https://discord.gg/mrnv9mZrQ4Not related to umodel, and it's UE5 not UE4, move it or remove it as you see fit, but I can use some technical brainstorming, so here I am
For a while now I poked around to find some ways to automatically port Fallout 4 Commonwealth map into Unreal Engine 5, primarily to test World Partitions feature from UE5
And it got to a point where it is technically functional, including visually, here is an example
The parser technically ported, or is able to port, the entirety of Commonwealth map, I'm thinking Cambridge Police Department as the next example, assuming you have some ideas about Fallout 4, and you know it's the place where you meet Danse the first time :-)
Anyways the technical expertise I can brainstorm about (In the unreal editor using C++, not at runtime)
-how to improve materials. e.g. figure out which material belongs to which material slot, currently my C++ code creates the basic materials correctly, because the majority of textures end with _d/_n/_s, but I can see many materials being assigned to the wrong slot in the static mesh, And then I have to manually shuffle them around, and there are about 30,000 materials :-)
-how to deform landscape. e.g. Some static meshes are in the correct transforms, but they don't look as anchored in the landscape compared to the original Fallout, so I'm guessing Creation Engine by Bethesda does some local deforms to snap the static meshes and the landscape together, or something like that
anything else to improve this automated port, I'm drawing a blank at the moment, I may add more later...
Well, let me know. I asked similar stuff on some other forums but if you have some ideas, I'm all ears
Thanks!