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Author Topic: porting maps cross engines (w/ some explanation and examples)  (Read 1276 times)
philoosopher
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porting maps cross engines (w/ some explanation and examples)
« on: February 12, 2021, 13:09 »

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« Last Edit: April 03, 2021, 03:17 by philoosopher » Logged
Gildor
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Re: porting maps cross engines (w/ some explanation and examples)
« Reply #1 on: February 16, 2021, 12:18 »

Cool stuff Smiley
And I'm updating the forum code to parse your youtube rags correctly Smiley
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Gildor
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Re: porting maps cross engines (w/ some explanation and examples)
« Reply #2 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.
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RetroDragon
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Re: porting maps cross engines (w/ some explanation and examples)
« Reply #3 on: March 02, 2021, 19:15 »

I don't understand it, but this is cool. Finally a way to fully export a map.
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babyjason
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Re: porting maps cross engines (w/ some explanation and examples)
« Reply #4 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)
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Inovade
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Re: porting maps cross engines (w/ some explanation and examples)
« Reply #5 on: March 11, 2021, 07:53 »

Thank you, but how do I get the location & rotation data of things?
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babyjason
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Re: porting maps cross engines (w/ some explanation and examples)
« Reply #6 on: March 20, 2021, 18:13 »

congrats! i ll try it with l2
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