Gildor's Forums

English Forum => Unreal coding => Topic started by: philoosopher on February 12, 2021, 13:09



Title: porting maps cross engines (w/ some explanation and examples)
Post by: philoosopher on February 12, 2021, 13:09
                                                             -


Title: Re: porting maps cross engines (w/ some explanation and examples)
Post by: Gildor on February 16, 2021, 12:18
Cool stuff :)
And I'm updating the forum code to parse your youtube rags correctly :)


Title: Re: porting maps cross engines (w/ some explanation and examples)
Post by: Gildor on February 16, 2021, 15:09
With UE4.25+ Unreal doesn't store any material structure anymore, only shader bytecode and some setup information. Prior to that version, I think full material structure existed in upk/uasset files.


Title: Re: porting maps cross engines (w/ some explanation and examples)
Post by: RetroDragon on March 02, 2021, 19:15
I don't understand it, but this is cool. Finally a way to fully export a map.


Title: Re: porting maps cross engines (w/ some explanation and examples)
Post by: babyjason on March 05, 2021, 09:59
hey philospher, any idea about beast lighting system editing in maps ?  i can edit maps, but beast lighting system i cannot port, so everything looks like crap (l2)


Title: Re: porting maps cross engines (w/ some explanation and examples)
Post by: Inovade on March 11, 2021, 07:53
Thank you, but how do I get the location & rotation data of things?


Title: Re: porting maps cross engines (w/ some explanation and examples)
Post by: babyjason on March 20, 2021, 18:13
congrats! i ll try it with l2