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[Tool] UDK T3D to Unreal 4 T3D Tool

Fixed the broken dropbox link to v2.0 in the first post. Here it is again.

Also new link to the documentation

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.

@**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**

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.