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

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  • replied
    Guys this is the first map I imported thanks to UT4XConverter.
    http://www.mediafire.com/file/57qzlb...ditor.pak/file

    Leave a comment:


  • replied
    *edited*

    Dear ШιητεЯΙsСσmιηɡ,

    Too bad UT4Converter has been cancelled, I really hoped to see the this converter reach milestone 1.0 since you already implemented so much functionality in your converter
    I thought that it's better to finish this project for once and for all, but it's more important to move on to your next project.

    I always look out to the projects of high quality developers like you.
    I want to wish you Good Luck with what you're doing right now!

    Sincerely,

    Kevin Crans
    Last edited by kevincrans; 06-14-2019, 01:17 PM.

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  • replied
    Originally posted by ÐutchSmºke View Post
    BiGup yourself ШιητεЯΙsСσmιηɡ, your contribution for UT4 is uncontesable based on the fact that without you, I wouldn't have 194 maps up for play.
    On behalf of the LoPinGiacs, best of luck with your new endeavors!
    I would like to second this.

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  • replied
    BiGup yourself ШιητεЯΙsСσmιηɡ, your contribution for UT4 is uncontesable based on the fact that without you, I wouldn't have 194 maps up for play.
    On behalf of the LoPinGiacs, best of luck with your new endeavors!

    Leave a comment:


  • replied
    Hi people, the project is indeed 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.

    Leave a comment:


  • replied
    Originally posted by Gamerz31w View Post
    Interesting tool,but why it was discontinued?
    Why was UT4 alpha discontinued?

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  • replied
    Interesting tool,but why it was discontinued?

    Leave a comment:


  • 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
    Last edited by time_collapse; 11-04-2018, 04:09 AM.

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  • 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

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  • 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

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  • 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
    Last edited by time_collapse; 10-18-2018, 02:18 PM.

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  • 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:	63
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.

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  • 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:

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