Tool for UT2004
Convert selected StaticMeshActors and Movers to Non-solid brushes
Install - add to ut2004.ini
EditPackages=Mesh2Brush
Mesh2Brush - tool for help convert meshes from UT2004 to UT99
- [NBK]DxTrEm3Fx
- Adept
- Posts: 259
- Joined: Wed May 09, 2012 5:56 pm
- Location: Glendale, AZ
- Contact:
Re: Mesh2Brush - tool for help convert meshes from UT2004 to UT99
So how does it work? I have the EditPackages=Mesh2Brush add to my UT2k4ini?
Re: Mesh2Brush - tool for help convert meshes from UT2004 to UT99
Don't work, I see no new tool, there is nothing for me to do, it says it's loaded in the packages.
Binary Space Partitioning
Re: Mesh2Brush - tool for help convert meshes from UT2004 to UT99
Select SMA and/or movers.
Push tool button.
Push tool button.
Re: Mesh2Brush - tool for help convert meshes from UT2004 to UT99
It was there
At first not sure what to do about the levelinfo line, but I clicked the button anyway.
Then all I seen was the red working brush drop down, was thinking , what is the difference ?, well I came back into ut2004 Ed, and seen the green brush highlighted ontop of the mesh. The blue mesh and the brush drop took me away from looking.
I copied the green brush, pasted it in UT436, set to solid brush, and I had a big rock, !! needs texturing.
But what exactly does this give a person above and beyond what the editor(s) does by default ? I am not sure what difficulties arise as opposed to importing t3d.
At first not sure what to do about the levelinfo line, but I clicked the button anyway.
Then all I seen was the red working brush drop down, was thinking , what is the difference ?, well I came back into ut2004 Ed, and seen the green brush highlighted ontop of the mesh. The blue mesh and the brush drop took me away from looking.
I copied the green brush, pasted it in UT436, set to solid brush, and I had a big rock, !! needs texturing.
But what exactly does this give a person above and beyond what the editor(s) does by default ? I am not sure what difficulties arise as opposed to importing t3d.
Binary Space Partitioning
Re: Mesh2Brush - tool for help convert meshes from UT2004 to UT99
SMA not exported via t3d. Also this use standard editor functions. It is more automation tool. You can do same by hands.
But it take much more time.
Also if editor fail make brush or crash on it it same do nothing or crash here.
About textures: via some additional manual work you can relatively easy port SMA with textures. But not expect good performance or happiness from BSP if you try integrate complicated SMA into level.
Also idea of this tool is preserve exact actor location/rotation. Which I often do on convert ut2004 maps to ut99.
Latest example you can see here: viewtopic.php?f=5&t=15629
Brushes from SMA added on level via this tool almost in few clicks.
But it take much more time.
Also if editor fail make brush or crash on it it same do nothing or crash here.
About textures: via some additional manual work you can relatively easy port SMA with textures. But not expect good performance or happiness from BSP if you try integrate complicated SMA into level.
Also idea of this tool is preserve exact actor location/rotation. Which I often do on convert ut2004 maps to ut99.
Latest example you can see here: viewtopic.php?f=5&t=15629
Brushes from SMA added on level via this tool almost in few clicks.
Re: Mesh2Brush - tool for help convert meshes from UT2004 to UT99
It worked really good. I might need a few for this thing I am doing. I made a weird MH map.
Again I have to use my pawns,,inside property flipper Testmap I have here, but I can't redo all the pawns.
We need scripted pawns that don't fight each other, but I can't do the big gasbag and others that I can't fix from akcoop. I wish we had a complete set of pawns that didn't fight each other. no mutator stuff. Because need em as you make the map.
download/file.php?id=11610
So if you want another side project, here is a start, I did a lot already.
Again I have to use my pawns,,inside property flipper Testmap I have here, but I can't redo all the pawns.
We need scripted pawns that don't fight each other, but I can't do the big gasbag and others that I can't fix from akcoop. I wish we had a complete set of pawns that didn't fight each other. no mutator stuff. Because need em as you make the map.
download/file.php?id=11610
So if you want another side project, here is a start, I did a lot already.
Binary Space Partitioning
- [NBK]DxTrEm3Fx
- Adept
- Posts: 259
- Joined: Wed May 09, 2012 5:56 pm
- Location: Glendale, AZ
- Contact:
Re: Mesh2Brush - tool for help convert meshes from UT2004 to UT99
I have it working and it works pretty well. I have a lot of custom meshes I created in 3dSmax back in my 2k4 days. This model will never work in UT99 due to the polygon count. I mean it will work but it will kill a map in UT99. So just because I can, doesn't mean I should. This is a middle finger mover that rotates in a circle that I made and I have it in a 2k4 CTF map telling the other team to eff off lol. And now in a UT99 map for testing.
Re: Mesh2Brush - tool for help convert meshes from UT2004 to UT99
Problem is collision if you make it solid. they seem to have a hollow vertical problem, some angle sides. I was trying to edit collision in UT2004 but it always not solid on the top bottom. I was using a rock from that desert map.
If I do a T3D it works but not using copy and paste a non solid brush.
If I do a T3D it works but not using copy and paste a non solid brush.
Binary Space Partitioning
Re: Mesh2Brush - tool for help convert meshes from UT2004 to UT99
Depends from brush. Some make volume, some no. Also finger too detailed for not blow up BSP.
Such level of idealization impossible even if it be mesh. In best case it be slideshow.
Also such copied meshes can be used as reference (size, position, textures) for build own low poly implementation.
In upcoming conversion I use it, and on out get almost similar looking map with 200-500 FPS on it.
Originally there used 120 SMA for borders. I remake it via 20 brushes.
Such level of idealization impossible even if it be mesh. In best case it be slideshow.
Also such copied meshes can be used as reference (size, position, textures) for build own low poly implementation.
In upcoming conversion I use it, and on out get almost similar looking map with 200-500 FPS on it.
Originally there used 120 SMA for borders. I remake it via 20 brushes.
Re: Mesh2Brush - tool for help convert meshes from UT2004 to UT99
Doing good ,man !
Binary Space Partitioning