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#1 |
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Registered User
Join Date: Nov. 12th, 2003
Posts: 9
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I have this big big problem and it is as follows.
I have a very big UT2003 map filled with all types of static meshes, the problem is that... I can't get the map to run in the UnrealEngine2 Runtime!! Can anybody pls pls help me with this problem?!! |
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#2 |
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UT2003 content isn't supposed to be used in the runtime and the static meshes are incompatible AFAIK.
__________________
Wormbo's UT/UT2004/UT3 mods | YouTube channel | PlanetJailbreak | Unreal Wiki | Liandri Archives Everything you ever wanted to know about replication | UnrealScript security considerations <elmuerte> you shouldn't do all-nighters, it's a waste of time and effort <TNSe> nono <TNSe> its always funny to find code a week later you dont even remember writing <Pfhoenix> what's worse is when you have a Star Wars moment <Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!" |
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#3 |
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Registered User
Join Date: Nov. 12th, 2003
Posts: 9
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That wasn't a reply I was waiting for, nevertheless I thank you, but... Isn't there any nice conversion program made by somebody really cool?
If anybody knows if there is some kind of way around this compatibility problem, please let me know. I really don't feel like it to creat the entire level again. |
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#4 |
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Registered User
Join Date: Nov. 16th, 2002
Location: Australia
Posts: 7
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You can export all the BSP and Static Meshes individually, and that will probably work. However you'll need to adjust the textures on BSP brushes and if your exporting meshes you don't have the original max or maya files (or whatever) for, you'll need to reapply smoothing groups and possibly skins.
Beware of all the copyright issues, etc. |
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#5 |
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Registered User
Join Date: Nov. 12th, 2003
Posts: 9
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Okies, thx a lot
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#6 |
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I can't find cocaine in my local Walmart store. Can anyone help me please?
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#7 |
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MSPA
Join Date: Aug. 7th, 2002
Location: The Netherlands (yes, that's Holland)
Posts: 246
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Sure, it's left of the police station, next to the "I'm stupid" sign.
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Impossible is not an option. |
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#8 |
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Registered User
Join Date: Oct. 26th, 2003
Posts: 4
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i want to convert a .urt map to a .ut2 map (ut2k3) , does anyone know how to do that ?
thanks in advance! |
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#9 |
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MSPA
Join Date: Aug. 7th, 2002
Location: The Netherlands (yes, that's Holland)
Posts: 246
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Sure, no problem, I did the same for Ultimate Droids (when I had time to work on it
)You can export the map in the runtime editor and import it again in the UT2k3 editor. I don't feel like going into detail right now, but all the texture refrences are dead then. So you'll have to retexture it.
__________________
Impossible is not an option. |
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#10 |
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Registered User
Join Date: Oct. 18th, 2003
Location: Germany
Posts: 3
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anyone tried to copy the entire map from one Ued into the clipboard and pasting it into the other Ued?
![]() should work well for bsp and actors. of course NOT for statics, models, textures etc... |
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#11 |
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Try it and see, otherwise just export it. Why ask when you can just do it?
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#12 |
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Simular or same problem...
It's a legit problem, I tried taking "Brushes Only" from a UTK3 map I created in UTk3 and exported them into the runtime as T3D, they tweak and rotate back to the way they are created, even if I do a "Transform Permanently" before build. This sucks. Tried copy/paste as well as a few other methods but still everything goes whack. Also tried using the map file simply renamed and it does the same thing. It will NOT bring the map in as it was created. Any ideas on this? I want to use the BSP brushes from my older map and populate it with Static Meshes in the new runtime. It's a Large map and would rather not create it from scratch all over again. |
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