Closed Sagatt closed 1 year ago
It's not just "basically" the same as the 2001 version, it's heavily modified engine version. UT converter uses either ucc.exe or umodel (ueviewer) to extract ressource (textures, staticmeshes, ...)
DNF2011 will not be supported.
We can extract the game models and textures using the software Noesis https://richwhitehouse.com/index.php?content=inc_projects.php&showproject=91
Here's an article on DNF by Rich Whitehouse https://richwhitehouse.com/index.php?postid=65
Also DNF2001 ucc.exe works for DNF2011 as far as i'm concerned, could be wrong though
Would it be possible to at least have a .T3D into UE4 map format containing just placeholder references containing actor name/staticmesh name+location+rotation+scale?
You can try :
As said earlier, i do not plan at all to spend time for DNF2011 so good luck with it.
Unfortunatetly it does not seem to write any files, just creates empty folder.
It's definietly doable, as T3D is just a text format, and one could make a basic parser to make that data paste-able into UE4. I understand if you have no interest in it.
Well Duke Nukem Forever 2011, the retail version is a complicated topic.
The engine is Unreal Engine 1, the Unreal Tournament retail release version, which is basically the same as the 2001 version at the core.
And then it has static meshes pulled from Unreal Engine 2, same with Karma physics, the renderer is completely custom, and it has Meqon physics implemented (basically early PhysX).
We have made a custom map editor for the game through reverse engineering, so that allows us to export the maps in .t3d format. You can download here if you wanna test: https://www.nexusmods.com/dukenukemforever/mods/3
I'm just wondering if it could be done in the future, since it's still UE1 and now we have basically full 2001 support.
Thanks!