UnrealToX3D (VRML) File Conversion
 
Now export your Unreal brushes, lights, cameras, movers, and more to other programs! This is a fairly well-featured Unreal to X3D/VRML converter. Create your brush or map, make sure it's all intersected nice and neat. Export your brush or map to t3d format. Load into this program, save as VRML2 format. Simultaneously saves as X3D (VRML3). Does TEXTURES! Export all the textures your brush uses as .BMP files. Use ucc.exe in the system folder, for example: UCC.EXE BATCHEXPORT Ancient.utx TEXTURE BMP C:\Unreal\Textures\Ancient Do similar for sounds, for example: UCC.EXE BATCHEXPORT AmbCity.uax SOUND WAV C:\Unreal\Textures\Ancient Then use Crossroads or Deep Exploration to convert to many other formats. Currently exports Omni and Spot lights, player starts as cameras, skyboxes as 'inline'. Sounds, DynamicAmbientSounds, Triggered lights and sounds! Movers: have them translating and rotating. Can be triggered or 'bumped'. You can opt to have a translucent box indicating triggers to make them easy to find. Bump movers carry them around!
To do skyboxes, you'd export one t3d representing the 'main map' and a seperate one containing just the skybox stuff (including the skyzoneinfo, who's tag is the name (minus .wrl) of the 'main map'. Use about 50 times greater scale factor for the skybox conversion (test to see if the skybox intersects the resulting map). VisibleTeleporters need this texture and this VRML file and this X3D file as these are treated as 'static meshes' (hint of things to come). If you have InterpolationPoints, it will create a fly-thru. Assumes one such fly-thru (currently) and defaults the viewer to going flying at startup.
 
  Fog:  
  UEd lets you put fog in different zones. X3D has but one zone. So, you should put your fog into the LevelInfo. If fog is not found there, the converter will look through other ZoneInfo's for fog, and will use the first one it finds.


 
Important notes about Unreal Ed 3.0!
  Texures:  
  UCC that comes wth UEd3 does NOT export PCX or BMP, but DDS!
Not to spec, but Bitmanagement does suppot them. UnrealToX3D will work with them, but they don't display in the window while processing. There's also DXTBmp (and Deep Exploration). You can get DXTBmp HERE Then you can convert from BMP to JPG. But some don't export at all, and you may need to do screen-shots of the Texture Browser and clip them down yourself. What I do is run a exporttex.bat file that contains:

ucc batchexport %1.utx TEXTURE DDS d:\data\pics\textures\EpicGames\%1

So in practice, for example:

exporttex HumanoidArchitecture

will put a bunch of DDS files in my d:\data\pics\textures\EpicGames folder under a folder called HumanoidArchitecture.
Some examples of them:

Walls.wal14HA.dds
Grates.grt02HA.dds
Floors.flr08HA.dds

Then I batch convert them to JPEG with Deep Exploration
 
 
  Meshes:  
  In UEd 3, you can convert meshes to brushes. You can then export the brush. Here's what you need to know:

1. You need to remove translation,scale,rotation from the mesh before converting to brush, as the conversion converts 'in-place'. So, select the mesh, double-click to open properties, find the DrawScale (in Display) and set to 1 (same for x,y,z in DrawScale3D), and find Location and Rotation (in Movement) and set them all to 0. Then convert to brush (right-click on the brush, find Convert/ToBrush). Then Brush/Export.

2. UEd 3 has BUGS like a termite mound. IF it doesn't crash putting out the brush, the texture, origin, and normals it puts out might be very wacky, or even NAN (not a number)! I detect this, warn you, and set the value to 1 (or -1 depending on the sign, if available). So, your texture maps may be messed up, but IT'S NOT MY FAULT!! The good news is, there's plenty of other editors out there you can import VRML into to fix them.

3. When you convert them with UnrealToX3D, check the 'Is Mesh' box on the Geometry tab. This sets the scale to 1 (because the 'inline' gets scaled to whatever), and the 'mode' to Examine (because it's generally easier to Examine than anything else with meshes).

4. When instancing Meshes, UnrealToX3D is not yet smart enough to dig into sub-folders, nor grab the textures associated with meshes. I'm working on it. In the mean time, you can copy them manually. Well, if you sort your meshes into folders, where the package name is the folder, and the rest of the mesh name is the file name, then it will find the x3d and wrl files.
 
  Terrain:  
  In UEd 3, you can use 'elevation maps' to define terrain. Like a bump map, gray-scale bitmaps can say 'white is high' and 'black is low'. And layers of textures can be painted on top of that to make nice land. The converter now supports single-layer elevation maps (multi coming later). NOTE: You can export the height map as a 16-bit gray BMP file. The latest version of Thumbs Plus can display them, BTW. You can just do a screen grab and snip it out to make a standard 8-bit bitmap, or the exported 16-bit one (looks better). X3D output not in there yet, WRL is ok.