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UT4X Converter - 1.0.0 - [22/02/2020]

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  • replied
    Originally posted by RattleSN4K3 View Post
    0.7.2 is outdated for at least 20 code changes. xtremexp is likely going to update once he reached his next milestone.
    Any word on the new converter? I would like to at least try and convert my UT3 map using this tool, sounds like its pretty good. Thank you!!

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  • replied
    Originally posted by Mitch Mitchell View Post
    2.2, but thankfully if you get it wrong, you can use the map scaler to alter the size as needs be.

    Another consideration is the movement speed versus UT3 movement speed, and gravity; which feels heavier on UT3 than UT4. There doesn't seem to be much in the way of connection between the player and the ground in UT4 and there is a floating feeling when moving around, but in UT3, big thuds when you traverse the environment. Some discussions on this over the last 12 months elsewhere on the forums.

    You really notice this when ALT-Tabbing between the UT3 editor and the UT4 editor when converting maps.

    Things to look out for scale-wise, are the distances between platforms as UT3 had the double jump mechanic...
    Thank you for your quick response! I see that the old UT3 editor used an 8 square measuring system and UT4 uses a 10 square system. So if my level is 384 units wide in UT3 (yes, I counted them), it should be 845 units wide in UT4? This does not seem to be anywhere near how big it needs to be. I must be doing something wrong.....

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  • replied
    I am also wondering if the scale 2.2 of a converted level is still correct since the tool was released before the 15% scale increase of the player characters?

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  • replied
    Originally posted by From_Behind View Post
    I am going to convert a UT3 map from scratch to UT4. Its a custom map that I converted years ago from UT99 to UT3. What is a good overall conversion factor for the geometry? Is it easy to use the tools stated above for converting from UT3 to UT4? Thank you for any help on this. The new UT4 is so awesome that I am hoping to be able to do a nice conversion whether I build it from scratch or use these tools. Thanks!!!
    2.2, but thankfully if you get it wrong, you can use the map scaler to alter the size as needs be.

    Another consideration is the movement speed versus UT3 movement speed, and gravity; which feels heavier on UT3 than UT4. There doesn't seem to be much in the way of connection between the player and the ground in UT4 and there is a floating feeling when moving around, but in UT3, big thuds when you traverse the environment. Some discussions on this over the last 12 months elsewhere on the forums.

    You really notice this when ALT-Tabbing between the UT3 editor and the UT4 editor when converting maps.

    Things to look out for scale-wise, are the distances between platforms as UT3 had the double jump mechanic...

    Leave a comment:


  • replied
    I am going to convert a UT3 map from scratch to UT4. Its a custom map that I converted years ago from UT99 to UT3. What is a good overall conversion factor for the geometry? Is it easy to use the tools stated above for converting from UT3 to UT4? Thank you for any help on this. The new UT4 is so awesome that I am hoping to be able to do a nice conversion whether I build it from scratch or use these tools. Thanks!!!

    Leave a comment:


  • replied
    I run the beta, sorry for the confusion

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  • replied
    Originally posted by Mitch Mitchell View Post
    Well, I think it's pretty complete, it just needs a little bit of tinkering for static meshes, terrain, and file naming for assets generated - but that's about it.
    0.7.2 is outdated for at least 20 code changes. xtremexp is likely going to update once he reached his next milestone.

    Leave a comment:


  • replied
    Originally posted by Metalfist View Post
    Any updates on this awesome tool?
    Well, I think it's pretty complete, it just needs a little bit of tinkering for static meshes, terrain, and file naming for assets generated - but that's about it.

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  • replied
    Any updates on this awesome tool?

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  • replied
    Originally posted by Zeehondje View Post
    Feature request: batch support or select multiple maps to convert all after eachother.
    Why?

    You could set umodel/viewer to bulk export/extract an entire folder of maps if you want, which would give you all the textures/meshes/audio you want.

    From there, you could just ask UT4 convertor to only convert the actual map and ignore all the assets, as umodel is doing that for you.

    Bare in mind that it is not a simple process. You still need to create all of the materials, and you need to setup folders and string lengths which will not cause the cooking process to crash the editor. As illustrated above, the *.t3d file needs editing to complete this process. In addition to this, the brush ordering needs works and then there are sizing concerns.

    Converting maps is a big job. Put a pot of coffee on and get down to it.

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  • replied
    Feature request: batch support or select multiple maps to convert all after eachother.

    Leave a comment:


  • replied
    Originally posted by TickleMeElmo View Post
    Dude, your my hero!
    It's in the instructions. Not the one to take credit for it However, using UDK is significantly faster conversion process and avoids the angular problem of meshes.

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  • replied
    Originally posted by Mitch Mitchell View Post
    import into UE4 with a .01 scale
    Dude, your my hero!

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  • replied
    Originally posted by Mitch Mitchell View Post
    open blender
    click 'import psk'
    click 'export FBX'
    import into UE4 with a .01 scale
    rinse and repeat.

    Any issue with the FBX file, then convert the FBX file into 'FBX 2013' using the Autodesk Converter as listed and linked (I think) on the main page of the guides/hints/tips/resources section of this site.

    You could also simply run a batch job inside UDK by group importing (psk) and exporting (FBX) and then converting into FBX 2013 - it's certainly a lot faster and there are no issues with smoothing, like you get with Blender.
    You saved my life. Almost got cancer from using Blender. Also Blender did not allow me to import psk despite add-on being enabled.

    @XTXP
    Please add info about UDK->FBX Converter trick to the first post. Save people from using Blender.

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  • replied
    This post is all about UT3 and the current DEV build of UT4 Converter: UT4-Converter-0.8-DEV-25102015.

    The new texture alignment does appear to work, but the static meshes and the process I have come up with are really an issue which is hard to resolve. Let me explain.

    As it stands the SM's generated in \UnrealTournamentconvertor\UT4-Converter-0.8-DEV-25102015\Converted\MAP NAME\StaticMesh are a list of junk files.

    The issue with them is they are not allowing themselves to be converted into FBX files without some angular, scaling and 'non-smoothed' nature to them.

    The best files are the PSKX files (contained in the [temp] folder) and the method I have come up with is essentially this:

    Change the file suffix to PSK
    Import into UDK
    Bulk export the PSK files into a new folder (thus creating a new FBX file)
    Convert the new FBX files with Autodesk FBX converter to 2013 to avoid issues when...
    Import the new FBX files to UT4

    This gives me a clean FBX file with none of the issues. *

    -

    Another issue I found is the windows text string length and text file used for the importing of the map, as indicated above by me, this is too long and the example I gave is a very real example.

    The text file is something which (by using a simple 'find and replace' system) I have had to alter so that something like:

    Begin Polygon Item=Side Texture=/Game/Developers/Mitch/MAPNAME/T_HU_Walls_BSP_BrickA01_blue_D_Mat.T_HU_Walls_BSP_BrickA01_blue_D_Mat Link=3


    is changed to:

    Begin Polygon Item=Side Texture=/Game/content/BrickA01_blue_D_Mat Link=3

    This is also applied to every asset using simple find and replace, or bulk renaming of the file strings to minimise the text string.

    What is also noticeable in the text file is the naming of the Static Meshes, as changing these names also means the map can be built with the correct references named in the text file.

    I saw no issues with this an managed to have a map build itself quite convincingly, once the text file had been altered and the correct assets assigned and imported.

    -

    By thoughts on this are...

    Newer versions of the tool for UT3 maps need to have;

    A way of using bulk exporting and conversion with UDK/Autodesk or otherwise, to facilitate better FBX meshes.
    A way of using the text file to generate better nomenclature
    A way of having a central folder which once the map is being imported can reference all assets correctly.
    A way of reducing the file string length, as cooks currently exceed the windows limitation by Microsoft.


    PS: I uninstalled Blender as I no longer need to use it.

    * Edit, ...and takes practically no time to do whatsoever, and keeps the correct nomenclature for the file.
    Last edited by Mitch Mitchell; 01-05-2016, 10:18 AM.

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