    Requirements
    • Windows 7 / Vista / 8 / 10 - 64 bits
    • Java 8 SE
    • Unreal (Tournament) previous game with latest patch
    • NConvert texture conversion program
    • UModel















    Old UT3 Converter topic: https://forums.epicgames.com/threads/588848

    Note:
    For unreal 1, use latest patch from www.oldunreal.com


    Known bugs / limitations :
    • [UT99] Custom textures are not being converted
    • [UT2003/4, UT3] Staticmesh conversion does not keep original collision volume
    • [U2] Unreal 2 conversion barely tested so many things might not work properly
    • [U1/UT99] Rotated textures with PanU/V set are not correctly aligned
    • [UT2003/4, UT3] Shaders not yet converted so many surfaces/staticmeshes may not be textured
    • [UT2003/4, UT3] Terrain partially converted for UT2003/4. No terrain conversion yet for UT3.
    • Flag bases/Teleporters do not import correctly if you do not have loaded previously a map (like CTF-Face)containing these actors Note: no need to re-load again a map once they have been correctly imported at each new UE4 Editor start.
    Click image for larger version  Name:	UT4Converter-0.4.png Views:	1 Size:	73.2 KB ID:	357448
    UT4 Converter
    Click image for larger version  Name:	DM-ArcaneTemple-UT99-HD-UT4Conv0.4.png Views:	1 Size:	944.9 KB ID:	357450
    DM-ArcaneTemple (UT99)
    Click image for larger version  Name:	DM-Ranking-UT2004-UT4Conv0.7.png Views:	2 Size:	831.4 KB ID:	359583
    DM-Ranking (UT2004)
    Click image for larger version  Name:	DM-DeckUT4DemoConv.jpg Views:	1 Size:	646.1 KB ID:	363801
    DM-Deck (UT3)

    The project is now discontinued. UT4 is for me now a dead/abandoned game walking on the agony path like UT3 did. I no longer have the will to continue working on the converter and i'm focused on other projects/stuff in life now.
    Best regards.

    History:
    - 0.9.1 - 25/08/2018
    • Hotfix: fixed some unconverted resources.

    - 0.9.0 - 19/08/2018
    • added support for UDK maps (conversion quality is like UT3 = medium)
    • u1/ut99: default scale is now 2.5X
    • u1/ut99: decreased light intensity from 60 to 35
    • ut2003/4: decreased light intensity from 80 to 70
    • ut2003/4: fixed staticmeshes skins not being correctly applied
    • ut2003/4: handled uv2Mode, uv2Skin (thanks MoxNix for reporting)
    • ut2003/4/ut3: fixed some cases where some textures from staticmeshes where not converted
    • ut2003/4: added support for LadderVolume, PressureVolume, SnipingVolue, ConvoyPhysicsVolume, xFallingVolume, IonCannonKillVolume,
      HitScanBlockingVolume, ASCriticalObjectiveVolume, LeavingBattleFieldVolume, xFallingVolume
    • ut2003/4: VolumeTrigger, MessageTrigger, CrowdTrigger, UseTrigger, MusicTrigger, RedirectionTrigger,
      GravityTrigger, MaterialTrigger, TriggeredCondition, ScriptedTrigger now converted to TriggerVolume
    • ut2003/4: fixed lift actor property in lift exit actor not being set
    • ut2003/4: added support for multiple skins (corona) with lights
    • all: fixed some teamplayerstarts being converted as playerstart
    • all: fixed crash on UT4 editor import if trigger had either radius or height set to 0
    • unreal 2: fixed no staticmeshes or textures being converted. Since umodel does not support the game
      the conversion quality of resources is not good yet (staticmeshes with bad roration and uv)
    • unreal 2: added support for Trigger TT_USE case
    • all: movers forced to movetime=0.1s if their movetime is 0s (else won't move at all)
    • all: tag property now being converted
    • all: brushes/movers with flat horizontal shape are now being converted back (need convert them to staticmeshes
      prior fisrt build)
    • ut3: now no longer loads lightmap when extracting textures from packages (=quicker conversion)
    • ui: updated welcome screen
    • u1/ut99: fixed mover using default sound if no sound was set originally
    • ui: added option for lightmap resolution (default 128 for UE1/UE2 else 32)
    • ui: progress bar now being update more often
    • ui: remove notification of unconverted actors

    Videos:
    http://www.youtube.com/watch?v=_H7EYKHg27M (UT99 Arcane Temple)
    http://www.youtube.com/watch?v=S8qa2KhTPUA (UT3->UT4 full conversion video tutorial (DM-Morbias))
    http://www.youtube.com/watch?v=2xRc_I41vLE (DOM-Aswan UT2004 conversion test)
    http://www.youtube.com/watch?v=YIuFhvqgD2w (DM-ArcaneTemple UT99)

    Attached Files
    Last edited by ШιητεЯΙsСσmιηɡ; 12-04-2018, 04:14 PM.

    #2
    I've been working on a handful of straight conversions just for my own personal enjoyment of playing them, instead of hoping for full release; you have no idea how much time this is going to save me. Thank you!

    Comment


      #3
      Hey xtreme, thanks for bringing this over from the UT3 forums since I don't spend much time over there any more . Keep up the great work on this!
      Unreal Carnage.com UT4 Maps: DM-Maelstrom DM-SpaceNoxx

      Comment


        #4
        if any one is doing this. could I get someone to convert grendelkeep3 from ut3. and all I need is the umap file. that would be cool. tx
        AKA TwocensT

        Comment


          #5
          Looking good. I like that it converts playerstarts and pickups (saves a lot of time over using the UDKConverter) but I wish it had more precise scaling options. It'd be nice if we could use more exact scaling factors that fit the grid better (UDKConverter does allow this).

          For example though a scaling factor of 2.2 is roughly what you want for UT99 maps, it's an odd number, nothing fits a 10s grid when scaled by 2.2. On the other hand 2.1875 is very close and fits the grid much better. Though smaller detail brushes might be off the grid lines, any brushes using multiples of 16 (which is most brushes) will fit the grid perfectly.

          16 x 2.1875 = 35 on the 5's actually but that works fine with a 10's grid.

          Other useful conversion factors that fit the grid fairly well

          1.25 x 16 = 20
          1.5625 x 16 = 25
          1.875 x 16 = 30
          2.5 x 16 = 40

          Also a trick that works well for UT2k4 static meshes is first convert them to brushes in UT2k4, save (in a temp file not the original map!) and run the converter on that. Then import into UT4, texture it, scale it, edit it however you want as BSP and then convert back to static mesh.
          Last edited by MoxNix; 06-06-2015, 10:10 PM.

          Comment


            #6
            The brushes being a bit weird shouldn't be a huge problem. On maps that keep the original BSP, well, they're simple enough that there shouldn't be any performance issues. For maps that go through a full update, the brushes should just be placeholders anyway.

            I also highly recommend http://www.wotgreal.com/ WOTgreal for converting static meshes. I have had a few small issues, but for the most part you can export them relatively easily and then reimport. That said, UT2004 meshes generally don't look that great in UT4.

            Comment


              #7
              Originally posted by M^uL View Post
              Hey xtreme, thanks for bringing this over from the UT3 forums since I don't spend much time over there any more . Keep up the great work on this!
              Originally posted by aniviron View Post
              I've been working on a handful of straight conversions just for my own personal enjoyment of playing them, instead of hoping for full release; you have no idea how much time this is going to save me. Thank you!
              Thanks ! It such a great thing being to play old maps with UT4.

              Originally posted by MoxNix View Post
              but I wish it had more precise scaling options. It'd be nice if we could use more exact scaling factors that fit the grid better (UDKConverter does allow this).

              Other useful conversion factors that fit the grid fairly well

              1.25 x 16 = 20
              1.5625 x 16 = 25
              1.875 x 16 = 30
              2.5 x 16 = 40
              Ty for suggestions, i have added more choices for scale now. Will be on next version.

              Originally posted by aniviron View Post
              The brushes being a bit weird shouldn't be a huge problem. On maps that keep the original BSP, well, they're simple enough that there shouldn't be any performance issues. For maps that go through a full update, the brushes should just be placeholders anyway.
              I also highly recommend http://www.wotgreal.com/ WOTgreal for converting static meshes. I have had a few small issues, but for the most part you can export them relatively easily and then reimport.
              I could not find where wotgreat can export staticmeshes in interface.
              UModel seems much more advanced for handling unreal package (it even handles UE4 packages i think for read).
              It does export staticmeshes as .psk file.
              I've done the reader from .psk file now need to convert to .fbx or .obj
              The other problem right now are materials,
              for the moment i can only try to get the diffuse texture.

              Comment


                #8
                We could actually get the scale of the Vortex Rikers correctly now...
                The new UT is coming along nicely...
                Maybe a new Unreal would be a good idea for Epic's next project? It's certainly somewhat overdue...

                Comment


                  #9
                  error say impossible to find unreal package extractor...
                  -Thanks, MaTaChungos.-

                  Comment


                    #10
                    Originally posted by XTXP View Post
                    Thanks ! It such a great thing being to play old maps with UT4.I could not find where wotgreat can export staticmeshes in interface.
                    UModel seems much more advanced for handling unreal package (it even handles UE4 packages i think for read).
                    It does export staticmeshes as .psk file.
                    I've done the reader from .psk file now need to convert to .fbx or .obj
                    In WOTgreal, just select a package that has static meshes in it, and then up top click the little icon that says Mesh with the wireframe box icon. Then check the boxes next to the meshes you want to export, and hit the .3d or .3ds buttons, depending on which format you want to use.

                    I use umodel and WOTgreal both; I prefer WOTgreal for static meshes as it exports in .3ds, no need to try and convert .psk. WOTgreal will also export meshes from UE1 games, for what that's worth; they are too low-poly to be used directly, but are useful as templates in creating new models. WOTgreal doesn't support UE3 games afaik though, so Umodel is better there.

                    Comment


                      #11
                      Originally posted by MataChungos View Post
                      error say impossible to find unreal package extractor...
                      Which game from? Did you set the right ut game folder in settings?

                      Normally all previous games should have a <GameFolder>/System/UCC.exe file
                      or <UT4GameFolder>/Binaries/UT3.com file for ut3
                      Check this file is present.
                      For Unreal 1 latest patch from www.oldunreal.com is needed.
                      Last edited by ШιητεЯΙsСσmιηɡ; 06-09-2015, 12:25 AM.

                      Comment


                        #12
                        I'm having some trouble with adding back the skybox due to the difference between additive and subtractive geometry. Do you have any tips for this?
                        Come join us for pickup games http://ut4pugs.us

                        Comment


                          #13
                          This is neat, What about a Quake converter? Quake 1,2, 3 & 4 to UT?
                          That be kinda cool to :P

                          Comment


                            #14
                            My surfaces aren't textured, only the textures are converted to TGA-files, is that right or should the textures get applyed to the brushes/surfaces (or converted to a material) in the import process?
                            Portfolio

                            Comment


                              #15
                              Originally posted by Cypress187 View Post
                              My surfaces aren't textured, only the textures are converted to TGA-files, is that right or should the textures get applyed to the brushes/surfaces (or converted to a material) in the import process?
                              You have to import the textures, make materials out of them and put them in the right folder first... Before importing the t3d map file.

                              Watch the arcane temple conversion demo XTXP linked in the first post, it shows you exactly how to do it right.

                              I've only tried importing textures for converted maps since the 6-26 editor build, some of the surfaces didn't come out properly aligned (the same material would be perfectly aligned on one surface but not even close on another). I think that might be a problem with the material alignment bugs in the editor itself that were introduced in the 6-26 build.

                              Maybe someone who used the conversion tool before 6-26 can shed some light on that?
                              Last edited by MoxNix; 07-03-2015, 06:37 PM.

                              Comment

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