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[How-To] Convert a 4.x map to UE4
#2
Posted 04 March 2015 - 02:18 AM
A primer to convert a .map to HD.
Unless there really is a need for a video this is the process I use to convert maps like Casa and import into 3ds Max. It's a bit tricky but does work but only works on brushes as geometry is not generally included as part of the map.
1) In GDK export the complete map to OBJ with selection set to by material. What this does is exports the map broken down into mesh detail and the material name is assigned as the objects name.
2) Import the OBJ map into 3ds Max as separate mesh and not as a single object.
3) Delete any unnecessary objects like clips of culk.
4) Rebuild your materials using the name of the object to find the proper material. This makes life easier when you go to import the map into Unreal 4.
5) Rescale the map up to Unreal Units of 1 unit = 1 cm. Be sure to set what ever 3d apps world scale to metric where 1 unit = 1 cm and things will be easier and the Epic blueman model is available as a scale reference. (In the case of 3ds Max be sure to reset the Xform)
6) Export to UE4 to test for scaling problems as a single block (not to worry UE4 can handle it). The Shooter example is good for all round testing as it has all you need to have a character model run around. You can run around with collision by setting the “Collision Complexityâ€.
7) Slice the map into blocks and export in place to FBX. Casa is a good example as a block is defined by a building. When imported set the objects location in the details to 0 0 0.
Notes: OBJ is not as standard as you would think and in the case of 3ds Max the UV map gets flipped and mirrored when imported which is an easy fix by consolidating assets and flipping the textures.
It's rather simple once you get the hang of it and only takes a few hours but feel free to ask questions in the mapping forum, maybe add your tricks if you have them, and I'll fill in the blanks with out having to write a book.
Unless there really is a need for a video this is the process I use to convert maps like Casa and import into 3ds Max. It's a bit tricky but does work but only works on brushes as geometry is not generally included as part of the map.
1) In GDK export the complete map to OBJ with selection set to by material. What this does is exports the map broken down into mesh detail and the material name is assigned as the objects name.
2) Import the OBJ map into 3ds Max as separate mesh and not as a single object.
3) Delete any unnecessary objects like clips of culk.
4) Rebuild your materials using the name of the object to find the proper material. This makes life easier when you go to import the map into Unreal 4.
5) Rescale the map up to Unreal Units of 1 unit = 1 cm. Be sure to set what ever 3d apps world scale to metric where 1 unit = 1 cm and things will be easier and the Epic blueman model is available as a scale reference. (In the case of 3ds Max be sure to reset the Xform)
6) Export to UE4 to test for scaling problems as a single block (not to worry UE4 can handle it). The Shooter example is good for all round testing as it has all you need to have a character model run around. You can run around with collision by setting the “Collision Complexityâ€.
7) Slice the map into blocks and export in place to FBX. Casa is a good example as a block is defined by a building. When imported set the objects location in the details to 0 0 0.
Notes: OBJ is not as standard as you would think and in the case of 3ds Max the UV map gets flipped and mirrored when imported which is an easy fix by consolidating assets and flipping the textures.
It's rather simple once you get the hang of it and only takes a few hours but feel free to ask questions in the mapping forum, maybe add your tricks if you have them, and I'll fill in the blanks with out having to write a book.
doing "stuff" with dead things.
#3
Posted 04 March 2015 - 09:31 PM
Once you are ready you will want to make your textures into materials. There are no shaders in UE4. You make materials with UE4's editor. It's rather fun because it is dynamic so you see your changes in the viewport as you make them. Here is a playlist of their tutorials on materials.
Have fun.
Have fun.
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