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Porting Levels

Posted: Thu Sep 23, 2021 2:18 pm
by Thor110
Hello there, I am hoping somebody can help me with a few issues I have regarding a project I started to port an old cancelled Xbox game which was made in a modified version of the UT2004 engine to the PC.

Was hoping somebody might be able to point me towards the file format documentation for the .unr map format, though I know it may not be entirely accurate given that the engine was modified for the game.

Because the primary issue I have is opening the maps, which as I understand it are serialised to the original editor they were made in.

Ultimately it is my hope that I can recreate the packages, plugin the classes and load the maps, however I am not relying on that being possible so I wanted to reach out for any information I could that might help me resolve this issue and others I might have with this potential project.

The game in question is Stargate SG-1 : The Alliance.

Currently I have used Umodel to extract nearly every asset from the various packages contained within the game, with only 14 packages remaining that give an error regarding some unread bytes. ( 13 animation packages and 1 sound package )

Thor110

P.S. : I did have a little look around, but I am also new here so the wealth of information, topics and resources will take me some time to dig through.

Re: Porting Levels

Posted: Thu Sep 23, 2021 2:56 pm
by Leo T_C_K
There was also a PC version of this that remains unreleased AFAIK. I hope over time it will surface as it would make everything easier too. But I recommend asking yrex and sending him the error, he might be able to help out.

I might point him to this thread. Though one of the things i wish could be converted 100 percent still are the dreamcast ut maps (unless the surfaced beta has them all in unr format still). Because even though they are mostly identical to the RA maps there were still differences in them, the extra new ones...

Re: Porting Levels

Posted: Thu Sep 23, 2021 3:24 pm
by Thor110
Leo T_C_K wrote: Thu Sep 23, 2021 2:56 pm There was also a PC version of this that remains unreleased AFAIK. I hope over time it will surface as it would make everything easier too. But I recommend asking yrex and sending him the error, he might be able to help out.

I might point him to this thread. Though one of the things i wish could be converted 100 percent still are the dreamcast ut maps (unless the surfaced beta has them all in unr format still). Because even though they are mostly identical to the RA maps there were still differences in them, the extra new ones...
Thank you for the swift reply, yes it is also amongst my hopes that a copy of the PC version will get leaked eventually.

But as a contingency I wanted to try this, I use to dabble in UE2 a lot when I was younger but it has been many years since I made any maps or weapons etc

Code: Select all

Package "Goa_Vehicles.ukx" : wrong import index 31

UnPackage::CreateImport: Goa_Vehicles.ukx:31 <- UnPackage::SerializeUObject <- TArray::Serialize: 1/4232 <- USkeletalMesh::Serialize <- LoadObject: SkeletalMesh'Goa_Vehicles.goa_warhawk', pos=D7C8A, ver=128/2, game=ue2 <- UObject::EndLoad <- LoadWholePackage: Goa_Vehicles.ukx <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1527



Haaken_anim.ukx

MeshAnimation::Serialize(Grunt_anim): 2 unread bytes

LoadObject: MeshAnimation'Haaken_anim.Grunt_anim', pos=BBB38, ver=129/4, game=ue2 <- UObject::EndLoad <- LoadWholePackage: Haaken_anim.ukx <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1527



Haaken_leader_anim.ukx

MeshAnimation::Serialize(leader_anim): 2 unread bytes

LoadObject: MeshAnimation'Haaken_leader_anim.leader_anim', pos=30B1C, ver=129/4, game=ue2 <- UObject::EndLoad <- LoadWholePackage: Haaken_leader_anim.ukx <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1527



Haaken_Shield_anim.ukx

MeshAnimation::Serialize(Haaken_Shield): 2 unread bytes

LoadObject: MeshAnimation'Haaken_Shield_anim.Haaken_Shield', pos=F9D1, ver=129/4, game=ue2 <- UObject::EndLoad <- LoadWholePackage: Haaken_Shield_anim.ukx <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1527



Haaken_warrior_anim.ukx

MeshAnimation::Serialize(warrior_anim): 2 unread bytes

LoadObject: MeshAnimation'Haaken_warrior_anim.warrior_anim', pos=50ED2, ver=129/4, game=ue2 <- UObject::EndLoad <- LoadWholePackage: Haaken_warrior_anim.ukx <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1527



jaffa_anim.ukx

MeshAnimation::Serialize(jaffa_anims): 2 unread bytes

LoadObject: MeshAnimation'jaffa_anim.jaffa_anims', pos=2CF739, ver=129/4, game=ue2 <- UObject::EndLoad <- LoadWholePackage: jaffa_anim.ukx <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1527



M07_fresco_anim.ukx

MeshAnimation::Serialize(M07_fresco): 2 unread bytes

LoadObject: MeshAnimation'M07_fresco_anim.M07_fresco', pos=721D, ver=129/4, game=ue2 <- UObject::EndLoad <- LoadWholePackage: M07_fresco_anim.ukx <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1527



M21_Crystal_anim.ukx

MeshAnimation::Serialize(m21_crystal_anim): 2 unread bytes

LoadObject: MeshAnimation'M21_Crystal_anim.m21_crystal_anim', pos=1934, ver=129/4, game=ue2 <- UObject::EndLoad <- LoadWholePackage: M21_Crystal_anim.ukx <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1527



sg1_anim.ukx

MeshAnimation::Serialize(sg1_p90_anim_default): 8 unread bytes

LoadObject: MeshAnimation'sg1_anim.sg1_p90_anim_default', pos=66B32F, ver=130/4, game=ue2 <- UObject::EndLoad <- LoadWholePackage: sg1_anim.ukx <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1527



sg1_turret_M60_Humvee.ukx

MeshAnimation::Serialize(M60_APC_anim): 2 unread bytes

LoadObject: MeshAnimation'sg1_turret_M60_Humvee.M60_APC_anim', pos=402, ver=129/4, game=ue2 <- UObject::EndLoad <- LoadWholePackage: sg1_turret_M60_Humvee.ukx <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1527



SG1_weapons_1st.ukx

MeshAnimation::Serialize(sg1_wep_spas12_HUD_anim): 3 unread bytes

LoadObject: MeshAnimation'SG1_weapons_1st.sg1_wep_spas12_HUD_anim', pos=1BF15, ver=130/4, game=ue2 <- UObject::EndLoad <- LoadWholePackage: SG1_weapons_1st.ukx <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1527



super_soldier_anim.ukx

MeshAnimation::Serialize(super_anim): 2 unread bytes

LoadObject: MeshAnimation'super_soldier_anim.super_anim', pos=5F755, ver=129/4, game=ue2 <- UObject::EndLoad <- LoadWholePackage: super_soldier_anim.ukx <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1527



tokra_anim.ukx

MeshAnimation::Serialize(Tokra_anim_set): 2 unread bytes

LoadObject: MeshAnimation'tokra_anim.Tokra_anim_set', pos=63D84E, ver=129/4, game=ue2 <- UObject::EndLoad <- LoadWholePackage: tokra_anim.ukx <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1527



M01A_sounds.uax

Serialized FString is not null-terminated.

FString<< <- Name: 0 <- UnPackage::LoadNameTable2 <- UnPackage::UnPackage: M01A_sounds.uax, ver=127/34, game=ue2 <- UnPackage::LoadPackage(info): M01A_sounds.uax <- CUmodelApp::ShowPackageUI <- Main: umodel_build=1527

ReadFile beyond EOF 1761174+1/1761174
Above is a list of the errors and the names of the packages.

I did actually play the entire game through on the Xbox copy, but it was so laggy it was practically unplayable, it is also incomplete and missing animations for many of the cutscenes which can only be listened to using the audio files.
5-15fps approx

If you could that would be much appreciated, I feel like they are pretty simple problems and I might be overlooking the issue, as the sounds is just an extra byte while most of the others have unread bytes, so hopefully it's just a matter of tweaking the packages or comparing them against similarly sized packages containing the same type of content in a hex editor.

As I am new here I wouldn't feel comfortable PM'ing / hassling people for answers as I know how frustrating it can be.

There is one incomplete playthrough of the PC copy on YouTube by a PtoPOnline, a game reviewer that never finished their playthroughs :( after being given a copy specifically for that reason.

Recently a developer that worked on the project also posted a video of a playthrough of mission 14 from the PC version, so there is definitely a few copies of it floating around.

At the least, I've been meaning to get back into UE2 modding for many years and this could serve as great experience for me whether it goes anywhere or not. I also have another UE2 project to keep me busy which I might also post about here in time, but I believe I have the relevant knowledge to at least make a pretty good start on that one.

Thor110

Re: Porting Levels

Posted: Thu Sep 23, 2021 3:31 pm
by Leo T_C_K
Oh yea...that guy..he also has a ut2007 beta demo from 2006 that never surfaced. I just see him as a hoarder. Nothing else. Guys like him receive "grants" for preservation of games as he's part of a certain group that claims non profit but asks too much in practice.

I was directly responsible for bringing out most of the Unreal protos out there (either recovered old leaks or obtained via third party teams that worked with the engine early to develop their cancelled games) and several of the u2 ones. I had my hand also in the UC 2001 alpha recovery. Its important to preserve these things. I like comparing every map difference and what not. They also quite fooled me with that fake unreal (called 098) beta that surfaced late 2015 but I had no hand in that anyways.

You know the main problem with the UE2 titles is that the staticmeshes and animations are incompatible with each other s titles(looks deliberate to me) so they usually have to get exported one way or the other. Now its possible to export staticmeshes to t3d and what not if you got UCC or unrealed with the game, but the animations are more tricky if no source code is avaiable or if the program you use to export doesn't have support for it. Its a real mess compared to the original UE.

Re: Porting Levels

Posted: Thu Sep 23, 2021 3:53 pm
by Thor110
Leo T_C_K wrote: Thu Sep 23, 2021 3:31 pm Oh yea...that guy..he also has a ut2007 beta demo from 2006 that never surfaced. I just see him as a hoarder. Nothing else. Guys like him receive "grants" for preservation of games as he's part of a certain group that claims non profit but asks too much in practice.

I was directly responsible for bringing out most of the Unreal protos out there (either recovered old leaks or obtained via third party teams that worked with the engine early to develop their cancelled games) and several of the u2 ones. I had my hand also in the UC 2001 alpha recovery. Its important to preserve these things. I like comparing every map difference and what not. They also quite fooled me with that fake unreal (called 098) beta that surfaced late 2015 but I had no hand in that anyways.
Agreed there and I am sure over the years they made attempts to sell it, but I cannot find proof of this. I just remember seeing it in the comments by the author/channel back when I first came across the videos. Astonishing they haven't managed to finish a playthrough yet, even with it's many issues I managed to complete it on the xbox version in a matter of days with a lot of patience, though admittedly I didn't make a nicely presented video to go with them and just streamed the playthroughs instead.

That is awesome, I have definitely seen some of those leaks floating around :) many thanks to you sir, doing the community a great service.

Certainly is, I am very much on the side of game preservation and restoration / repair of old games as opposed to lavish remakes that completely change the feel and structure of the game.

I actually came across a lot of versions of Unreal, though no 098 version so I guess I missed that.

For the past few years I have been working on a port of KotOR to the KotOR2 engine as well as an expansion for both games, though due to some issues I have cancelled work on the port for the time being and decided to take a long break from the project overall as it was a bit of a mess and needed a complete refactor which I can't stomach to do right now, plus after working on it for so long, much of which was while I was homeless I decided I needed to put it down for a while.



Theres a link to the trailer and my YouTube channel if anyone wants to check it out.

For reference : my other project in UE2 is regarding Star Wars Republic Commando in which I hope to fix the existing COOP gamemode and maps made by another user, they appear to just be carbon copies of the single player maps with the COOP game mode applied in the level list, for a while I was also upscaling the textures but they didn't come out so great due to the fact I was using ESRGAN which was trained on Manga/Anime. ( Woops ) The COOP gamemode itself seems to work just fine, so my hopes are to use delete the AI pathways and NPC's from the levels, possibly even expanding upon the first level in order to spawn in all four players and allow them to play unseen parts of the story.

Getting back on topic though ( thought I would mention it sooner rather than later, never know! might find help or form a team :) as I had hoped to for my KotOR project, but as per most modding communities, everyone is busy with their own projects understandably )

At first I did consider just remaking the levels from scratch, but that would of course be far too much work and would require painstaking comparisons between a laggy xbox copy and the recreation itself.

I know there are a few map converters around for UE2 such as the UT4X converter, unfortunately that was unable to read the map files.

Thor110

Edit : After a quick search of the forum it seems someone showed up wanting to attempt this back in 2018 as well, even looks like they got about as far as I am currently, though they were unable to determine the version number.

I did a little research and poured through the version numbers reported by UExplorer a while back on various games and versions of the engine and the closest I found was the UE2 Runtime which is still available on ModDB and probably a few other places.

UE2 Runtime v126

Stargate SG-1 : The Alliance v127
v128
v130

The files seem to range from version 127 to 130, skipping over 129 or perhaps just nothing was saved in version 129.

Re: Porting Levels

Posted: Thu Sep 23, 2021 5:34 pm
by Leo T_C_K
The thing is, yrex is really really great6 writing tools that convert stuff over. He could probably figure it out, hell he wrote a t3d exporter (it is not perfect but it does its job), the question is whether its compatible with any of those maps. You could put here few map examples or something that I could even try using tools that I have. It probably won't work without yrex adjusting it to a specific version.

But yea,

I keep running into problems myself, several times I've been wrongly accused of something and I also became homeless this year due to the covid controversy and the way states were mishandling it, leading to me being thrown out without a notice after the owner's disappearance and him being stuck in another state or something. Its a little more complex than that but that's the simplified story.

Fact is, I am also known as "traitor" by voidpoint due to deadly kiss for sw that they want to completely remake anyways, even though I never leaked the stuff they didn't want directly and the person who was actually responsible i told not to leak it explicitly (when I basically leaked it to him by accident), not that it mattered in the end, I mean they came with spurious claims about ownerships etc when in reality the person who gave it to them wanted it released...

I was also responsible for writing this even though it was removed from tcrf:
https://web.archive.org/web/20210609015 ... :Unreal_II

The only thing I wasn't responsible puting out there in that list is the E3 2001 alpha.

These are all the real protos of Unreal currently avaiable:
https://tcrf.net/Proto:Unreal

The only versions I wasn't responsible in finding originally are the December 1995 version (except I found a more complete version than was usually floating around) and the february 1998 beta.

The september 1995 and november 1995 versions were also avaiable as leaks originally but had to be re-found by actively hunting it down via BBS archives and similar.

The may 1997 version also leaked in a cut down form originally at one point. The rest is all original even though none of them are full betas. They were mostly just unrealed builds and i was lucky if they had any example maps still with it.

With that I also recovered resources/builds for the games Emissary and The Circle and Jazz 3D. Bryan even got out a never before seen Jazz 2 beta that had even MS Dos executable (works under certain machines or with modified dosbox) from a shared contact.

Oh and of course all this recovery started originally for me with Unreal PSX which I received many different parts from many people and later X-Com Alliance beta (thanks to Delacroix's involvement though - as he convinced me to push for it, I would have let it be if it wasn't for that -, he didn't really follow on the promise of finding a team to make a TC out of it though).

In the course of all that we found out about ton of unreleased projects whether games or expansion packs for games and I can tell you that more still remains unseen or lost forever.

Re: Porting Levels

Posted: Thu Sep 23, 2021 5:45 pm
by Thor110
I am sorry to hear that and I really hope things pick up for you soon, these past few years have certainly been hectic for the world.

These things happen unfortunately, personally I have a great respect for people that leak content, provided it is outdated and essentially irrelevant to anyone but die hard fans.

Thanks for the headsup, is there anywhere I could grab the tools from to try out myself?

These are the offending packages.



And for anyone interested the xbox copy itself can be found on archive.org

Thor110

Re: Porting Levels

Posted: Thu Sep 23, 2021 6:14 pm
by Leo T_C_K
https://sites.google.com/site/mojunreal/my-unreal-tools

http://www.geocities.ws/yrex/mojunreal/home.html for the migrated site

See if any of that works.

Re: Porting Levels

Posted: Thu Sep 23, 2021 6:33 pm
by Thor110
Leo T_C_K wrote: Thu Sep 23, 2021 6:14 pm https://sites.google.com/site/mojunreal/my-unreal-tools

http://www.geocities.ws/yrex/mojunreal/home.html for the migrated site

See if any of that works.
You absolute legend, it converted them no problem.

I might still have to reach out to them regarding the packages I cannot get open, but this is one large step closer to actual progress.

Thank you so much :D now just wish me luck!

Thor110

Re: Porting Levels

Posted: Thu Sep 23, 2021 7:04 pm
by Leo T_C_K
Alright good luck then. Just be aware it might not convert something 100 percent if it has some engine stuff it can't recognize, but its better than nothing. With that having the PC build of the game would have been more helpful as a reference point if nothing else, but yea.

Re: Porting Levels

Posted: Thu Sep 23, 2021 7:17 pm
by Thor110
Leo T_C_K wrote: Thu Sep 23, 2021 7:04 pm Alright good luck then. Just be aware it might not convert something 100 percent if it has some engine stuff it can't recognize, but its better than nothing. With that having the PC build of the game would have been more helpful as a reference point if nothing else, but yea.
Yeah, I didn't expect it to be perfect. But I am relatively confident it will more than serve it's purpose. At the very least it should give me the terrain and coordinates of all the assets, more than enough to make manually recreating the maps not the biggest chore in the world.

Next step is to decide on whether or not I am plugging it into the UE2 runtime... or UE4... going to try a map in both over the next few days/weeks and see how it comes out.

Still got to get the packages recreated properly first before trying to plug in the map realistically. Plus the classes probably need to be plugged in first if I decide to go with the UE2 runtime.

Re: Porting Levels

Posted: Thu Sep 23, 2021 7:30 pm
by Leo T_C_K
I thought you would port it as ut2004 mod lol. Btw just be aware there are also some ue2 source code leaks if they might help you in any way getting the hint, even though you shouldn't modify the source for this to be on the safe side even though maybe it can't hurt. So if you're looking to make standalone free conversion ue2 runtime might be a good idea. There are at least two versions of ue2 runtimes though the original one and the updated one that was mostly on some cds. The difference in the basic map (originally came from a project called Hubris, a cancelled game by demiurge studios) is that the older version doesn't use cubemaps and the later version does for all the water on the map.

From all the source leaks the stuff closest to ue2 runtime is the unreal warfare demo/uengine 2.5 leak.

Re: Porting Levels

Posted: Thu Sep 23, 2021 8:03 pm
by Thor110
Leo T_C_K wrote: Thu Sep 23, 2021 7:30 pm I thought you would port it as ut2004 mod lol. Btw just be aware there are also some ue2 source code leaks if they might help you in any way getting the hint, even though you shouldn't modify the source for this to be on the safe side even though maybe it can't hurt. So if you're looking to make standalone free conversion ue2 runtime might be a good idea. There are at least two versions of ue2 runtimes though the original one and the updated one that was mostly on some cds. The difference in the basic map (originally came from a project called Hubris, a cancelled game by demiurge studios) is that the older version doesn't use cubemaps and the later version does for all the water on the map.

From all the source leaks the stuff closest to ue2 runtime is the unreal warfare demo/uengine 2.5 leak.
I actually don't have a copy of UT2004 anymore :( will get it again sometime. But I have spotted the various source codes in places and did consider using them.

But I am looking at either the UE2Runtime itself, file from ModDB. As the file versions from it are just 1 number behind the version numbers of the stargate files.

Or UE4, going to try both to be honest.

Might be a lot easier to just plug it all into the UE2Runtime, to be honest I didn't expect to get this solved tonight, had just finished removing Scorch from the first level of Republic Commando and testing it in CO-OP, was about to start building a new part of the level for another player to act as Scorch then you came to the rescue and I am now planning the best approach moving forward with this project.

Both will require the arduous task of reimporting countless assets and I still have the issue of the 14 odd packages that I cannot access, some of which do contain critical information to early levels and later levels.

Everything seems to come across just fine, just gotta set the world to subtractive and plug in the assets, then it should load straight up in UE4 besides all the actual mechanics of the game of course.

This is why I have considered both options, in case it just becomes more logical to use the UE2 Runtime due to the likelihood the classes should just plug in with very little effort ( possibly ), but either way I can get some more UE4 experience along the way.

Thor110

Re: Porting Levels

Posted: Thu Sep 23, 2021 8:10 pm
by Leo T_C_K
I don't know which one is the one on moddb anymore. I'm saying that there is also a different version that is updated (despite being 2226 internally) and has some code updates and all the water uses the "reflective" cube maps in the default map, the one with the houses and trees. Even the river water does. So which version do you have? The default map is the way to recognize that.

Re: Porting Levels

Posted: Thu Sep 23, 2021 8:31 pm
by Thor110
Leo T_C_K wrote: Thu Sep 23, 2021 8:10 pm I don't know which one is the one on moddb anymore. I'm saying that there is also a different version that is updated (despite being 2226 internally) and has some code updates and all the water uses the "reflective" cube maps in the default map, the one with the houses and trees. Even the river water does. So which version do you have? The default map is the way to recognize that.
By the sounds and looks of it, it's the older version as nothing looks reflective.

Currently staring at the SGC level sat in UE4 untextured and without static meshes or any of the other actors, but they do exist as invisible entities, so if I plug in the assets correctly I should be able to get it to load everything in place, just the mechanics and scripts will all need rewriting / porting over.
runtime.png
Just need to change to subtractive and hook everything up.
m00.png
I can't even get the T3D to load in the UE2 runtime, runs out of memory and causes a crash but I might need to recreate the packages first.

Thor110

Re: Porting Levels

Posted: Thu Sep 23, 2021 8:39 pm
by Leo T_C_K
Yea that's the older UE2 runtime. If you want to try the newer, there's one included on some dvd that is avaiable on archive.org, it was one of those unreal engine tutorial dvds actually. I'm pretty certain it is there if nowhere else. Its pretty standard stuff hardly anything piracy worthy lol.

The crashes are probably because ue2 tries to always load the package dependancies exactly so try removing the package names or whatever it might be trying to load and failing. At least that's what I think is happening.

Re: Porting Levels

Posted: Thu Sep 23, 2021 8:48 pm
by Thor110
Leo T_C_K wrote: Thu Sep 23, 2021 8:39 pm Yea that's the older UE2 runtime. If you want to try the newer, there's one included on some dvd that is avaiable on archive.org, it was one of those unreal engine tutorial dvds actually. I'm pretty certain it is there if nowhere else. Its pretty standard stuff hardly anything piracy worthy lol.

The crashes are probably because ue2 tries to always load the package dependancies exactly so try removing the package names or whatever it might be trying to load and failing. At least that's what I think is happening.
"Mastering unreal technology : the art of level design" - "CD-ROM includes Maya 5 personal learning edition, unread runtime engine demo, tutorial examples developed throughout the book"

If it is this one then it contains the UE2 Runtime Demo which I also already have, but it is limited in what it can actually do.

I can't remember how exactly it was limited now as I uninstalled it, but I still have the installer just in case. Pretty sure it just wouldn't allow me to do something which I deemed essential.

Thor110

Re: Porting Levels

Posted: Fri Sep 24, 2021 8:23 am
by Leo T_C_K
But it had the updated code and level otherwise iirc. It was technically a newer version. I am not 100 percent sure it was this one, but I think so. Its just maybe the files of that version could be closer to the stargate ones, I dunno.

You could try to make a separate install if it will help with some files. Worth a try. Then you an use the regular one otherwise.

Re: Porting Levels

Posted: Fri Sep 24, 2021 4:35 pm
by Thor110
Leo T_C_K wrote: Fri Sep 24, 2021 8:23 am But it had the updated code and level otherwise iirc. It was technically a newer version. I am not 100 percent sure it was this one, but I think so. Its just maybe the files of that version could be closer to the stargate ones, I dunno.

You could try to make a separate install if it will help with some files. Worth a try. Then you an use the regular one otherwise.
ue2runtime-22261903.exe is the UE2 Runtime I have installed currently.

UE2Runtime-22262002_Demo.exe is the demo of the UE2 Runtime.

Just reinstalled to double check it essentially has the same issues as the UE2 Runtime itself, which is that it can open the textures and nothing else. Coupled with the fact it couldn't be used to package an installer or anything like that.
The file versions for the base static meshes, animations and other package types seem to just be the same packages as in the previous UE2 Runtime.

Will probably move forward into UE4, though I just grabbed a copy of UT2004 to try out as well.

Unfortunately 21 of the maps didn't convert so I decided to reach out to yrex about them. 51 Did convert just fine though, so that's still a great start.

Thor110

Re: Porting Levels

Posted: Sat Sep 25, 2021 9:46 am
by Leo T_C_K
I informed him myself about this so hopefuly he'll be able to help out when he has some time.

Re: Porting Levels

Posted: Sun Sep 26, 2021 9:29 pm
by Thor110
Leo T_C_K wrote: Sat Sep 25, 2021 9:46 am I informed him myself about this so hopefuly he'll be able to help out when he has some time.
Thank you muchly for pointing me to them, they have helped greatly and made changes to their program to help properly convert the levels.

M00 - SGC Tutorial Level
brushes.png
M20A - Goa'uld Stronghold
maps.png
I now just need to decide on whether I am going to make it a mod for UT2004 or port it forward into UE4 and then move forward with importing all the extracted assets into the correct packages or locations.

Thor110

Re: Porting Levels

Posted: Mon Sep 27, 2021 12:31 am
by Leo T_C_K
Are the updated tools that can work with those also avaiable on the website or are they private only?

Re: Porting Levels

Posted: Mon Sep 27, 2021 1:21 am
by Thor110
Leo T_C_K wrote: Mon Sep 27, 2021 12:31 am Are the updated tools that can work with those also avaiable on the website or are they private only?
They updated the tool directly on their website, perhaps you might have an interest in joining or helping with this as a project then?

Thor110

Re: Porting Levels

Posted: Mon Sep 27, 2021 7:44 am
by Leo T_C_K
Thor110 wrote: Mon Sep 27, 2021 1:21 am
Leo T_C_K wrote: Mon Sep 27, 2021 12:31 am Are the updated tools that can work with those also avaiable on the website or are they private only?
They updated the tool directly on their website, perhaps you might have an interest in joining or helping with this as a project then?

Thor110
Not now, I have several projects running already and a lot of troubles IRL that keep me busy. Otherwise I'd be willing to help out more.

However if you need some advice or tips I am avaiable for that.

Re: Porting Levels

Posted: Mon Sep 27, 2021 8:06 am
by Thor110
No worries, thought I would ask where you showed an interest.

Thank you again for your help, will be sure to ask around a bit more if and or when I need help.

Thor110