Announcement

Collapse
No announcement yet.

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

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Hi again

    4th Post Smoothing issues

    For a nice mesh rendering, there is a need to smooth the meshes through fbx export (only way I tested).
    Unfortunately, Blender as well as the free Autodesk fbx converter does not allow "smooth groups". The only way to have the smoothing was to use 3DSmax.

    Updated: nov2018:
    Possible to export smooth groups with blender:
    Cheers Dan
    Right is smoothed Right is smoothed
    Last edited by time_collapse; 11-04-2018, 04:09 AM.

    Leave a comment:


  • replied
    Hi again
    3rd post UV issue

    When using the .obj files from UT-converter, it was necessary to add a CoordTexture node on all TextureSample nodes with U = 1 and V = -1.
    Could not be solved yet (from me) using 3D application like blender using axis mapping of the fbx exporter.

    Converting .pskx files from direct umodel extraction, the fbx converter will produce the right UV mapping.

    see you Dan

    Leave a comment:


  • replied
    Hi again
    2nd post
    exemple of materials mainly inspired from thye original ones
    The grate parallax was restored, animated blob and techcylinder also restored
    best Dan
    Techcylinder material blob material grate parallax

    Leave a comment:


  • replied
    Hi everybody
    Just some results from the Deck conversion and some issues.
    1 post: Overall conversion look
    A lot of work on the materials (as suggested by Mitch)
    Overall mood nedd a strong modification (light building is highly time consuming)

    best
    Dan
    windows and glass Main hall lower level details machineries
    Last edited by time_collapse; 10-18-2018, 02:18 PM.

    Leave a comment:


  • replied
    Hi Mitch
    Thanx to take time for the advice and the kind explanation
    I'll do this quietly this WE.
    I think I had moved forward to step 6 to fast....
    cheers
    Dan
    I use also notepad++ it's more like a Guiness for me

    Leave a comment:


  • replied
    Originally posted by time_collapse
    In the .t3d file I change all

    "/Game/RestrictedAssets/Maps/WIP/DM-Deck-UT3/"
    to
    "/Game/Content/DM-Deck-UT3/"


    and in both cases textures on BSP brushes are missing (but not on meshes)

    I suppose that "Game" means "project-name/content/"
    Click image for larger version

Name:	utc9.jpg
Views:	1
Size:	494.7 KB
ID:	402565

    What you need to do is this:

    Every MATERIAL, STATIC MESH, AUDIO COMPONENT, needs to have the reference COPIED from the UT4 Editor and then REPLACED in the T3D file generated by the convertor.

    So, in sequence:

    1) RUN THE CONVERSION
    2) IMPORT ALL OF YOUR ASSETS IN THE CORRECT SEQUENCE (STATIC MESHES LAST) IF ANY MATERIALS ARE MISSING, OR, IF STATIC MESHES ARE WHITE, YOU WILL NEED TO CREATE A NEW MATERIAL WITH A NEW REFERENCE
    3) RUN A FIND AND REPLACE FOR ALL OF THE ASSETS (MATERIALS, MESHES, AUDIO COMPONENTS) IN THE CONVERTED T3D FILE BY COPYING THE REFERENCE LOCATION IN THE EDITOR AS ILLUSTRATED ABOVE AND REPLACING EVERY INSTANCE IN THE T3D FILE.
    4) IMPORT THE FILE
    5) BUILD GEOMETRY
    6) DRINK BEER


    As you will note and see, I use notepad++, but that is not necessary, just a personal preference, like smooth-tasting Miller Draft.

    Leave a comment:


  • replied
    Hi Mitch

    I've tried editing .t3d to change location folder as exemple:
    I've conterted Deck from UT3 to UT4. Everythings in .t3d points to \UnrealTournamentEditor\UnrealTournament\Content\RestrictedAssets\Maps\WIP\DM-deck-UT3 as shown in an extracted polygon sequence below

    Begin Polygon Item=Side
    Texture=/Game/RestrictedAssets/Maps/WIP/DM-Deck-UT3/LT_Buildings2_BSP_Materials_T_LT_Buildings_BSP_BunkerWall1_D_Mat.LT_Buildings2_BSP_Materials_T_LT_Buildings_BSP_BunkerWall1_D_Mat LightMapScale=64.0 Link=0
    .....
    End Polygon


    I move to UDK4 and I import all textured, meshes and sounds in a \UT3_to_UT4_415\Content\DM-Deck-UT3 folder

    In the .t3d file I change all

    "/Game/RestrictedAssets/Maps/WIP/DM-Deck-UT3/"
    to
    "/Game/Content/DM-Deck-UT3/"


    and in both cases textures on BSP brushes are missing (but not on meshes)

    I suppose that "Game" means "project-name/content/"

    ADDED:
    Done some other test:
    Conversion of Deck from UT3 to UDK4 as described in ШιητεЯΙsСσmιηɡ's video tutorial with same folder location (restrictedAssets\...)

    Some files are not present in the copy-paste .t3d file
    ex: HU_Deco3.SM.Materials.M_HU_Deco_SM_StorageTanks_a

    Some are present but not converted
    M_LT_Floors_BSP_Grate_Pipes file is shown in .t3d file
    Begin Polygon Texture=LT_Floors.BSP.Materials.M_LT_Floors_BSP_Grate_Pipes Flags=3584 Link=4
    but only converted as .mat file, no .tga file in extraction texture folder so not imported in UDK4
    repalced by LT_Bridge_SM_Materials_T_LT_Bridge_SM_engine_D_mat
    The UV for the Doors in the pics below have UV issues.

    Here find 2 pics to illustrate
    Click image for larger version  Name:	Capture-1_udk4.PNG Views:	2 Size:	571.3 KB ID:	402505 UDK4
    Click image for larger version  Name:	Capture-1_udk3.PNG Views:	1 Size:	601.5 KB ID:	402504 UDK3

    Getting Deck from UT3 or UDK3 have same issues

    Hope this can help someone


    Anyway thanx to ШιητεЯΙsСσmιηɡ, it's a great advances to have the UT4-converter programm, great job fine tuning can be done manually to use UE4 features

    regards
    Daniel

    PS: Before the additin, I've done a lot of tests with different UT3 maps, different conversion parameters, may be I've make some confuse operations
    Attached Files
    Last edited by time_collapse; 09-10-2018, 02:17 PM.

    Leave a comment:


  • replied
    Originally posted by time_collapse
    Hi
    I played with last version of UT4-converter 0.9.1 and importing assets and maps in Unreal Engine not in Unreal Tournament UT4.
    Some comments:
    Actual version of UT4 is 4.15 so my first tests shows that using a higher version (4.19 or 4.20) does not allow rebuilding the map using .t3d file, so I'm using 4.15.3 and it works with a need of tweaking as in ШιητεЯΙsСσmιηɡ video about the DM-morbias map.
    When the assets and the map are saved in UDK4 format it is possible to migrate to higher version (done in 4.20.2 using third person template

    I've make tests with the DM-deck map. The BSP actors have no texture, and it looks that some texture are missing in the conversion process. I need to reassign manually the textures.

    To have acces to a large number of UT3 like textures (used in several maps) I'v make a materials and textures folder from the HU, LT, NEC and UN asset series located in UDK-2015-02\UDKGame\Content\UT3\Environments folder using Gildors umodel. I use the .com files for an automatic handling of the packages (I just removed the delete line), thanx to the authors.
    I would be grateful if someone has some hints about the BSP handling in a conversion process.

    TIA
    cheers
    Dan
    As I have said a few times - it's all about the text file.

    If it doesn't match, it won't work - you need to do a find and replace for the materials and the meshes, otherwise: snake-eyes.

    Leave a comment:


  • replied
    Hi
    I played with last version of UT4-converter 0.9.1 and importing assets and maps in Unreal Engine not in Unreal Tournament UT4.
    Some comments:
    Actual version of UT4 is 4.15 so my first tests shows that using a higher version (4.19 or 4.20) does not allow rebuilding the map using .t3d file, so I'm using 4.15.3 and it works with a need of tweaking as in ШιητεЯΙsСσmιηɡ video about the DM-morbias map.
    When the assets and the map are saved in UDK4 format it is possible to migrate to higher version (done in 4.20.2 using third person template

    I've make tests with the DM-deck map. The BSP actors have no texture, and it looks that some texture are missing in the conversion process. I need to reassign manually the textures.

    To have acces to a large number of UT3 like textures (used in several maps) I'v make a materials and textures folder from the HU, LT, NEC and UN asset series located in UDK-2015-02\UDKGame\Content\UT3\Environments folder using Gildors umodel. I use the .com files for an automatic handling of the packages (I just removed the delete line), thanx to the authors.
    I would be grateful if someone has some hints about the BSP handling in a conversion process.

    TIA
    cheers
    Dan

    Leave a comment:


  • replied
    Hi ШιητεЯΙsСσmιηɡ
    Thanx for your update to handle UDK. It would really help.
    I'll test it asap.
    cheers Dan

    Leave a comment:


  • replied
    Originally posted by time_collapse
    I do it from UE3 engine packages (not cooked or from UT3)
    They are still compressed packages in the engine. SCT3 etc. So, when the files (textures) were originally imported into the engine, prior to packing, they were in whatever format they were in with no compression. The second Unreal Engine imports it - it becomes compressed, so the engine can work with it.

    The only way to get completely uncompressed textures would be to contact the original publisher and ask them very very nicely for the original files.

    ^^hence my "compressed 3 times" comment.

    Now, if they were vector-based and not pixel-based, this would not be an issue, as vector graphics are infinite resolution.

    There is a great paper on this available here from an nvidia scientist.

    You can also read the patent details nvidia are putting together here

    Leave a comment:


  • replied
    Hi ШιητεЯΙsСσmιηɡ

    Finally did you have planned to complete the UDK support (version 0.9.0) ? Would be great and big helps.
    Thanx in advance
    Best Dan

    Leave a comment:


  • replied
    Hi Mitch

    Thanx for your advice, I agree creating a UE4 material from scratch will be the right way for high quality textures and materials.

    I do not use t3d file but import directly .fbx, .obj or .tga files and than use right click create material in content browser. Main goal is to convert the meshes and than the materials. I do it from UE3 engine packages (not coocked or from UT3). I try to recreate some of the UE 3 mood
    anyway thanx
    best
    Dan
    Last edited by time_collapse; 08-10-2018, 12:01 PM.

    Leave a comment:


  • replied
    Originally posted by time_collapse
    But I need to reinitialise all material manually, to create materials from select all texture and right click create material will produce a material for each texture. A diffuse and a normal map from a unique material will produce 2 materials. I need to fix this manually.
    For static meshes, the materials needs to be reassign also manually.
    It's all about the t3d file.

    From my perspective, this file (as I mentioned a few pages back) is the thing you have to do a series of "find and replace" to clean it up and get the engine to interpolate the nomenclature. I hit the same walls as you are hitting now, and just put a pot of coffee on and ran an entire find and replace for the materials, sound, meshes etc.

    The t3d file is really there to draw the Geometry and put all 'actors' in the correct position, the conversion prior to that is to extract this info from an existing package/map.

    So - what you could do is create completely brand new materials (recommended) and once you have the material inside your content browser, copy the reference and run a bulk find and replace in a text editor for the t3d file.

    The materials will never, ever be 'perfect' as you are taking 'cooked' (compressed) files from another non-PBR DX9 game engine and bringing them into a DX11/12 PBR game engine. Once there, UTE4 editor will run its own compression and 'cook' the map.

    You are compressing 3 times, and one of those is an different rendering system.

    This is just my perspective, but yes, I would personally recreate all of the materials and copy the reference(s) into the t3d file. Scroll back and you will see my comments on this with greater clarity.
    Last edited by Mitch Mitchell; 08-09-2018, 05:10 AM.

    Leave a comment:


  • replied

    Hi Mtch, ШιητεЯΙsСσmιηɡ

    Finally I tried umodel (last version) batch export command file, works as expected, very well.
    Then I use ActorX import PlugIn on 3DSmax (last version) and FBX export, also works fine for importing geometry.
    Thanx to Gildor for his developpments.

    But I need to reinitialise all material manually, to create materials from select all texture and right click create material will produce a material for each texture. A diffuse and a normal map from a unique material will produce 2 materials. I need to fix this manually.
    For static meshes, the materials needs to be reassign also manually.
    Not yey worked on skeletal meshes and animations may be are also some issues.
    If this procedure works, it takes a lot of time to convert big packages, so i'll be very happy for the porting of UT4 converter to UDK packages (thanx in advance to ШιητεЯΙsСσmιηɡ if this will happens
    all the best

    cheers Dan

    Leave a comment:

Working...
X