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.
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:
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.