use a UT2003 map in UnrealEngine2 Runtime???

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Deurrific

New Member
Nov 12, 2003
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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?!!
 

Deurrific

New Member
Nov 12, 2003
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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.
 

oxygen

New Member
Nov 16, 2002
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Australia
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.
 

LeCroix

New Member
Oct 26, 2003
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Visit site
I need the opposite

i want to convert a .urt map to a .ut2 map (ut2k3) , does anyone know how to do that ?

thanks in advance!
 

Spooge

Digital Content Creator
Jul 9, 2000
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TN -USA
www.planetunreal.com
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.