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[Tool] UDK T3D to Unreal 4 T3D Tool

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  • started a topic [Tool] UDK T3D to Unreal 4 T3D Tool

    [Tool] UDK T3D to Unreal 4 T3D Tool

    I ported over a modular building I made originally in UDK into Unreal 4, and the results where fantastic.
    However I had to manually place every actor again to recreate it, wasn't that big of a deal since the building was not that complicated.

    As I wanted to do the same to my CBC building. There was no way I was going to place over 2000+ actors again.
    So I wrote a tool orginally in php to convert UDK's T3D into Unreal 4's T3D, Is now a stand alone program written in C#

    v2.0 Standalone

    Download .exe Version 2.0
    Supports converting the following actors
    • Static meshes (Lightmap UVs, overridden materials)
    • Skeletal Mesh actors
    • Interp Actors
    • Kactors
    • Lights (brightness, color)
    • Cameras
    • Decals
    • Particles
    • Audio
    • Exponential height fog


    v1.0 PHP (only works with static meshes)
    Online version link 2

    1. You sill need to export all individual meshes & textures from UDK, and import/set them up inside of Unreal 4.
    (with a lot of work, it would be possible to write a tool to convert materials exported as T3D made in UDK, into unreal 4)
    2. Once they are in the Content Browser, you can copy the actors inside of UDK, use the tool to convert the output, then paste into Unreal 4.

    There is still a lot of manual labor involved while re-importing assets into Unreal 4, but this tool is the first step in reducing the work it takes porting from UDK to UE4
    Last edited by Matt3D; 07-16-2017, 12:13 PM. Reason: Updating link to 1.2

  • replied
    @Matt3D

    thank you for the great tool but i have issue with my skeleton assest i can't export it maybe i doing something wrong

    Leave a comment:


  • replied
    Fixed the broken dropbox link to v2.0 in the first post. Here it is again.
    https://www.dropbox.com/s/w5e5phsldi..._v2.0.zip?dl=0

    Also new link to the documentation
    https://www.dropbox.com/s/h1f0vzntgo...ation.pdf?dl=0

    Anyone who still wants the source code, just send me an email/pm

    For those having issues with errors, please share the T3D from UDK you are trying to convert. And I'll look into it.
    Last edited by Matt3D; 07-16-2017, 12:19 PM.

    Leave a comment:


  • replied
    Hi,
    I keep getting an actor not found dialog box whenever i try to convert a T3D File, Can anyone guide me further?
    I exported a static mesh from UE3 and imported it into UE4 as a .OBJ file,
    I have the source of the game in UE3.

    Leave a comment:


  • replied
    Hi Matt.
    Can you share source code of your tool? Thanks

    Leave a comment:


  • replied
    Thanks for making this tool! I've been on the fence about moving to UE4 for a while and this tool helps me test and prototype quickly.

    The tool didn't work for me at first though, I kept getting an "Index error". After some trials going back and forth it looks like the issue was caused by the line: LODData(0)=(ShadowVertexBuffers=(ShadowMap1D'ShadowMap1D_4')) in my script copied from UDK. I was able to delete this line and the tool converted the script without any problem. It appears to have something to do with pre-built lighting, the fix is to select the objects you want copied in UDK, and then move them in the editor slightly to blast away pre-built lighting information, THEN copy them and use the conversion tool. After figuring that out, everything seems to work fine.

    Leave a comment:


  • replied
    It does not work for me

    Leave a comment:


  • replied
    Ok so I got the editor to work , it seems that I did not run as Admin ! OMG.
    Also Any way to get an update so the tool also keeps layers?
    and there is also an issue with crashing Unreal 4.11 when the CustomProperties line is present.
    I deleted the line and no crash happens.

    I'd actually like to get ahold of the source for this tool so that I can make a few changes of my own.
    Last edited by Tuxmask75; 04-02-2016, 06:03 PM.

    Leave a comment:


  • replied
    Finally got all my assets into Unreal 4.10.4 and I tried to run the tool for the first time and I get an error, my guess is that it don't work with the version of Unreal 4 that I'm in.

    Here is the error log:

    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
    Parameter name: index
    at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
    at UDKtoUE4Tool.Form1.ConvertVC(List`1 list, List`1 list2, Int32 i)
    at UDKtoUE4Tool.Form1.button3_Click(Object sender, EventArgs e)
    at System.Windows.Forms.Control.OnClick(EventArgs e)
    at System.Windows.Forms.Button.OnClick(EventArgs e)
    at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
    at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
    at System.Windows.Forms.Control.WndProc(Message& m)
    at System.Windows.Forms.ButtonBase.WndProc(Message& m)
    at System.Windows.Forms.Button.WndProc(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


    ************** Loaded Assemblies **************
    mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1073.0 built by: NETFXREL3STAGE
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    UDKtoUE4Tool
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Andrew/Desktop/UDKtoUE4Tool.exe
    ----------------------------------------
    System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1038.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1038.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1068.2 built by: NETFXREL3STAGE
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1038.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
    ----------------------------------------
    System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1038.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------
    System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.6.1064.2 built by: NETFXREL3STAGE
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
    <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.




    Leave a comment:


  • replied
    Originally posted by bahamut8591 View Post
    Hey so I was able to convert everything from UDK to UE4 except SoundCues And ParticleSystems...I was wondering if there is a way to get those moved over like how Speedy37 was able to convert Materials?

    Thanks in advance
    How did you manage to do that ?! You transferred models, materials and textures over to Unreal 4 from UDK??

    Leave a comment:


  • replied
    Hey so I was able to convert everything from UDK to UE4 except SoundCues And ParticleSystems...I was wondering if there is a way to get those moved over like how Speedy37 was able to convert Materials?

    Thanks in advance

    Leave a comment:


  • replied
    aww man ! well thx for the reply !

    Leave a comment:


  • replied
    @DarkSynopsis on Twitter made me aware that there is an introduced bug in v1.2, only the first static mesh will have it's rotation converted over. This isn't a problem in v1.1, or here in v2.0

    Although I don't know how useful it will be to anyone now, I am releasing v2.0 now for free. Not really any money to be made off it, and the Unreal Marketplace I don't think will ever support external programs like this one, and I don't have the experience to re-create the tool in UE4 naively.

    https://dl.dropboxusercontent.com/u/...4Tool_v2.0.zip

    v2.0 Fixes the introduced bug, plus adds Lightmap UV support to static meshes, and converts a whole range of actors including:
    Lights, Cameras, Decals, Kactors, Skeletal Mesh actors, Interp Actors, Particles, Audio and Exponential height fog.

    And now supports Dynamic linking of assets in UE4: If the UE4 content folder is provided, ported over assets only need to have the same name as they did in UDK, but can be located anywhere in the project's directories. If an asset with the same name is found it will use it. If no asset with the name is found, or no UE4 content folder is provided the asset path will simply be converted from

    Originally posted by Tuxmask75 View Post
    Hey guys , I'm looking to just convert over everything within a .upk over to Unreal 4's format including the upk's internal folder structure. is it possible with any of these tools ?
    My tool only converts T3D script, not binary assets.

    Leave a comment:


  • replied
    Hey guys , I'm looking to just convert over everything within a .upk over to Unreal 4's format including the upk's internal folder structure. is it possible with any of these tools ?

    Leave a comment:


  • replied
    Hey Stridemann,
    I was wondering if since your program uses Speedy37's plugin to first get things imported over and then I assume copy to a 4.6 build, if you wouldnt mind telling me how you got his plugin to work. I have gotten things to import over, not T3D but once they are in the editor, my scene doesnt fill up with the static meshes, etc. I only get 1 brush and 1 static mesh. I can't seem to figure out what I'm doing wrong. Once things are ported over I wanted to use your software to get the rest skeletal meshes, etc. Would you mind telling me how you got it to work? I'd greatly appreciate it.
    Last edited by a.carter1182; 02-14-2015, 10:03 PM.

    Leave a comment:

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