Import Unreal T3d into Blitz3d
Blitz3D Forums/Blitz3D Programming/Import Unreal T3d into Blitz3d
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Yes i finally did it. Not completely perfect yet, this was just a quick room i made in unrealed 2.0. Exported the entire map as a brush and then wrote an importer for t3d format. Currently this is in b3dsdk as an addon for one of my programs but i'll write a regular blitz3d one you should be able to copypasta. |
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Ok got all the other texture coordinate issues fixed :D |
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This sounds fantastic. While I don't currently create this kind of game, the idea of using either the various free maps out there or creating my own with unrealEd may change my mind. You'll have to put up a demo with a substantial map we can wander around in! Questions: - Is there a way to get UnrealEd without buying Unreal? - Will it eventually support UnrealEd 3.0? - Does it convert to .B3D file or just import as a mesh? Thanks! |
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- Is there a way to get UnrealEd without buying Unreal? No but unreal GOTY is like maybe $10 lol thats aiming high. you could probably torrent it i doubt epic would care much about that game at this point. - Will it eventually support UnrealEd 3.0? Should, T3d format is mostly the same except i would have to use Quats instead of Eulers - Does it convert to .B3D file or just import as a mesh? This particular tool i made which you can actually grab here http://www.vigilsoft.net/2010/07/31/xmf-recovery-tool/ exports the map to 3ds format, but i can easily set it to export to b3d. |
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Alright i converted my code to blitz3d. You can download the demo which includes executable, source and map+texture files. http://www.vigilsoft.net/unrealt3d.zip screenshot of Deck16][ loaded in blitz3d In order for this to work in unrealed you need to create a large (preferably) cube brush that overlaps the entire level. then just simply hit intersect which should grab the entire geometry of the level. After that you just export brush. Also for this to load properly you do need all the textures used in the map. You can easily batch export them all by running a command line to UCC.EXE in the system folder. e.g. UCC.EXE BATCHEXPORT Ancient.utx TEXTURE BMP C:\Unreal\Textures\Ancient and the source code below Type T3dSurface Field brush,texture,tw,th Field texfile$,flags Field surface Field u.T3dVector,v.T3dVector Field n.T3dVector,o.T3dVector ;I believe i remember reading unrealed polygons never have more than 16 vertices. Field vert.T3dVector[16] Field vcount Field panu#,panv# End Type Type T3dVector Field x#,y#,z# Field id End Type Type T3d2dCoord Field x#,y# End Type Function LoadT3dMesh(file$,ext$=".bmp") Local newmesh,tmpim Local fstream Local fline$ Local mysurf.T3dSurface If file$ = "" Or ext$ = "" Then Return -1 fstream = ReadFile(file$) newmesh = CreateMesh() While Not Eof(fstream) fline$ = ReadLine(fstream) If Instr(fline$,"Begin Polygon") <> 0 Then DebugLog "Found Polygon" mysurf = New T3dSurface mysurf\surface = CreateSurface(newmesh) If Instr(fline$, "Texture") <> 0 Then mysurf\texfile$ = gett3dval$(fline$,"Texture") If mysurf\texfile$ <> "" Then DebugLog extractdir$(file$)+mysurf\texfile$+ext$ mysurf\texture = LoadTexture(extractdir$(file$)+mysurf\texfile$+ext$) tmpim = LoadImage(extractdir$(file$)+mysurf\texfile$+ext$) If tmpim <> 0 Then mysurf\tw = ImageWidth(tmpim) mysurf\th = ImageHeight(tmpim) FreeImage(tmpim) mysurf\brush = CreateBrush() BrushTexture(mysurf\brush,mysurf\texture) EndIf EndIf EndIf If Instr(fline$, "Flags") <> 0 Then mysurf\flags = gett3dval$(fline$,"Flags") EndIf buildt3dsurface(mysurf,newmesh,fstream) EndIf Wend ;mesh is really big and rotated differently RotateEntity(newmesh,90,0,0) ScaleEntity(newmesh,0.5,0.5,0.5) CloseFile(fstream) Delete Each T3dVector Delete Each T3dSurface End Function Function buildt3dsurface(s.T3dSurface,mesh,fstream) Local fline$ If s = Null Or mesh = 0 Or fstream = 0 Then Return -1 While Instr(fline$,"End Polygon") = 0 fline$ = ReadLine(fstream) If Instr(fline$, "Origin") <> 0 Then s\o = gett3dxyz(fline$,"Origin") EndIf If Instr(fline$, "Normal") <> 0 Then s\n = gett3dxyz(fline$,"Normal") EndIf If Instr(fline$, "TextureU") <> 0 Then s\u = gett3dxyz(fline$,"TextureU") EndIf If Instr(fline$, "TextureV") <> 0 Then s\v = gett3dxyz(fline$,"TextureV") EndIf If Instr(fline$, "Pan") <> 0 Then s\panu# = Float(gett3dval$(fline$,"U")) s\panv# = Float(gett3dval$(fline$,"V")) DebugLog "Pan vals U: "+s\panu#+" V: "+s\panv# EndIf If Instr(fline$, "Vertex") <> 0 Then s\vert[s\vcount] = gett3dxyz(fline$,"Vertex") s\vcount = s\vcount + 1 EndIf Wend buildt3dpolygon(s,mesh) If s\brush <> 0 Then PaintSurface(s\surface,s\brush) EndIf End Function Function buildt3dpolygon(s.T3dSurface,mesh) If s = Null Or mesh = 0 Then Return -1 Local uv.T3d2dCoord For i = 0 To s\vcount-1 uv = GenUV(s,i) s\vert\id = AddVertex(s\surface,s\vert[i]\x#,s\vert[i]\y#,s\vert[i]\z#,uv\x#,uv\y#,1) Delete uv Next For i = 0 To s\vcount-3 AddTriangle(s\surface,s\vert[0]\id,s\vert[i+1]\id,s\vert[i+2]\id) Next End Function Function DotProduct#(ax#,ay#,az#,bx#,by#,bz#) Return ((ax# * bx#) + (ay# * by#) + (az# * bz#)) End Function Function GenUV.T3d2dCoord(s.T3dSurface,vindex) If s = Null Then Return Null If s\vert[vindex] = Null Then Return Null Local uv.T3d2dCoord = New T3d2dCoord uu# = DotProduct#(s\vert[vindex]\x#-s\o\x#,s\vert[vindex]\y#-s\o\y#,s\vert[vindex]\z#-s\o\z#,s\u\x#,s\u\y#,s\u\z#) vv# = DotProduct#(s\vert[vindex]\x#-s\o\x#,s\vert[vindex]\y#-s\o\y#,s\vert[vindex]\z#-s\o\z#,s\v\x#,s\v\y#,s\v\z#) uv\x# = (uu#+s\panu#)*(1.0/s\tw) uv\y# = (vv#+s\panv#)*(1.0/s\th) Return uv End Function Function gett3dxyz.T3dVector(fline$,item$) Local xyz.T3dVector Local tcoords$[3] Local nextone = 0 fline$ = Replace(fline$,item$,"") fline$ = Replace(fline$," ","") For getpos = 1 To Len(fline$) tcoords[nextone] = tcoords[nextone] + Mid(fline$,getpos,1) If Mid(fline$,getpos,1) = "," Then tcoords[nextone] = Replace(tcoords[nextone],",","") nextone = nextone + 1 EndIf Next xyz.T3dVector = New T3dVector xyz\x# = Float(tcoords[0]) xyz\y# = Float(tcoords[1]) xyz\z# = Float(tcoords[2]) Return xyz End Function Function gett3dval$(fline$,item$) Local newval$,i Local offset = Instr(fline$, item$)+Len(item$) For i = offset To Len(fline$) newval$ = newval$ + Mid(fline$,i,1) If Mid(fline$,i,1) = " " Then newval$ = Replace(newval$,"=","") newval$ = Replace(newval$," ","") Return newval$ EndIf Next Return newval$ End Function Function extractdir$(filename$) If Len(filename$) = 0 Then Return filename$ For i = Len(filename$) To 1 Step -1 If Mid(filename$,i,1) = "\" Or Mid(filename$,i,1) = "/" Then Return Left(filename$,i) EndIf Next Return "" End Function ;******************************************************************************************************************* ;DEMO ;******************************************************************************************************************* Graphics3D 640,480,16,2 Global player=CreatePivot() Global floorpivot=CreatePivot() Global camera=CreateCamera(player) Global campitch;,mvx,mvy,mvz Text 0,0,"Loading map... please wait." Flip LoadT3dMesh("deck16.t3d",".BMP") AmbientLight(200,200,200) Repeat Cls freelook() UpdateWorld() RenderWorld() Flip Until KeyHit(1) End Function freelook() mxspd#=MouseXSpeed()*0.25 myspd#=MouseYSpeed()*0.25 MoveMouse GraphicsWidth()/2,GraphicsHeight()/2 campitch=campitch+myspd If campitch<-85 Then campitch=-85 If campitch>85 Then campitch=85 RotateEntity player,campitch,EntityYaw(player)-mxspd,0 If KeyDown(203) Then mvx=-2 If KeyDown(205) Then mvx=+2 If KeyDown(200) Then mvz=+2 If KeyDown(208) Then mvz=-2 If KeyDown(30) Then mvx=-2 If KeyDown(32) Then mvx=+2 If KeyDown(17) Then mvz=+2 If KeyDown(31) Then mvz=-2 MoveEntity player,mvx,0,mvz TranslateEntity player,0,mvy,0 End Function ;******************************************************************************************************************* ;******************************************************************************************************************* [i]Last edited 2010 |
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I just got done exporting a t3d map from unrealed 3.0 looks as though the texture portion of it is really for the most part the only thing that changes to make it incompatible with what i have so far. Since unrealed 3 maps use multitexturing the texture spot refers to a material now instead of a texturefile. I have to look how UCC exports texture but if it creates a folder for the material and then dumps all the textures in there i could probably work with it, but i think the file name needs some sort of naming convention so i can set the right effects. Either case loading UT3 maps wouldn't look well unless you used xors3d or Fastex. |
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Looking good and keep going :) |