Unfortunately this tool seems to not work anymore, it throws an unhandled exeption Drawscale Failed to Parse while trying to convert a simple static mesh :
Begin Map
Begin Level
Begin Actor Class=StaticMeshActor Name=StaticMeshActor_70 Archetype=StaticMeshActor'Engine.Default__StaticMeshActor'
Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent_24 Archetype=StaticMeshComponent'Engine.Default__StaticMeshActor:StaticMeshComponent0'
Begin Object Class=ShadowMap2D Name=ShadowMap2D_112
Texture=ShadowMapTexture2D'ShadowMapTexture2D_8'
CoordinateScale=(X=0.117188,Y=0.234375)
CoordinateBias=(X=0.503906,Y=0.507813)
LightGuid=(A=328481386,B=1141678180,C=1816480420,D=-1963842740)
bIsShadowFactorTexture=False
Name="ShadowMap2D_112"
ObjectArchetype=ShadowMap2D'Engine.Default__ShadowMap2D'
End Object
Begin Object Class=ShadowMap2D Name=ShadowMap2D_27
Texture=ShadowMapTexture2D'ShadowMapTexture2D_8'
CoordinateScale=(X=0.492188,Y=0.984375)
CoordinateBias=(X=0.003906,Y=0.007813)
LightGuid=(A=328481386,B=1141678180,C=1816480420,D=-1963842740)
bIsShadowFactorTexture=False
Name="ShadowMap2D_27"
ObjectArchetype=ShadowMap2D'Engine.Default__ShadowMap2D'
End Object
Begin Object Class=ShadowMap2D Name=ShadowMap2D_78
Texture=ShadowMapTexture2D'ShadowMapTexture2D_8'
CoordinateScale=(X=0.242188,Y=0.484375)
CoordinateBias=(X=0.753906,Y=0.007813)
LightGuid=(A=328481386,B=1141678180,C=1816480420,D=-1963842740)
bIsShadowFactorTexture=False
Name="ShadowMap2D_78"
ObjectArchetype=ShadowMap2D'Engine.Default__ShadowMap2D'
End Object
StaticMesh=StaticMesh'wasteland.cars.car1'
LODData(0)=(ShadowMaps=(ShadowMap2D'ShadowMap2D_27'))
LODData(1)=(ShadowMaps=(ShadowMap2D'ShadowMap2D_78'))
LODData(2)=(ShadowMaps=(ShadowMap2D'ShadowMap2D_112'))
VertexPositionVersionNumber=1
Materials(0)=Material'wasteland.cars.car_orange_material'
ReplacementPrimitive=None
MaxDrawDistance=30000.000000
CachedMaxDrawDistance=30000.000000
PreviewEnvironmentShadowing=146
bAllowApproximateOcclusion=True
bForceDirectLightMap=True
bUsePrecomputedShadows=True
VisibilityId=160
LightingChannels=(bInitialized=True,Static=True)
Name="StaticMeshComponent_24"
ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshActor:StaticMeshComponent0'
CustomProperties
CustomProperties
CustomProperties
End Object
StaticMeshComponent=StaticMeshComponent'StaticMeshComponent_24'
Components(0)=StaticMeshComponent'StaticMeshComponent_24'
Location=(X=-204.225616,Y=7164.647949,Z=2397.894531)
Rotation=(Pitch=72,Yaw=-15064,Roll=-136)
DrawScale=1.100000
bPathColliding=True
Tag="StaticMeshActor"
CollisionComponent=StaticMeshComponent'StaticMeshComponent_24'
Name="StaticMeshActor_70"
ObjectArchetype=StaticMeshActor'Engine.Default__StaticMeshActor'
End Actor
End Level
Begin Surface
End Surface
End Map
Has anyone else had success with this tool since October 2019, potentially with UE4 updates?
I am a mod map designer from Insurgency: Sandstorm and see some potential in Rising Storm 2 map ports as the gameplay has many similar core aspects.
My experience is almost strictly from a level design perspective (and strictly UE4) so I don’t have the scripting confidence to verify whether this might work myself, but if any others can, there are some map developers from RS2 that have been working on Sandstorm’s UE4 SDK lately that could be very interested. Other engine ports have had some success to Sandstorm so far with HammUEr to convert Source, etc. If anyone can vouch here I will definitely work to champion this tool, create a guide, do some of my own ports and work with the other modders in our community etc.
Again, apologies on the late reply here but it appears this would be the only current solution available to this day, and from my research so far it seems there could be promise at least with most features in this tool.