Unreal 1 maps to Unreal 2k4

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Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
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Port also the fusion map ones if you want, if those don't have own port and the ones I posted, from the shareware/strategy guide stuff.

Btw the three strategy guide levels were ported by me already in UT Classic Pack 3 for original UT, which was featured in NaliCity. The bugs were fixed, there were ut items and weapons (so it isnt replaced by the ut default mutator) and music in all the levels. And fixed bot paths by LH, they are easily the best versions of those levels out there.

http://download.beyondunreal.com/fileworks.php/nalicity/utdm/utclassicpack]i[.zip

The levels are DMU-VILLA2, DMU-Scruular, DMU-Locke and DMU-NightOp for nightop remake.
 
Last edited:

GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
1
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Lithuania
Well, porting BSP isn't exactly difficult. You just need to export the level in UnrealEd 2 and import it in UnrealEd 3, making sure that you have all the necessary textures. Then just readd what's missing and scale the level. You can also base a remake on a port simply by methodically deleting BSP brushes and replacing them with actual Static Meshes. Worked great with DOM-Sesmar.
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
Well, porting BSP isn't exactly difficult. You just need to export the level in UnrealEd 2 and import it in UnrealEd 3, making sure that you have all the necessary textures. Then just readd what's missing and scale the level. You can also base a remake on a port simply by methodically deleting BSP brushes and replacing them with actual Static Meshes. Worked great with DOM-Sesmar.

It won't work just like that, it is better to export the brush itself I believe and keep it intact, it will **** up if you import it as level, especially if the brush was somehow modified or vertex edited, you will gte the basic shapes instead and crap, trust me..I know how it is.
 

GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
1
0
Lithuania
Generally it should not matter since T3D is the same as U3D, just with more entries. Copying things into memory should also be the same. But somehow I doubt it's the same, because for example when I use T3D when converting from WoT to Unreal, some brushes appear invisible, while they should be visible. Still, needs some testing.