Unreal 2 Proper Map Extraction?
Posted: Tue Jun 28, 2022 7:14 am
Hey all. Been spending a long amount of time attempting to get properly exported maps from Unreal II: The Awakening.
The maps are in .un2 format, but other than that, everything else seems to be in the typical unreal engine formats. (besides the golem formats for character and weapon models and animations.)
I've used a couple of methods, these including: Ninja Ripper, which works well with exporting separate meshes with their texture and (for the most part) proper UV Data, but puts all meshes into the origin, and doesn't contain the location data, making it kinda inconvenient. Also tried 3D Ripper DX, which I knew would churn some pretty awful results. Over 10 attempts later and, yeah, pretty awful results from that lol. And finally, after much fiddling and tooling with the Unreal Ed 2 paired with the game, and it indeed can export the static meshes, along with the brushes as one whole mesh, but what sucks about this, is it exports it all as one mesh, and contains absolutely No UV Data at all, which kinda brings me back to my initial point.
Am I missing something? Does UnrealEd2 have the option to export with textures that I don't know about? Using the asset browser to try and export 1 by 1 doesn't work at all, at least not for Unreal 2, and exporting the map as one whole mesh is nice, considering everything keeps their place without any kind of distortion, but needing to split everything by loose parts in blender (splitting by material doesn't work, probably because it doesn't have the data on hand in the model.) and re-mapping Every single piece manually. Any help or suggestions, or even any points in the right direction would be appreciated, thanks!
~Blaze.
The maps are in .un2 format, but other than that, everything else seems to be in the typical unreal engine formats. (besides the golem formats for character and weapon models and animations.)
I've used a couple of methods, these including: Ninja Ripper, which works well with exporting separate meshes with their texture and (for the most part) proper UV Data, but puts all meshes into the origin, and doesn't contain the location data, making it kinda inconvenient. Also tried 3D Ripper DX, which I knew would churn some pretty awful results. Over 10 attempts later and, yeah, pretty awful results from that lol. And finally, after much fiddling and tooling with the Unreal Ed 2 paired with the game, and it indeed can export the static meshes, along with the brushes as one whole mesh, but what sucks about this, is it exports it all as one mesh, and contains absolutely No UV Data at all, which kinda brings me back to my initial point.
Am I missing something? Does UnrealEd2 have the option to export with textures that I don't know about? Using the asset browser to try and export 1 by 1 doesn't work at all, at least not for Unreal 2, and exporting the map as one whole mesh is nice, considering everything keeps their place without any kind of distortion, but needing to split everything by loose parts in blender (splitting by material doesn't work, probably because it doesn't have the data on hand in the model.) and re-mapping Every single piece manually. Any help or suggestions, or even any points in the right direction would be appreciated, thanks!
~Blaze.