#maps in udk

1 messages · Page 1 of 1 (latest)

brazen sierra
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trying to import every map in udk

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as soon as the math starts mathing again we will have every map

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pretty sure that if you paste these in your udk or just open the udk file you can have the whole temple map

fallen tide
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what do you use to import the maps in udk?

brazen sierra
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I'm using uee, changing the code so that udk can understand it and then dummy assets do the rest

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(me sleeping 4 hours and now waking up to go to work) "this is fine"

fallen tide
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If it's a manual process, try this to save yourself some time
#resource-library-old message

brazen sierra
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No waaay

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It might just be it

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My setup is: copying what's inside the mesh collectors, paste it in excel, modify it, and then paste it in idk lmao

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While losing the original names

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Il definitely try it in a few hours😍

fallen tide
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let me know if you have issues with it. I haven't touched it in a long time

brazen sierra
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Yessir thanks a lotpeepolove

brazen sierra
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I don't even know how to run it, lmao, but watching your gif that's basically all I wanted to do wow, why don't we all have those maps then

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I'll make them as soon as I figure out how lol

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should I copy the core of the one I used to make martinn dummy assets idk

fallen tide
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you can download the release if you're just trying to run it

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it's a bit outdated so make sure to update keys.txt with latest version

brazen sierra
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yeah I've been on this page for 10 min the only thing that it lets me download is the UDKObjectGenerator-0.2

fallen tide
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There's no
UDKObjectGenerator.zip ?

brazen sierra
brazen sierra
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I just don t know how to run it lol

fallen tide
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unzip that and run the .exe

fallen tide
brazen sierra
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oh, where did that come from lol

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installing .net rn 😂

brazen sierra
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you piece of work

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this is crazy good

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hah so I was right! for some reason the sea is way up here

fallen tide
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😄

brazen sierra
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no kidding what took me 4 hours yesterday took me 20 min now

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you've been living in 2023 since 2021

fallen tide
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I did have the same struggle as you before hence why I created the tool. All this makes me want to work on it again

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Now that we have visible meshes

brazen sierra
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that's why I was so surprised when I watched your gif

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since my coding knowledge is zero I made everything in excel lmao, my poor eyes

fallen tide
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I recall some maps not working with the tool. Let me know if you encounter any

brazen sierra
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Yess will def do do you happen to know the difference between static mesh and static mesh SMC?

fallen tide
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smc = static mesh component

brazen sierra
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Mmm the plot thickens

fallen tide
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I got caught up into something else. Static mesh component is, well, the component that contains the static mesh

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in the component, you have the static mesh, but you also have other properties like CollideActors and RBChannel

brazen sierra
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Mm shouldn't there be more static meshes than smc? Since most of them don't have collision

brazen sierra
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even some visible materials in udk apparently k

iron blade
brazen sierra
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I think it has collision like a normal map, inside the playable field, I don't know for sure if other meshes can have collision, I believe Ghostriider is working on that

iron blade
brazen sierra
iron blade
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@brazen sierra wait my just share my video test

brazen sierra
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remember to have the playerstart slightly above the ground and to build paths at least once

brazen sierra
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what map are you loading

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I don't see any meshes

iron blade
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yes my map is not load just invisible why? i dont not ?

brazen sierra
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I guess the only requirement is that we have the same dummy assets: note: epilepsy warning I guess, lots of meshes in the same spot because of different LOD's I believe

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so far there are some missing meshes in
-farm
-beach nvm found them
-CS (fx_general issue) was a skeletal mesh
(There's probably a few missing in each map)
Be careful with Street_Phil, for some reason it asked me to overwrite street_p so try and not overwrite it

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most of them are interpactors, I have no idea where the mesh "Circle sprite" is lol, the only accurate fog is in temple which I added manually, I guess it could be automated as well. Lights are also missing for now

fallen tide
fallen tide
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not sure what you mean by circle sprite

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as for the lights, we don't have their complete info in UEE unfortunately so I can't generate those nor can we add those manually

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I'm working on improving the tool. Next update will make sure to exclude some stuff that shouldn't be generated in the first place

fallen tide
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I found something weird while testing. In Park_P, the PlayerStart_TA don't have Location properties when I check in UEE. They definitely did before. Is it the same for you?

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Another weird thing, the SkySphere mesh used in Park_P doesn't even exist in the file. How does that work in-game??
StaticMesh=StaticMesh'Proto_World01.SM.SkySphere01'

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I'm so confused

fallen tide
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same issue with StaticMesh=StaticMesh'Park_P.FX_General.Meshes.Circle_Sprite'. I suspect last update broke UEE parser 😦

brazen sierra
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I think your tool does what it's supposed to but either uee has wrong information or the dummy extractor is skipping some folders. First one I noticed was in cs_day_p, with multiple interpactors. Uee says the static mesh is fx_general.meshes.circlesprites or smth and there's no trace of it in the dummies

brazen sierra
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They're even inside the walls in hoops stadium lol

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I was honestly scared to touch park p ngl

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And also that thing that spins in salty shores, don't know what's called in English, interpactor as well that's either in oob or oob2, I'll check in 6 hours

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The lights are pretty confusing to me, I can import them fine but there's no information about their location which I find so confusing

analog crane
brazen sierra
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Can confirm I don't see location properties for park_p

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Might be connected to why lights don't have them either 2022 file doesn't have location properties as well

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might also be why my flockactor_ta wasn't working

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I'll blame everything on this parser thingy from now on

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2022 file has sprite and 2023 doesn't (Labs underpass), I can't find an old park_p

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so we might be able to generate meshes with slightly older files but materials could not work

brazen sierra
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I really need to learn c# or whatever language this game runs on damn

fallen tide
brazen sierra
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yeah ExponentialHeightFog that's the one

fallen tide
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I'll add those later today if I have time

brazen sierra
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😍 lmk

fallen tide
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I don't like bothering him with random stuff

brazen sierra
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You mean at every game update he would check and update uee?

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And I never got to buy him a beer

analog crane
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I'll try it with my uee clone of the autogenerated classes and compare two packages, surely I can find something and fix it copium

fallen tide
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I hope you find something. It's some advanced stuff

brazen sierra
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I swear he either worked for Psy or he is basically Mr robot

fallen tide
fallen tide
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@analog crane do you know if PhysicalMaterials, PostProcess, etc. are supposed to be packages at the root in UDK or should they be contained in the Startup package?

frozen sage
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UEE is unreal engine explorer lol. So he would have to be an Epic employee and yes hes a robot for sure

fallen tide
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The more I try to learn about the internals of UE/UDK, the more I get confused. I have this in Park_P which is in the Startup package
TextureTarget=TextureRenderTargetCube'Grass_Textures.GrassCube'. However, I see it as an Engine pacakge in Park_P imports

frozen sage
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hahaha yeah that shits wack

fallen tide
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I definitely don't see Grass_Textures.GrassCube in Engine.upk

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I wonder if they set the project up in a way where it's in the Engine package on their side, but it moves some of those files to Startup.upk on UDK cook/release

fallen tide
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I'm starting to get the hang of it though. With what I know now, I might be able to change what's shown in UEE to have it compatible with UDK without changing anything

frozen sage
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that would be amazing.... if you need help let me know... I wish i could learn from the God Martinn like the way he figured out how to descrypt the assets in packages like wtf... my brains still baffled...

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I spent hours today just getting a stupid DIrectory to work right in shell at work

fallen tide
analog crane
fallen tide
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I see. From what I understand so far about the package internals, I'll have to go with separate packages for this to work

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For my generator, I was assuming that all objects were coming from current package which is wrong in some instances

analog crane
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The most I've been confused is when I saw one unreal class (for the editor) in the content part, still don't know what happened there

fallen tide
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That's some 5Head stuff right there. I've never seen that before and my mind is blown

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A SceneCaptureCubeMapActor in a hidden Cube that has the skybox material

analog crane
fallen tide
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Ignore the bad lighting as I improvised it. The tool works well so far with my changes.

I improved the list to make it less confusing with the StaticMeshActor vs StaticMeshActor_SMC and others

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I added ExponentialHeightFog and SceneCaptureCubeMapActor to the tool @brazen sierra

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Here's the 'beta' version of it. Let me know if anything comes up

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I recommend you extract this in the UDK Content folder if you don't want to miss stuff like Circle_Sprite. Note that it doesn't contain everything

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I'm aware that ExponentialHeightFog position doesn't work at the moment

fallen tide
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This took me about 30 sec. to create

brazen sierra
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What the actual hell you're even seeing the materials now

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I'll def test it in a few hours wow

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My guess is that psyonix has a weird idk setup and they don't have maps in different folders like we do but they jave something similar to our coockedpc folder. Just a big list of upk that my poor laptop wouldn't be able to load. And when they create a new map [test.upk] they would pick things from various packages and when they save it, it creates a "sub package" with the package name. I.e. they might have [FX_general] the way you just made it and if a new map has something from [FX general] in it, when saving test.upk it creates a folder inside test named FX general. I don't think they manually add every folder everytime

analog crane
brazen sierra
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I'm actually so jealous that you see materials

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I'm gonna test what was missing earlier

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ah I'm dumb, I forgot the drone was animated ofc it wasn't there a few days ago

fallen tide
brazen sierra
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lmao thats the ball not the scene capture mb

fallen tide
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It would be neat to have randomly generated colors for materials though. Right now, it's so hard to differentiate stuff

brazen sierra
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love seeing the reflection

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if we manage to give them random colors we might as well be able to give them a material where the texture is the one we can see

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sure things might get heavy

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I swear in farmstead there's grass and stuff in here but I can't see it still

fallen tide
brazen sierra
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isn't this enough?

brazen sierra
fallen tide
# brazen sierra isn't this enough?

MIC sure. Martinn already have the properties generated so we can change the parameters. Materials are optimized when they package the game. Stuff is missing and good luck reverting back something that was compiled and optimized

brazen sierra
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Oh yeah you're right

fallen tide
brazen sierra
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Yessir

analog crane
fallen tide
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No first time I see those in a map. I'll check to add support for it

analog crane
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Yeah that class has been there forever, but only used for grass and flockactors

brazen sierra
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Stupid flockactors

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Hated them in forbidden temple

fallen tide
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Well, I generated my list of classes to support from Park_P which is an old map. It doesn't contain much in there. I'll have to check other maps too

brazen sierra
# brazen sierra

Mrphil sir did you add these lines in this update to see in which maps they're missing or were they always there and I didn't see them?

fallen tide
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It's new and it's hardcoded so it will always say that. I don't check if it's missing or not cause I thought the location was always missing now for PlayerStart_TA no matter the map. Am I wrong?

brazen sierra
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Some maps still have them, hoops stadium a few days ago had them

fallen tide
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Oh I'll update my tool

analog crane
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Same for neotokyo and wasteland

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Basically if the paths have been rebuilt, thus bPathsChanged=true is present, it has location data and otherwise the location, rotation etc is empty

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  • paths have been changed
brazen sierra
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How did you found out so fast lmao

fallen tide
analog crane
brazen sierra
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sir hate to bear bad news but the exponentialheihtfog isn't quite working, my guess is you probably forgot to delete a line since deleting the line marked with a blue dot makes it work🙇‍♂️

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everything else looks really good so far peepolove

fallen tide
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with which package did this happen? I swear it was working when I tested Sadge

brazen sierra
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I'm using CHN_Stadium_P rn

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this is outlaw so the line is there as well

fallen tide
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oh I see what's wrong already

brazen sierra
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maybe you got lucky and they were using default fog

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yeah deleting that line makes it work there are too many begin object and few end object lol

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(me pretending to know what I'm talking about)

fallen tide
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well, you're right

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My code wasn't removing all instances of it. Sometimes, the text is different

brazen sierra
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just out of curiosity, do you replace the lines base on number of lines after begin object or do you do a quick check of how the line starts and decide if it's supposed to stay or go

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I just love these kind of things

fallen tide
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I check every lines and decide if it stays or not based on some logic

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for this one, I use a regex

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It's not the best way of doing it, but it works and I'm lazy

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if I ever get to v2, I'll just generate the correct text straight from the start instead of changing the generated text in a second step

brazen sierra
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nah you're good , I thought for this one you just deleted these and replaced them, and so for the bottom of the code

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but for some reason it makes it less bright so idk

fallen tide
brazen sierra
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yessiiir works fine

fallen tide
brazen sierra
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lmao

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you're not an alien you're a goat fr

brazen sierra
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Did you notice that cube under park p? wth

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btw with just what we've got now I think we can make some really great maps, that can really feel like standard maps

brazen sierra
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also 👉 👈 you know it's kind of useless as of now to import lights since we don't have location data., but since for directional lights that doesn't really matter it might be something that could be added in the future, it pretty much works just like static meshes and all that for what I've seen

brazen sierra
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fyi I believe these are the "maps" that are loaded while in the main menu, don't know why there no background tho

brazen sierra
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...never mind smh my head

analog crane
frozen sage
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You should be able to grab the kismet too based on martinns addition to UEE

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Which should when the level streaming. Atleast some do it that way

fallen tide
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this was always possible. The hard part is to get it to work properly with all nodes and objects connected

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I'm starting with the easy part, but I'd like to include kismet, worldinfo and probably other stuff later

fallen tide
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This is in Farm_P

brazen sierra
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I think some info was lost when they reduced the amount of upk's

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Also the dummy extractor doesn't see them as well

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unless uee and dummyextractor use the same method to read the files which would mean that I just stated that the water is wet

fallen tide
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yeah they use the same stuff 😛

brazen sierra
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I was actually wrong, the dummy works and can see both materials and meshes

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now the question is how and does it also see location data

fallen tide
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Unless I'm blind, I don't see those meshes (corn) in TheWorld object which would mean they're not used in the map (I think?)

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they're just in the package unused I would think

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oh or it's one of the InstancedFoliageActor that's missing data in UEE

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¯_(ツ)_/¯

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nevermind it's used as a StaticMeshActor and not InstancedFoliageActor

brazen sierra
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wait how do you see them now wth

fallen tide
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Look for the path in the green comment

brazen sierra
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mm ok but if they're just a static mesh they are already being generated right?

fallen tide
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what was the issue? You couldn't find them in UDK scene?

brazen sierra
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they also don't have location data which I guess they need to be at 0,0,0

fallen tide
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here's a trick

fallen tide
brazen sierra
fallen tide
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There's stuff there in-game normally?

brazen sierra
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yeah

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small grass and all

fallen tide
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The InstancedFoliageActors I suppose since it's what we can't see in UEE

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😦

brazen sierra
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pain

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I guess so too

fallen tide
brazen sierra
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They are at 0.0.0 I believe

frozen sage
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It’s possible it won’t write location 0,0,0 because 0,0,0 is default and it seems to only write the stuff that is different than default.

fallen tide
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the player starts shouldn't all be at 0,0,0 unless they changed something

frozen sage
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Player starts no lol I thought we were talking about corn lol

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There location and I notice sometimes they use translation instead

brazen sierra
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Cinder where are you lol

analog crane
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Looks like it might be stored in the worldinfo

fallen tide
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I'm not sure I understand your question properly. I meant how does the game know the playerstart position if this position isn't stored in the playerstart actor?

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but yeah, I guess built paths are stored somewhere else and don't need the playerstart location anymore

analog crane
brazen sierra
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I have 0 knowledge on asset extractor and all that but I have a few hours so what I'll try and do is replace some uee files with ones taken from martinn 's tool and hope that it fixes itself

frozen sage
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How does the asset extract work?

brazen sierra
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no idea i'm still trying to understand how ue uses the asset extractor and RLUPKT, to see if it receives the decrypted information from them or if it just does it on it's own kek

frozen sage
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Lmfao I know I tried it once and gave up instantly

brazen sierra
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I think I'll peak at martinn 's extractor next in visual studio to at least find out where to look

iron blade
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@brazen sierra how add colision on mesh?

fallen tide
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#materials-and-textures message

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Please do some research before asking. It'll be the fourth if not the fifth time we answer you for this exact same question

analog crane
brazen sierra
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I wanted to have a clearer view on how both uee and the dummy extractor worked, mainly to understand why farm_foliage gets extracted fine but uee doesn't really show what's in the content, and to also try and find out about the playerstart locations yeah

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Unless I'm thinking about it wrong and what the extractor does is to just get the staticmeshes and materials and based on the path written in the component it stores them in that path

analog crane
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but uee doesn't really show what's in the content
Do you mean the properties that are the same as the default value are hidden?

frozen sage
brazen sierra
brazen sierra
frozen sage
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whats up with mkv files

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oh shoot thats dope

iron blade
brazen sierra
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My VLC reads them fine🧐

frozen sage
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My whatever comes on windows 10 does too lol but if you posted a different format would you be able to view it in discord or would you have to download it?

brazen sierra
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I always thought in order to see the video without downloading it, you guys were uploading it somewhere and posting a link idk

frozen sage
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That’s Probably what it is

fallen tide
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nah you can upload a mp4 and it'll auto embed

brazen sierra
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I always overthink everything lmao

hexed adder
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took me longer to figure out the stupid dotnet runtime thing than it did to generate the whole map

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this is awesome

hexed adder
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Masamune yo

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I know it looks weird without the santa hat

cursive urchin
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Looks a little bare, possibly cold and clinched up

frozen sage
hexed adder
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I installed the wrong thing like 4 times in a row lol

brazen sierra
# fallen tide Try this version

just downloaded this and the exe launches for half a sdec then closes.. i put the right folder in the config.cfg. could it be .net 9 instead of 6?

fallen tide
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this version still uses .net 6

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you might have the wrong .net 6 runtime installed? I don't remember which one it requres. It's been a while

brazen sierra
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.NET 6.0 SDK (v6.0.428) works thanks!