-
Notifications
You must be signed in to change notification settings - Fork 21
Conversion to UT3
This section is for maps that are being converted to UT3, after using the UT Converter. Make sure you have followed the UT Converter instructions before reading this section.
$\color{#D29922}\textsf{\Large⚠\kern{0.2cm}\normalsize Warning:}$ This wiki page is under construction and not yet finished
See conversion video tutorial here: UT99 to UT3 - Map conversion tutorial [YouTube]
- Open UT3 Editor
- Create a new map in additive mode in main menu
- Save your map with filename exact as the one that was set in UT Converter.
Open the 'Generic browser' in UT3 editor:
Go to import submenu and select all textures UT converter has exported in:
C:/[Username]/Documents/UT4X-Converter/Converted/[converted_map_name]/Texture
In the import panel set the package name exactly the same as the map name set in UT-Converter
Check "Create material ?"
Press "OK To All"
Re-open the generic browser and this time import sound files in:
C:/[Username]/Documents/UT4X-Converter/Converted/[converted_map_name]/Sound
In import options, set package name exactly the same as the map name set in UT-Converter
Check "bAutoCreateCue"
Press "OK To All"
In main menu go to "File->Import->Import into existing map ..."
Select the .t3d file generated by UT Converter then press Open
After import, build the map in main menu:
Save map again so textures are compiled. You will now see the original textures:
Some maps do have movers (like lifts, levers, doors, ...) which in UE1/UE2 are special brushes.
In UT3, mover brushes no longer exist and have been replaced by interpActors (=moving staticmeshes).
Program convert them into a generic interpactor with a default mesh and a normal brush.
You need to :
- Convert the mover brush to static mesh
- Add a colision volume to the static mesh
- Apply the static mesh to the interpactor
- Create a matinee scene to configure how it moves and how it is triggered
First look for movers that have been converted using the 'find' button, you will see the converted movers come in pairs (interp actor + brush):
Pair of brush + interpactor created in map :
Right click on the mover brush and select "Convert to Static Mesh":
Key in the package name whatever you want (preferably the same as you used for importing sounds and textures).
For name you'd better use a name close to the original one
Your staticmesh have now been imported. However by default it has no colision volume. You need to set one, else your player will go
throught:
In generic browser, double click on your staticmesh then use the "Colision" menu.
Depending on the shape, chose the colision volume that would be the best
$\color{#58A6FF}\textsf{\Largeⓘ\kern{0.2cm}\normalsize Note:}$ For very complex staticmeshes, unlike in Unreal Editor 4/5 it is not possible to use the whole detailled brush as a colision volume.
- Select the interpactor (purple shape) and open it's properties
- Go to staticmesh properties and apply the new mesh shape while the mesh is being selected in generic browser
After replacing with the right mesh, the interpactor looks much better with the right shape:
Now you need to do some change to configure how the interpactor moves and is triggered.
Else it will just be like a static brush.
To do so:
- Open the UnrealKismet editor
- Right click inside and add a physics mover event
Assign the interpactor to the event:
Double click to open the Unreal Matinee editor then right click at bottom left area to add a camera group:
We name it 'CameraGroup'(you can set it to whatever you want)
Once created you can remove the FOVAngle track:
Assign the interpactor to the matinee :
Select the movement track then move the slider to the end of track and press 'Enter' to add a second movement key (where interpactor will end its movement):
Once the second key has been created, while it's still selected in UnrealMatinee (red triangle), move the interpactor to its end position:
You have now a working mover triggered when player walk on it.
$\color{#58A6FF}\textsf{\Largeⓘ\kern{0.2cm}\normalsize Note:}$ You need to do this for each mover in map which might take some time. Some movers might have the same shape and movement, so it might not necessary to make duplicates staticmeshes or matinee scenes.
Footer
TEST CUSTOM SIDEBAR