diff --git a/history.md b/history.md
index ddfb275..e6a1b9e 100644
--- a/history.md
+++ b/history.md
@@ -1,3 +1,6 @@
+- 1.4.2 - 23/01/2023
+ - u2/ut2003/ut2004/uc2->ut3/ut4: fixed converted staticmeshes bad export format (.obj fliped with .mtl)
+
- 1.4.1 - 22/01/2023
- all->ut4: fixed all converted sound actors have same radius
- extractor tool: now staticmeshes are now also exported from map package when using Epic Games extractor
diff --git a/pom.xml b/pom.xml
index cdd7fb3..14180d3 100644
--- a/pom.xml
+++ b/pom.xml
@@ -5,7 +5,7 @@
org.xtx
UT-Converter
- 1.4.1
+ 1.4.2
jar
UT Converter
diff --git a/src/main/java/org/xtx/ut4converter/MainApp.java b/src/main/java/org/xtx/ut4converter/MainApp.java
index 648ba3a..1138497 100644
--- a/src/main/java/org/xtx/ut4converter/MainApp.java
+++ b/src/main/java/org/xtx/ut4converter/MainApp.java
@@ -32,7 +32,7 @@ public class MainApp extends Application {
/**
* Version of UT4 Converter
*/
- public static final String VERSION = "1.4.1";
+ public static final String VERSION = "1.4.2";
/**
* Author
diff --git a/src/main/java/org/xtx/ut4converter/MapConverter.java b/src/main/java/org/xtx/ut4converter/MapConverter.java
index 7ae9b38..7e0c093 100644
--- a/src/main/java/org/xtx/ut4converter/MapConverter.java
+++ b/src/main/java/org/xtx/ut4converter/MapConverter.java
@@ -743,7 +743,7 @@ private void convertStaticMeshFiles() {
pskSm.replaceMaterialNamesBy(getReplacementMatName(pskSm.getMaterials().stream().map(Material::getMaterialName).toList()));
if (isTo(UE4, UE5)) {
- pskSm.exportToObj(smObjFile, smMtlFile);
+ pskSm.exportToObj(smMtlFile, smObjFile);
} else if (isTo(UE3)) {
pskSm.exportToAse(smAseFile);
}
@@ -754,7 +754,7 @@ else if (StaticMesh.FILE_EXTENSION_T3D.equals(smFileExt)) {
smT3dFile.replaceMaterialNamesBy(getReplacementMatName(smT3dFile.getTriangles().stream().map(Triangle::getTexture).toList()));
if (isTo(UE4, UE5)) {
- new ObjStaticMesh(smT3dFile).export(smObjFile, smMtlFile);
+ new ObjStaticMesh(smT3dFile).export(smMtlFile, smObjFile);
} else if (isTo(UE3)) {
smT3dFile.exportToAse(smAseFile);
}
diff --git a/src/main/java/org/xtx/ut4converter/t3d/T3DLight.java b/src/main/java/org/xtx/ut4converter/t3d/T3DLight.java
index 1485102..205a84b 100644
--- a/src/main/java/org/xtx/ut4converter/t3d/T3DLight.java
+++ b/src/main/java/org/xtx/ut4converter/t3d/T3DLight.java
@@ -345,9 +345,9 @@ private void convertUE12ClassAndMobility() {
} else if (!isSpotLight() && (isSunLight() || Boolean.TRUE.equals(this.isDirectional))) {
// UE1/UE2 directional lights have no lightning inside brushes (because UE1/UE2 are in substractive mode)
// Replacing them with spotlights make them work
- this.t3dClass = UE4_LightActor.SpotLight.name();
- this.radius = 20000f;
- //this.t3dClass = UE4_LightActor.DirectionalLight.name();
+ //this.t3dClass = UE4_LightActor.SpotLight.name();
+ //this.radius = 20000f;
+ this.t3dClass = UE4_LightActor.DirectionalLight.name();
} else {
this.t3dClass = UE4_LightActor.PointLight.name();
}