#maps in udk
1 messages · Page 1 of 1 (latest)
as soon as the math starts mathing again we will have every map
pretty sure that if you paste these in your udk or just open the udk file you can have the whole temple map
what do you use to import the maps in udk?
I'm using uee, changing the code so that udk can understand it and then dummy assets do the rest
(me sleeping 4 hours and now waking up to go to work) "this is fine"
If it's a manual process, try this to save yourself some time
#resource-library-old message
No waaay
It might just be it
My setup is: copying what's inside the mesh collectors, paste it in excel, modify it, and then paste it in idk lmao
While losing the original names
Il definitely try it in a few hours😍
let me know if you have issues with it. I haven't touched it in a long time
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
I'll make them as soon as I figure out how lol
should I copy the core of the one I used to make martinn dummy assets idk
you can download the release if you're just trying to run it
Added Alexandria library generation support
Added new decryption keys
it's a bit outdated so make sure to update keys.txt with latest version
yeah I've been on this page for 10 min the only thing that it lets me download is the UDKObjectGenerator-0.2
There's no
UDKObjectGenerator.zip ?
yeah
I just don t know how to run it lol
unzip that and run the .exe
that's the source code without any executable
you piece of work
this is crazy good
hah so I was right! for some reason the sea is way up here
😄
no kidding what took me 4 hours yesterday took me 20 min now
you've been living in 2023 since 2021
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
Now that we have visible meshes
that's why I was so surprised when I watched your gif
since my coding knowledge is zero I made everything in excel lmao, my poor eyes
the beach is also ready, all is missing are some lights and some meshes
I recall some maps not working with the tool. Let me know if you encounter any
Yess will def do do you happen to know the difference between static mesh and static mesh SMC?
smc = static mesh component
Mmm the plot thickens
I got caught up into something else. Static mesh component is, well, the component that contains the static mesh
in the component, you have the static mesh, but you also have other properties like CollideActors and RBChannel
Mm shouldn't there be more static meshes than smc? Since most of them don't have collision
even some visible materials in udk apparently k
temple map is a colision?
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
okay but how can I add collisions on my map because my map I do everything and its makes 0 collision I cross and I fall into the void and dont a video video dont market
wow your map is so cool
this is how to have collision, I learned it from the guide in #guides
tanks now my retry map
REMOVE AND TEST?
@brazen sierra wait my just share my video test
remember to have the playerstart slightly above the ground and to build paths at least once
yes
? how
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
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
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
I see that's some crazy flickering lol
if you know which mesh names are missing, it would be helpful for me to improve my tool
not sure what you mean by circle sprite
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
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
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?
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'
I'm so confused
same issue with StaticMesh=StaticMesh'Park_P.FX_General.Meshes.Circle_Sprite'. I suspect last update broke UEE parser 😦
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
I have not tested park p yet, I might try on my lunch break but a few maps as you can see don't have playerstarts, not because I forgot but because it didn't add them
They're even inside the walls in hoops stadium lol
I was honestly scared to touch park p ngl
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
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
Hey that's it
Noooo, when running the parser for new dummy classes I had a lot of missing properties and I hoped that I broke something but this might be the same issue
Can confirm I don't see location properties for park_p
Might be connected to why lights don't have them either 2022 file doesn't have location properties as well
might also be why my flockactor_ta wasn't working
I'll blame everything on this parser thingy from now on
2022 file has sprite and 2023 doesn't (Labs underpass), I can't find an old park_p
so we might be able to generate meshes with slightly older files but materials could not work
if that's not too much work it might be useful to also have the fog and the SceneCaptureCubeMapActor, and maybe setting up the lights a well so that when we can get the location we're golden
I really need to learn c# or whatever language this game runs on damn
fog meshes are included. Do you mean ExponentialHeightFog? As for the SceneCaptureCubeMapActor, that's the next thing I wanna add
yeah ExponentialHeightFog that's the one
I'll add those later today if I have time
😍 lmk
we're doomed. Martinn was the one taking care of UEE, but he's gone 
I don't like bothering him with random stuff
You mean at every game update he would check and update uee?
And I never got to buy him a beer
Not every update, more for fixing things like these and adding new features such as seeing the kismet sequence in uee and other things
I'll try it with my uee clone of the autogenerated classes and compare two packages, surely I can find something and fix it 
I swear he either worked for Psy or he is basically Mr robot

@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?
UEE is unreal engine explorer lol. So he would have to be an Epic employee and yes hes a robot for sure
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
hahaha yeah that shits wack
I definitely don't see Grass_Textures.GrassCube in Engine.upk
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
it really is
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
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...
I spent hours today just getting a stupid DIrectory to work right in shell at work
you and I both. He's on another level
You can use both afaik. I use separate packages, but there's some weird UDK magic going on that both work
I see. From what I understand so far about the package internals, I'll have to go with separate packages for this to work
For my generator, I was assuming that all objects were coming from current package which is wrong in some instances
Yeah packages are shuffled even more with dummy assets. I think for Psyonix's side it's fairly organized and then UDK will split such that the file size limit is not too high + some other reasons probably and use the assets it needs per package and regroup them in the upk
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
this would make sense
weird
That's some
stuff right there. I've never seen that before and my mind is blown
A SceneCaptureCubeMapActor in a hidden Cube that has the skybox material

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
I added ExponentialHeightFog and SceneCaptureCubeMapActor to the tool @brazen sierra
Here's the 'beta' version of it. Let me know if anything comes up
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
I'm aware that ExponentialHeightFog position doesn't work at the moment
This took me about 30 sec. to create
Whaat
What the actual hell you're even seeing the materials now
I'll def test it in a few hours wow
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
One thing with the previous version was that the lava fall in FNI_Stadium_P_OOB was looking weird, but I haven't looked yet why it did that
I'm actually so jealous that you see materials
I'm gonna test what was missing earlier
ah I'm dumb, I forgot the drone was animated ofc it wasn't there a few days ago
I don't. It was an in-game picture
lmao thats the ball not the scene capture mb
It would be neat to have randomly generated colors for materials though. Right now, it's so hard to differentiate stuff
love seeing the reflection
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
sure things might get heavy
I swear in farmstead there's grass and stuff in here but I can't see it still
We lack info in the packages to do that
isn't this enough?
also this one still surprises me lol
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
Oh yeah you're right
Let me know if you find the mesh name used there. I might not have this class supported in my tool yet
Yessir
Does it support InstancedStaticMeshComponent?
No first time I see those in a map. I'll check to add support for it
Yeah that class has been there forever, but only used for grass and flockactors
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
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?
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?
Some maps still have them, hoops stadium a few days ago had them
Oh I'll update my tool
Same for neotokyo and wasteland
Basically if the paths have been rebuilt, thus bPathsChanged=true is present, it has location data and otherwise the location, rotation etc is empty
- paths have been changed
How did you found out so fast lmao
Here's a version with PlayerStart_TA working once again. If there's no location, they'll be added at the center of the scene
With the assetextractor I've exported a few maps and then used the new github search
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🙇♂️
everything else looks really good so far 
with which package did this happen? I swear it was working when I tested 
oh I see what's wrong already
maybe you got lucky and they were using default fog
yeah deleting that line makes it work there are too many begin object and few end object lol
(me pretending to know what I'm talking about)
well, you're right
My code wasn't removing all instances of it. Sometimes, the text is different
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
I just love these kind of things
I check every lines and decide if it stays or not based on some logic
for this one, I use a regex
It's not the best way of doing it, but it works and I'm lazy
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
nah you're good , I thought for this one you just deleted these and replaced them, and so for the bottom of the code
but for some reason it makes it less bright so idk
Try this version
yessiiir works fine

Did you notice that cube under park p? wth
btw with just what we've got now I think we can make some really great maps, that can really feel like standard maps
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
fyi I believe these are the "maps" that are loaded while in the main menu, don't know why there no background tho
Do they have the rotation data?
...never mind smh my head
I guess those maps only have the field, the car previews and other menu settings and then the background is level streamed from the *_OOB package
You should be able to grab the kismet too based on martinns addition to UEE
Which should when the level streaming. Atleast some do it that way
this was always possible. The hard part is to get it to work properly with all nodes and objects connected
I'm starting with the easy part, but I'd like to include kismet, worldinfo and probably other stuff later
The object properties are empty in UEE
This is in Farm_P
I think some info was lost when they reduced the amount of upk's
Also the dummy extractor doesn't see them as well
unless uee and dummyextractor use the same method to read the files which would mean that I just stated that the water is wet
yeah they use the same stuff 😛
I was actually wrong, the dummy works and can see both materials and meshes
now the question is how and does it also see location data
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?)
they're just in the package unused I would think
oh or it's one of the InstancedFoliageActor that's missing data in UEE
¯_(ツ)_/¯
nevermind it's used as a StaticMeshActor and not InstancedFoliageActor
wait how do you see them now wth
Look for the path in the green comment
mm ok but if they're just a static mesh they are already being generated right?
they also don't have location data which I guess they need to be at 0,0,0
yup
here's a trick
In that case, yes. This one's origin is shifted
grr
There's stuff there in-game normally?
The part I'm confused about is how does the game know their positions if it's not in the object? It has to be somewhere
They are at 0.0.0 I believe
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.
the player starts shouldn't all be at 0,0,0 unless they changed something
Player starts no lol I thought we were talking about corn lol
There location and I notice sometimes they use translation instead
Cinder where are you lol
Wdym it's not an object? Playerstarts are also actors. And maybe it doesn't need a location of navpoints if paths haven't been changed
Looks like it might be stored in the worldinfo
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?
but yeah, I guess built paths are stored somewhere else and don't need the playerstart location anymore
Ah yeah I read "if it's not an object?" instead of "if it's not in the object?"... It's a good question where the location is stored then
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
How does the asset extract work?
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
Lmfao I know I tried it once and gave up instantly
Also don't do this, I think some services didn't close properly and my laptop has been trying to restart for the last 20 min
I think I'll peak at martinn 's extractor next in visual studio to at least find out where to look
@brazen sierra how add colision on mesh?
#materials-and-textures message
Please do some research before asking. It'll be the fourth if not the fifth time we answer you for this exact same question
What exactly are you looking for? Where the location is stored in UClass?
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
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
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?
Bruh… he hunted mo down could he could have just hunted down the answer.
No I meant that inside farm_foliage we have both materials and meshes. Opening that folder in uee we can see the names of every mesh and material but no real information about them. I think I got confused because the location isn't really stored in there, but it gets stored once you add that object to your map
well this is gonna save me some time for the next maps
bro plz share no mkv share to mp4 plz
My VLC reads them fine🧐
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?
I always thought in order to see the video without downloading it, you guys were uploading it somewhere and posting a link idk
That’s Probably what it is
I always overthink everything lmao
took me longer to figure out the stupid dotnet runtime thing than it did to generate the whole map
this is awesome
woah
Wtf is that car lol
Looks a little bare, possibly cold and clinched up
Wait what happened with your dot net? I had a dot net problem once. Even reinstalled windows yada yada. Stupid me it turned out it was installed in the D drive and the programs trying to find it couldn’t.
I installed the wrong thing like 4 times in a row lol
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?
this version still uses .net 6
you might have the wrong .net 6 runtime installed? I don't remember which one it requres. It's been a while
.NET 6.0 SDK (v6.0.428) works thanks!
