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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
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