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(); }