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License: Other
Helps converting old Unreal (Tournament) maps to UT3 (2007) / UT4 (2015) game.
License: Other
Hello, I'm new to UE4, if you could help me and upload the program or send it to me it would be very helpful, the problem is that in my country it can not be downloaded and I'm really interested.
Use either umodel or ucc.exe to export staticmeshes
then create exporter to .fbx or .obj staticmesh files for importing into UE4.
Hello, i was wanting to convert ONS-Torlan from UT2004 so i could mess around with it, however when converted and the t3d pasted in, it looks like this:
The terrain is not in the right place and some objects seem to have missing textures:
I followed the conversion instructions closely so im not sure if this is my fault. It would be very much appreciated if you could fix this.
Migrate project to Java and JavaFx to 14
Hello, i was wanting to convert ONS-Torlan from UT2004 so i could mess around with it, however when converted and the t3d pasted in, it looks like this:
The terrain is not in the right place and some objects seem to have missing textures:
I followed the conversion instructions closely so im not sure if this is my fault. It would be very much appreciated if you could fix this.
Since jpackage is now production ready, migrate java project version to 16 (with javafx)
UT4X converter has been using xnview program to convert generated .dds image files from ucc.exe to .psd files. Since umodel does not export as .dds file, xnview can be safely deleted.
Hi !! i made a good map for UT3 + there are bots places to guard when giving orders..
i would like to know if it's possible to convert down a UT3 map ? or up for last UT ?
Thanx for your help !!
Migrate application to use LTS java 21 version.
Upgrade dependencies if possible as well.
Converted staticmeshes have wrong UV.
This might be due to y axis flip that was needed for mesh good rendering.
Since umodel license has been updated on 07/01/2022 to MIT (https://github.com/gildor2/UEViewer/blob/master/LICENSE.txt) which allows to distribute it, it can now be directly integrated into UT Convert, so user would no longer have to configure it.
In a second time it would be possible to fork umodel to be able to read unreal 2 texture for example and add extra features maybe some direct interface with java via JNI (Java Native Interface)
Is there any plans for it?
https://api.github.com/repos/xtremexp/UT4X-Converter/releases/latest
Returns:
"tag_name": "v1.1.1",
"target_commitish": "master",
"name": "1.1.1",
"draft": false,
"prerelease": false,
In future version, maybe autodownload the latest release, execute installation program and close converter.
Migrate project from java 8 to java 13.
This implies also migrating JavaFX library (UI).
Port UT99 assault actors to UT4 blueprint actors made by UT4AssaultTeam
since uc2 and dnf"1 are supported, which coincidentally have all binaries available for the same reason as the hp2 prototype, can support for harry potter 2 be added as well?
The Hp modding community does a lot work on those games and made it 64-bit.
There's a lot of people wanting to experiment with it in UE4, it can already be done using t3d and a supported "donor game".
The community's github: https://github.com/metallicafan212/HarryPotterUnrealWiki/wiki/
umodel allows to export as .png which has a much better quality compared to .tga.
Converter needs to be modified so textures are exported as .png instead of .tga.
Try convert vert meshes from Unreal 1 / Unreal Tournament
As reported by time_collapse @utforums (https://www.epicgames.com/unrealtournament/forums/unreal-tournament-development/ut-development-level-design/9285-ut4x-converter-1-0-0-22-02-2020?p=408662#post408662 ) , conversion seems much slower.
Maps that have been tested are DM-Heatray and DM-Morbias.
Tested on my own with latest umodel on Ryzen 7 3800X CPU:
Not yet tested for other UT games.
Set up automation tests to convert all UT2004 map at once (in batch) and check if some maps failed to convert or there are some issues while converting actors (t3d parsing issues notably).
This would help reduce bugs (mainly while parsing .t3d file) from converter since a more diversity of data (maps, resources) is tested.
For now, movers are converted into the original mover/brush actor and a staticmesh actor with a default shape.
After, user have to convert manually each brush into the right shape and apply it to the staticmesh actor.
This can take quite a long time for maps with 20/40 + mover.
Polygons with Pan U/V values have bad texture alignement for Unreal 1/Unreal Tournament maps
It can be really annoying to manually fix all textures unaligned afterwards.
DmFith converted to UT3 with unaligned texture :
Original t3d polygon surface data:
Begin Polygon Item=OUTSIDE Texture=Starship.Panel.s4 Link=2
Origin +00000.000000,-01216.000000,+00000.000000
Normal +00000.000000,+00000.000000,+00001.000000
TextureU +00000.500000,+00000.000000,+00000.000000
TextureV +00000.000000,+00000.500000,+00000.000000
Pan U=160 V=64
Vertex -00064.000000,-00064.000000,+00000.000000
Vertex +00064.000000,-00064.000000,+00000.000000
Vertex +00064.000000,+00064.000000,+00000.000000
Vertex -00064.000000,+00064.000000,+00000.000000
End Polygon
Converted to UT3 (with 1.25X scale):
Begin Polygon Item=Side Texture=DmFith.Starship_Panel_s4_Mat Flags=3584 Link=2 ShadowMapScale=64.000000
Origin +01520.000000,+00000.000000,+00000.000000
Normal +00000.000000,+00000.000000,+00001.000000
TextureU +00000.000000,+00000.800000,+00000.000000
TextureV -00000.800000,+00000.000000,+00000.000000
Vertex +00080.000000,-00080.000000,+00000.000000
Vertex +00080.000000,+00080.000000,+00000.000000
Vertex -00080.000000,+00080.000000,+00000.000000
Vertex -00080.000000,-00080.000000,+00000.000000
End Polygon
Different tests to see how it works.
TextureU and TextureV are used for texture scaling and rotation.
Origin, PanU, PanV are used for texture position.
Failed to execute goal org.codehaus.mojo:exec-maven-plugin:1.6.0:exec (create-package) on project UT4X-Converter: Command execution failed.
Wont process the UT4X-Conveter command line "clean install -e"
any ideas would be helpful for this IntelliJ IDEA issue I am having. I've even deleted the 1.6.0 out of the repository and even after it reloads it, it still doesnt work.
As seen in VCTF-Sandstorm where big mover for sandstorm have 3D scale property set,
the converted mover have tiny scale.
Have to use the custom property scaling for lift blueprint .
If possible please investigate, this is a .t3d, i've converted onto ".txt" so i could upload it here.
Some maps got huge bsp holes after import.
(e.g.: AS-Rook, AS-HighSpeed, ...).
Conversion of staticmesh does not keep the smoothing group information within .obj files.
Convert terrain from unreal tournament 2004 with:
Well Duke Nukem Forever 2011, the retail version is a complicated topic.
The engine is Unreal Engine 1, the Unreal Tournament retail release version, which is basically the same as the 2001 version at the core.
And then it has static meshes pulled from Unreal Engine 2, same with Karma physics, the renderer is completely custom, and it has Meqon physics implemented (basically early PhysX).
We have made a custom map editor for the game through reverse engineering, so that allows us to export the maps in .t3d format.
You can download here if you wanna test:
https://www.nexusmods.com/dukenukemforever/mods/3
I'm just wondering if it could be done in the future, since it's still UE1 and now we have basically full 2001 support.
Thanks!
Conversion of .t3d staticmeshes from unreal 2 does not keep smoothing group information.
As the matter converted staticmeshes does not look "smooth"
Handle terrain conversion from unreal tournament 3:
height map
alpha layers
deco layers (if possible)
Yes, believe it or not they were built on top of Unreal Tournament 99, on UE1, with little to no changes to the very first version, i suppose it wouldn't be very hard to make a compability patch, no?
As seen in VCTF-Sandstorm, weapon lockers are not converted yet. UT4 has this actor.
Add missing source files that were used to compile GetTextureName.exe and ExtractTexture.exe program
Be able to convert Unreal 2/UT2003/4 maps to UT3.
Terrain conversion will not be implemented at this step.
Hello, i was wanting to convert ONS-Torlan from UT2004 so i could mess around with it, however when converted and the t3d pasted in, it looks like this:
The terrain is not in the right place and some objects seem to have missing textures:
I followed the conversion instructions closely so im not sure if this is my fault. It would be very much appreciated if you could fix this.
Does this work with ute4 ver.4.15.0 ? I saw your youtube video on converting ut (1999) to ut4 (2015), everything works great and I can follow you till you import into ute4. I don't have the option to import only to import into level, so i pick that option and navigate to where the converted map is. But the map is .t3d and my ute4 wants .fbx or .obj. How do I fix this?
Hello!
Is there any contact to reach you in private?
Thanks!
Use java packager feature to create a .msi file / setup install file.
For some reason the UV when importing to UT4 messes up on some areas, some of the texthres become way too small or way too big, and also I'd like to know if there could be a way to import other areas of the map natively as static meshes, since UE4 and UE5 behave better with meshes rather than brushes.
Thanks!
For Textures & StaticMeshes the converted lines are as follows.
"/Game/Converted/RO-Arad-UT2004/Arad_T_SkyandFog_FogRingColor_Mat.Arad_T_SkyandFog_FogRingColor_Mat"
When they should be like this.
"/Game/Converted/Arad_T/SkyandFog/FogRingColor_Mat.FogRingColor_Mat"
This is the UE2 version for reference.
"Arad_T.SkyandFog.FogRingColor"
Also something worth noting, when importing BSPs, all materials in the game need to be loaded, you can do this by filtering for materials, selecting them all with CTRL-A and then right clicking them to prepare the shaders otherwise they don't get applied in UE4.
You use ucc.exe to extract textures/sounds/maps etc from unr file with this .bat
cd "C:\UnrealGold\System"
ucc.exe batchexport C:\UnrealGold\Maps\Vortex2.unr Level t3d "D:\Documents\UT4X-Converter\Converted\Vortex2\Temp\LEVEL"
But ucc.exe from Unreal 1 does not know command batchexport
When I try to use ucc from Unreal Tournament 2004
I got this error
Loading package C:\UnrealGold\Maps\Vortex2.unr...
Failed loading package: Can't find file for package 'PlayrShp'
History: UObject::SafeLoadError <- UObject::LoadPackage <- UBatchExportCommandlet::Main
Exiting due to error
Is it possible to convert Unreal 1 level files?
Application succeed to be packaged (.exe installation file created) but fails to load. Thus latest versions cannot be released to public.
UT4X-Converter.exe
Missing JavaFX application class org.xtx.ut4converter.MainApp
Does UE3 Or UDK Support By This Tool?
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