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

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  • replied
    Originally posted by Atomicfire View Post
    have to say the import and export of the staticmeshes are earlyto do with blender but the only problem i see are that dosnt reconazise the textures in the unreal edditor once you imported the as a .fbx file not sure if we need to do that manly or not
    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)
    Last edited by ШιητεЯΙsСσmιηɡ; 10-09-2015, 03:01 PM.

    Leave a comment:


  • replied
    Originally posted by XTXP View Post
    Yes exactly!
    Did you set specific import or export options in Blender? (from .psk or to .fbx)
    Or in UE Viewer? You extract staticmeshes with UE Viewer (umodel) using command line or UI?
    have to say the import and export of the staticmeshes are earlyto do with blender but the only problem i see are that dosnt reconazise the textures in the unreal edditor once you imported the as a .fbx file not sure if we need to do that manly or not

    Leave a comment:


  • replied
    could make a converter for unrealtournament of dreancast, it has many maps do not have to download????????????

    Leave a comment:


  • replied
    hey XTXP great to see ya tool for UT4, jsut got a qestion saw that in your youtube video you allrdy done CTF - November still want to to finsh the one i was doing on the old verion of you tool or jsut start from the benning again cos all the new stuff added


    EDIT
    ever mind osrted it out now ><

    Last edited by NCC24656; 10-02-2015, 05:01 AM.

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  • replied
    Originally posted by MoxNix View Post
    Why don't you just try it?

    Black meshes generally means metallic surfaces with no reflections, reflectionspheres solve that problem... Either that or with editor made meshes UV coordinate index is set to 0 (default) instead of 1 (where it should be).

    Or you could always just change all your lights to stationary and then wonder why they all have red X's on them. "Proper lighting" is not all stationary lights, you can't have more than 4 overlapping stationary lights and directional lights (like sunlight) count against that number too.

    Hey MoxNix i tried it now, guess what? It worked!! So thank you alot <3

    Leave a comment:


  • replied
    Originally posted by XTXP View Post
    Yes exactly!
    Did you set specific import or export options in Blender? (from .psk or to .fbx)
    Or in UE Viewer? You extract staticmeshes with UE Viewer (umodel) using command line or UI?
    I simply used umodel, located dm-rankin.ut2, and it exported it. No command lines. Then open every static mesh in blender wirh import and then export to fbx. And imported them into ued4. But every mesh is off scale.

    Leave a comment:


  • replied
    Originally posted by bass3 View Post
    No, cause without proper lightning you loose alot, like dynamic shadows from characters and rest. Default spotlight is stationary in ue4 and editor, in converter everything is converted to original static. Brings alot problems with UVS, etc.

    I don't think reflection spheres will solve anything. You might give it a try, but I will have to delete all lights and redo them by hand.
    Why don't you just try it?

    Black meshes generally means metallic surfaces with no reflections, reflectionspheres solve that problem... Either that or with editor made meshes UV coordinate index is set to 0 (default) instead of 1 (where it should be).

    Or you could always just change all your lights to stationary and then wonder why they all have red X's on them. "Proper lighting" is not all stationary lights, you can't have more than 4 overlapping stationary lights and directional lights (like sunlight) count against that number too.
    Last edited by MoxNix; 09-29-2015, 08:26 AM.

    Leave a comment:


  • replied
    Originally posted by XTXP View Post
    As for staticmeshes no idea why some are black.
    Probably because they're metallic surfaces... IOW, they need reflections to light properly. Or it could be the UV coordinate index on the meshes too.
    Last edited by MoxNix; 09-29-2015, 08:24 AM.

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  • replied
    Originally posted by bass3 View Post
    you mean this? Umodel -> Blender (import and export)

    Yes exactly!
    Did you set specific import or export options in Blender? (from .psk or to .fbx)
    Or in UE Viewer? You extract staticmeshes with UE Viewer (umodel) using command line or UI?

    Leave a comment:


  • replied
    you mean this? Umodel -> Blender (import and export)

    Leave a comment:


  • replied
    Originally posted by bass3 View Post
    also how did you do that?
    Use converter
    Convert staticmeshes to.fbx one by one with blender keeping same original .psk name
    (e.g: UT2004Package_Meshes_Lift.psk -> UT2004Package_Meshes_Lift.fbx )
    Process is quite long for each staticmesh until i finish my .psk -> .fbx converter
    (which is not working properly at all right now)
    Import in UT4 editor in /Content/RestrictedAssets/WIP/Maps/<mapname> using scale = 0.01
    Import .t3d converted map

    Originally posted by bass3 View Post
    none of meshes are applied for and none of materials/textures are applied
    Converter does not convert properly materials yet and texture info (relative path to texture asset file) for staticmeshes is not yet properly "converted".

    Originally posted by bass3 View Post
    I converted all meshes with Uviewer and then saved them to .fbx
    How did you convert them to .fbx? I'm using Blender but i'm losing multi-material info (means only possible to apply one material for any staticmesh).
    Don't know if this problem comes from umodel or i missed some export or import option in Blender.
    If somebody knows how to convert UE2/UE3 staticmeshes to UE4 keeping multi-material info, i'm interested

    Originally posted by bass3 View Post
    Small tutorial for ut2k4 conversion would be nice.
    Yes i agree, probably this week-end if i have some time. It would cover advanced conversion things that were not in the first tutorial video (sky, lifts, ...)

    Originally posted by bass3 View Post
    Is it possible that you upload me this project.
    yes i'll pm you
    Last edited by ШιητεЯΙsСσmιηɡ; 09-29-2015, 07:30 AM.

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  • replied
    Add custom material to your static meshes it doesn't matter which one, it can be one of epics, they will be black, cause lights are being static, when you convert lights to stationary it will solve problem, but again it will cause light UVS overlapping or something and you will have to adjust lights, basically redo them cuase of this problem.

    also how did you do that? Is it possible that you upload me this project, since I converted with old converter, none of meshes are applied for and none of materials/textures are applied, do I need to do new conversion? I converted all meshes with Uviewer and then saved them to .fbx before you released new version of converter, do i need to convert map again :/? Small tutorial for ut2k4 conversion would be nice.

    Leave a comment:


  • replied
    Originally posted by bass3 View Post
    I noticed huge problem for ut2004, the spotlights are converted to static spotlights instead stationary.

    I created custom material for rankin static meshes, if you put them in game added custom material, with static spolight, meshes will be black! with stationary mesh material will show correctly! hope you understand if you need more info, give me a PM.
    All lights indeed are forced to be static indeed because if i let them in stationary mobility since many lights are overlapping each other it does not work properly.
    You can still give a try selecting all light and change them to stationary. Haven't found a way to fix that yet. Maybe reducing light radius ? ... but maps would be darker

    As for staticmeshes no idea why some are black.
    Attached Files

    Leave a comment:


  • replied
    Originally posted by MoxNix View Post
    Try adding some reflection spheres to the map.
    No, cause without proper lightning you loose alot, like dynamic shadows from characters and rest. Default spotlight is stationary in ue4 and editor, in converter everything is converted to original static. Brings alot problems with UVS, etc.

    I don't think reflection spheres will solve anything. You might give it a try, but I will have to delete all lights and redo them by hand.

    Leave a comment:


  • replied
    Originally posted by bass3 View Post
    I noticed huge problem for ut2004, the spotlights are converted to static spotlights instead stationary.

    I created custom material for rankin static meshes, if you put them in game added custom material, with static spolight, meshes will be black! with stationary mesh material will show correctly! hope you understand if you need more info, give me a PM.
    Try adding some reflection spheres to the map.
    Last edited by MoxNix; 09-29-2015, 02:55 AM.

    Leave a comment:

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