Developer Helper Apps

Got a specific question or suggestion on the game? You ask, the developers answer.

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1DVD4D2UDK
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Re: Developer Helper Apps

Post by 1DVD4D2UDK » 01 Oct 2014, 20:15

sigma wrote:
1DVD4D2UDK wrote:...but I bet it would rock on this game! :D
I'll tell you a secret Image When I look at this demo, I listen to music that something like this or some things by Martin. Do not tell this to anyone! :D
I'm not real partial to rap, no matter who's singing it - except maybe the science videos on www.colorpulse.com :D
BTW, you do know that www.dropbox.com can play audio formats right?
Without having to DL them first! 8-)
1/2Hawk wrote:Nope. UE4 doesn't use packages anymore and it accepts literally nothing straight from UDK. Each of your individual assets is now stored as a unique *.UASSET file in UE4. This is kinda nice in that it makes it way easier to migrate a very specific sub-set of assets between builds or projects, and when you change one small thing you don't need to update the rest of the team with a whole huge package file ... but it is a lot more pieces to keep up with and manage.
That's good to know, but unfortunate for simple dreams of importation! :|
Although I have noticed that UDK does import just about any type asset through the T3D extension, and I'm wondering if UE4 has at least kept that bit of legacy in some form or another?
I do like how all the migration stuff works automatically though - like, say you wanted to move the Pyro into another project. UE4 will say hey you're gonna need these 5 textures, these 2 materials, this skeleton, those 18 sound fx, etc instead of having to try and find all the reference links yourself.
Automagical anything is cool to use, especially when it saves time for more creative endeavors! :D
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1/2Hawk
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Re: Developer Helper Apps

Post by 1/2Hawk » 02 Oct 2014, 04:02

Previously you could only bring statics in thru T3D but the 3rd party apps are getting better and better at piping more kinds of content thru there... it is still a valid option in UE4 though at least if you want to port map stuff over. The one thing nobody seems to have solved yet - which would be killer - is a converter for the materials. We have some really complex shaders and these have to be remade by hand. I can see the reasons why... Ex: How's a converter gonna know what to do with Specular maps in UE4 when that's all been replaced by Metallic and Roughness properties instead. But for most other assets, you can take the raw import files and just bring them thru directly. [Except for @$%# .ASE files - curse you Epic!]
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Re: Developer Helper Apps

Post by 1DVD4D2UDK » 02 Oct 2014, 10:44

1/2Hawk wrote:Previously you could only bring statics in thru T3D but the 3rd party apps are getting better and better at piping more kinds of content thru there... it is still a valid option in UE4 though at least if you want to port map stuff over. The one thing nobody seems to have solved yet - which would be killer - is a converter for the materials. We have some really complex shaders and these have to be remade by hand. I can see the reasons why... Ex: How's a converter gonna know what to do with Specular maps in UE4 when that's all been replaced by Metallic and Roughness properties instead. But for most other assets, you can take the raw import files and just bring them thru directly. [Except for @$%# .ASE files - curse you Epic!]
The reason I ask is UDK can use T3D for the majority of content, and it surprises me to no end that they would exclude the most basic and probably the oldest well known 3DS ASE format for raw polygon content???

But, I imagine since you can export shader MAT config files right? Then it should still be feasible to make a rudimentary converter for it, possibly even a brute force commandline batch processor or a list of #EXEC directives to set each associated file for a specific material that could be used from the UE4 command line - similar to the legacy UCC processor might work in a pinch - and as far as the specular goes, there should be entries for them as well since they are still a component of the visible materials.
In essence though they would really just need to be setup initially with the various attributes each component a material needs(to get the structure of the material layout into the new material handler module), and once imported could be tweaked with appropriate values for visual quality.

Albeit, not a simple task for sure - but it could be done, it just seems like being able to import or convert content from various unreal engine and other popular sources would have been a consideration from the start! :|
Instead of reinventing the wheel so to speak!
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Re: Developer Helper Apps

Post by 1/2Hawk » 02 Oct 2014, 18:33

Fresnel node works differently, vertex coloring works differently, math nodes work a bit differently (can have defaults in them now), Spec maps are gone, even the bloom looks different. A converter would have to know your 'intent' to work properly, otherwise you'd spend all your time trying to patch up materials that converted and only half work properly. It is a pain starting over, but at least going one by one you can tinker with a whole expanded list of available nodes and functions that didn't exist in UDK.

So here's my prob with ASE - I did all my UDK statics in that format, but UE4 won't read them. And, as it turns out, you can't bring the old ASEs back into Max to re-export as FBX, and exporting them from UDK gives me blank files. Found a website that converts them back to OBJ, but those meshes are all triangulated out with no smoothing info. Such a pain...
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Re: Developer Helper Apps

Post by 1DVD4D2UDK » 02 Oct 2014, 21:22

1/2Hawk wrote:Fresnel node works differently, vertex coloring works differently, math nodes work a bit differently (can have defaults in them now), Spec maps are gone, even the bloom looks different. A converter would have to know your 'intent' to work properly, otherwise you'd spend all your time trying to patch up materials that converted and only half work properly. It is a pain starting over, but at least going one by one you can tinker with a whole expanded list of available nodes and functions that didn't exist in UDK.
Where there's a way, there's a will to match it! :D

I can see now I'll need to get a copy of UE4 for my newer system!
I wasn't aware the PG engine had changed to the May Beta tho! :|
So here's my prob with ASE - I did all my UDK statics in that format, but UE4 won't read them. And, as it turns out, you can't bring the old ASEs back into Max to re-export as FBX, and exporting them from UDK gives me blank files. Found a website that converts them back to OBJ, but those meshes are all triangulated out with no smoothing info. Such a pain...
While searching for an updated 3DOC
I found this: '3D Object Converter 5.3'
There is also a Portable Version

And then I saw this little gem:
ftp://ftp.elf.stuba.sk/pub/pc/graph/0index.txt

It's full of all kinds of relatively small but useful apps
for almost any type of graphic / video conversion need!
Including many Screen Savers and SCR construction apps! :D
ftp://ftp.elf.stuba.sk/pub/pc/graph/

Anyone for a SolC screen saver?

The version of 3DOC I have used for some time now, requests a purchase
to convert ASE though! :| So, I'm hoping the new version finally allows it!
:D
~ Nope, still the same - will convert to ASC, just not ASE without deleting every 5th polygon in the freeware version and @ 50$ for 660 formats! :D
Last edited by 1DVD4D2UDK on 20 Oct 2014, 23:52, edited 1 time in total.
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Re: Developer Helper Apps

Post by 1DVD4D2UDK » 09 Oct 2014, 02:42

I forgot to mention about uModel, it will open almost any unreal package - although I haven't tried *.asset yet, and it can export most statics as PSK's but only with a single bone at the origin if I remember correctly, and the extension ends up being *.pskx but the format is the same so I usually rename them to use with other converters in preparing them for re-import into another unreal engine version or 3D editor.

Which may or may not be a benefit, but it does keep the smoothing info - and 3DSMax ActorX can import PSK's, so that's one way to go about export/import operations! :D
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Re: Developer Helper Apps

Post by 1DVD4D2UDK » 25 Nov 2014, 02:38

Of course what UDK installation would be complete without the latest version of the Substance Utilities App: Ver 1.0.3
http://substanceu.allegorithmic.com/releases
http://substanceu.allegorithmic.com/sit ... _1_0_3.exe

A basic run down of most of this info on UDN:
http://udn.epicgames.com/Three/Allegori ... 20in%20UDK

The Beneath Demo Substance Sources are also available @ 469MB
http://www.allegorithmic.com/static/dow ... ources.zip
DISCLAIMER: a last minute bug slipped through QA, see this thread for more information!
http://forums.epicgames.com/threads/939 ... ation-Help

Also from UDN is the 25 free substance files:
http://udn.epicgames.com/Three/rsrc/Thr ... tances.zip

Along with some video tutorials to boot! :D
http://www.allegorithmic.com/tutorials/

And other assorted free substance filters and generators: SaveAs to DL! :D
Wood floors
http://udn.epicgames.com/Three/rsrc/Thr ... quet.sbsar
Brick Walls
http://udn.epicgames.com/Three/rsrc/Thr ... Wall.sbsar
Stone objects textures
http://udn.epicgames.com/Three/rsrc/Thr ... lter.sbsar
Metallic objects textures
http://udn.epicgames.com/Three/rsrc/Thr ... lter.sbsar
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Re: Developer Helper Apps

Post by DuderSeb » 25 Nov 2014, 16:32

That's interesting. I bought the Substance Indie Pack on Steam the other day and it's indeed a great tool.
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Re: Developer Helper Apps

Post by 1DVD4D2UDK » 25 Nov 2014, 20:15

I tried running the Beneath map and it took 30+min to compile all the content for the map, so I'm not even sure my system can run it at a decent FPS - but I'm working on a benchmark command line for Deck, just to get an average rate.

I am wondering though, where does the UDK keep all the compiled scripts for new content? Since I didn't really see any noticeable size increase in the UDK folders, except for the 780+MB of original map content itself.

Although I did have to turn off my computer since it locked up, even with only unlit & game view selected so I could at least see the map - but of course that was in the editor, not simply running the map.
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Re: Developer Helper Apps

Post by 1DVD4D2UDK » 18 Dec 2014, 21:52

I got a newsletter today linked to eurosis.org which has a ton of resources for
Simulation and Gaming Software Development Tools and Languages! :D

So, for anyone that can't explicitly use the last version of the UDK for whatever
reason might be able to make use of other editing software and export to UDK.

The Game Dev stuff is halfway down the page:
http://www.eurosis.org/cms/?q=node/61
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