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

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  • replied
    Hey,

    you know what I can do to get rid of weird blocking volumes in UT3 ports?
    It is a collision issue with staticmeshes, but for some areas I have no idea at all with what staticmesh the collision is.
    Is there any way to quickly find out? Do you know?

    It's a lot trial and error at the moment, taking hours, and can't solve

    Or should I just stop trying UT3 ports at the moment?

    Leave a comment:


  • replied
    Originally posted by aleksei4715 View Post
    XTXP
    it is fantastic work ! do you have ONS-Dria for UT3 ?
    Isn't that a WAR map?

    I think we are some way off from vehicles in UT4.

    As an FYI, if you can find a map, it is normally listed on http://www.mapraider.com/

    Leave a comment:


  • replied
    XTXP
    it is fantastic work ! do you have ONS-Dria for UT3 ?

    Leave a comment:


  • replied
    Originally posted by XTXP View Post
    Edit:
    There is some better import script for .psk staticmeshes for Blender software here which keeps multi material info (thanks bass3 for info):
    https://github.com/Befzz/blender3d_import_psk_psa/archive/master.zip
    Replace io_import_scene_unreal_psa_psk.py file in C:\Program Files\Blender Foundation\Blender\<version>\scripts\addons
    with the one in .zip file.


    As for texture names, i'll be fixing that very soon.

    Some other progress has been also done about used textures in staticmeshes.
    They are now being properly identified and exported by the converter. (future version)
    cheers mate ketp this in my fav

    Leave a comment:


  • replied
    I just wanted to add that this tool creates pathnames length which can be too long in some cases for example:

    E:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Content\RestrictedAssets\Maps\WIP\DM-HeatRayPhysX-UT3\StaticMesh\HU_Deco_SM_Mesh_S_HU_Deco_SM_CitySign01b.UASSET

    If it were to create an import folder say here:

    E:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Content\

    and, chop off the beginning of the filename from this:

    HU_Deco_SM_Mesh_S_HU_Deco_SM_CitySign01b.UASSET

    to this:

    CitySign01b.UASSET

    It would prevent this from crashing the editor at cook time, or just cooks not completing due to the pathnames being too long.

    I can also see the tool does create a *.MAT file, and with UTE4 is there anyway this could create a blank material file as part of the import process? and as above cut the name of the asset from this:

    ASC_Floor_SM_Materials_M_ASC_Floor_SM_WalkA_Stairs01Nolight.MAT

    to this:

    WalkA_Stairs01Nolight.MAT

    The issue with long pathnames is apparently a windows issue, but anything more than that I wouldn't be able to tell you

    Leave a comment:


  • replied
    Map Name: HeatRayPhysX
    Input Game: UT3
    Map Download Link: Guru3D
    Program version: current build UT3/UT4 and all versions of UT4 convertor and DEV build from GitHub.
    Description: Audio files of DarkWalker do not export, specifically:

    A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_CollideCue
    A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_EngineLoopCue
    A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_ExplosionCue
    A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_FireBeamCue
    A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_FireBeamRipEarthCue
    A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_FireCue
    A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_FootstepCue
    A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_HornCue
    A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_StartCue
    A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_StopCue
    A_Vehicle_DarkWalker.Cue.A_Vehicle_Darkwalker_WarningConeLoop

    A_Vehicle_DarkWalker.WAV.A_Vehicle_DarkWalker_BeamAmbience01
    A_Vehicle_DarkWalker.WAV.A_Vehicle_DarkWalker_BeamLocked01
    A_Vehicle_DarkWalker.WAV.A_Vehicle_DarkWalker_Collide01
    A_Vehicle_DarkWalker.WAV.A_Vehicle_DarkWalker_EngineLoop01
    A_Vehicle_DarkWalker.WAV.A_Vehicle_DarkWalker_EngineLoop02
    A_Vehicle_DarkWalker.WAV.A_Vehicle_DarkWalker_EngineLoop03
    A_Vehicle_DarkWalker.WAV.A_Vehicle_DarkWalker_Explosion01
    A_Vehicle_DarkWalker.WAV.A_Vehicle_DarkWalker_Fire01
    A_Vehicle_DarkWalker.WAV.A_Vehicle_DarkWalker_FireBeam02
    A_Vehicle_DarkWalker.WAV.A_Vehicle_DarkWalker_FireBeamRipEarth01
    A_Vehicle_DarkWalker.WAV.A_Vehicle_DarkWalker_FireV201
    A_Vehicle_DarkWalker.WAV.A_Vehicle_DarkWalker_Footstep02
    A_Vehicle_DarkWalker.WAV.A_Vehicle_DarkWalker_Footstep04
    A_Vehicle_DarkWalker.WAV.A_Vehicle_DarkWalker_Horn03
    A_Vehicle_DarkWalker.WAV.A_Vehicle_DarkWalker_Start01
    A_Vehicle_DarkWalker.WAV.A_Vehicle_DarkWalker_Stop01
    Last edited by Mitch Mitchell; 11-13-2015, 07:18 AM.

    Leave a comment:


  • replied
    This is easily one of the most important projects on the forums.

    Leave a comment:


  • replied
    Originally posted by XTXP View Post
    Tested on some classic ut99 map (DM-SpaceNoxx), added nav mesh volume had no problem on build and play.
    What was mapname? (+ download link)
    I've imported DM-Plunge with it (from UT 2004). At first I thought that the problem might be with new UT Editor build, but I've checked it with other maps and it worked. I've replaced most of the content with my own, the only things left were player start points and jump pads. Once I got rid of jump pads and replaced them with my own, it started to work. I've noticed that some of the imported ones had random names, that's what made me think that maybe I have to delete them. And they are related to navmesh in a way, because bots use them, hence issue with them is causing the crash when building paths. I'll try to recreate it, and send you a screenshot, so maybe you can address it, unless you have the access to Plunge map and want to try it yourself.
    Last edited by jonzie23; 10-14-2015, 06:04 PM.

    Leave a comment:


  • replied
    Originally posted by XTXP View Post
    Tested on some classic ut99 map (DM-SpaceNoxx), added nav mesh volume had no problem on build and play.
    What was mapname? (+ download link)

    If you want to report problem, give some more detailed information
    so i can have a look like:
    - Input Map Name:
    - Input Game: U1/U2/UT99/UT2003/UT2004/UT3
    - Map Download Link (if a custom map)
    - Program Version
    - Description: Crash on play / Crash on import / ...


    Thanks.
    Hiya,

    It was more of a criticism regarding the current build of UET than the converter.

    Sometimes, it will just crash and as much as I used to fill the form in regarding the type of crash and what I was doing, since no one ever has got back to me regarding the specifics of each crash; I stopped bothering.

    You converter has got clear headers regarding what it can and cannot do for UT3 maps:

    | | Brushes | Lightning | Sounds | Textures | Meshes | StaticMeshes | Terrain | Base Pickups | Overall |


    | UT3 | ++ | + | + | No | N/A | + | No | + | BAD |

    Leave a comment:


  • replied
    Originally posted by jonzie23 View Post
    I'm not sure if someone adressed it, and if it's common error, but after importing a map, and trying to build paths the editor has been crashing. After some
    investigation I found out that it's caused by imported jump pads, which must be replaced.
    Tested on some classic ut99 map (DM-SpaceNoxx), added nav mesh volume had no problem on build and play.
    What was mapname? (+ download link)

    Originally posted by Mitch Mitchell View Post
    I'm finding a number of things which will, can and do crash unreal editor when using a converted map.

    You'd think a simple thing like the nomenclature of materials would not be one of them, but it is; as are:

    meshes.
    sounds.
    'default' textures.
    navigation meshes.
    BSP's.

    and the list goes on...
    If you want to report problem, give some more detailed information
    so i can have a look like:
    - Input Map Name:
    - Input Game: U1/U2/UT99/UT2003/UT2004/UT3
    - Map Download Link (if a custom map)
    - Program Version
    - Description: Crash on play / Crash on import / ...


    Thanks.
    Last edited by ШιητεЯΙsСσmιηɡ; 10-12-2015, 10:41 AM. Reason: ut99 mapname tested

    Leave a comment:


  • replied
    Originally posted by jonzie23 View Post
    I'm not sure if someone addressed it, and if it's common error, but after importing a map, and trying to build paths the editor has been crashing. After some investigation I found out that it's caused by imported jump pads, which must be replaced.
    I'm finding a number of things which will, can and do crash unreal editor when using a converted map.

    You'd think a simple thing like the nomenclature of materials would not be one of them, but it is; as are:

    meshes.
    sounds.
    'default' textures.
    navigation meshes.
    BSP's.

    and the list goes on...

    Leave a comment:


  • replied
    You can download these maps from the internet.

    Leave a comment:


  • replied
    I'm not sure if someone adressed it, and if it's common error, but after importing a map, and trying to build paths the editor has been crashing. After some investigation I found out that it's caused by imported jump pads, which must be replaced.

    Leave a comment:


  • replied
    Originally posted by cafe View Post
    Great work XTXP! Looking forward to new version.
    Thanks ! Soon soon !

    Upcoming 0.7 version with staticmesh texturing (most of them textured for ut2003/ut2004).
    Since shaders not yet converted they are being replaced with diffuse texture (if possible).
    Some testing with DM-Rankin (UT2004)

    Attached Files

    Leave a comment:


  • replied
    Great work XTXP! Looking forward to new version.

    Leave a comment:

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