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Unreal Beta Models

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Gizzy
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Unreal Beta Models

Post by Gizzy »

I saw a topic like this was created ages ago, but was just left with little reply, so I'm starting it again.

Is it possible to export Unreal '98 Beta models (Sentry, PeaceRocketLauncher ect) for use in later versions of Unreal?

I have tried UTPT, but that crashes.
I have tried 227 and 225 UED, but they crash.
I have tried using Dot's mesh exporting method (http://pvso.net/~hypernl/viewtopic.php?t=958) but that doesn't work either
I've tried everything short of Hex editing, but I'm not really up for that, and I'm sure nobody else is either.

Other features that look interesting include a translocator, Night/Day info, an Artifact pickup + more.
Last edited by Gizzy on Tue Apr 14, 2009 9:42 pm, edited 1 time in total.
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スマイル・ドラゴン
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Re: Unreal Beta Models

Post by スマイル・ドラゴン »

U98 beta models use a obscure, dated _a,_d.3d format, and it also had a feature that was broken\disabled in retail Unreal known as bMeshCurvy.

Not sure how people manage to convert the beta models but everytime they seem to work, they end up crashing later engine versions...
“I am the dragon without a name.”
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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Gizzy
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Re: Unreal Beta Models

Post by Gizzy »

Yeah, I'm sure I've seen the chameleon somewhere before.
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KillerSkaarj
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Re: Unreal Beta Models

Post by KillerSkaarj »

Leo ported Aztec over from the beta and the chameleons were present, although an earlier version caused the weirdest glitch I had ever seen... but the latest version shows them in their full glory, except for the fact that they act exactly like in the beta (running forward, backward, and sideways aimlessly all over the place, while constantly facing one direction)
Last edited by KillerSkaarj on Tue Apr 14, 2009 10:22 pm, edited 1 time in total.
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Gizzy
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Re: Unreal Beta Models

Post by Gizzy »

That chameleon Leo posted crashed me for some reason (huge GPF)
I'd look at it in Ued, but I'm not at my laptop right now.
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Leo T_C_K
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Re: Unreal Beta Models

Post by Leo T_C_K »

In my gott mod I ported even the tranclocator, sentrygun etc models..but they are unused, were meant to be used in next version which I didn't yet make..

The chameleon I ported originally really early in 2006, anyway in a form it is in file is reserved its original data, the chamleon UT one (a link included in the readme if you use the aztec version) uses exported one from the chameleoi, even if it works using different import method, it just doesn't have that great look, the model is kinda broken in the UT version after exporting it, it happens with all models being exported by the usual methods....the lighting is broken plus the mesh is too a bit.

So I really recommend everyone waiting for 227f, Smirftch fixed the compatiblity back in that one, so you will be able to load this chameleoi included with the aztec and not use the ut one...
Last edited by Leo T_C_K on Tue Apr 14, 2009 10:57 pm, edited 1 time in total.
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Gizzy
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Re: Unreal Beta Models

Post by Gizzy »

How did you manage to ex/import those beta
models?
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Leo T_C_K
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Re: Unreal Beta Models

Post by Leo T_C_K »

How did you manage to ex/import those beta
models?
That's a trick and kind of my secret, I have told it to few people around....anyway if you think about it it really is simple and logical...I need to tell you that you actually need to do something in the original beta itself, then go figure yourself...

Besides there might be soon another good news (well rather big news) for Unreal community soon coming from me, depends if I can get my computer fixed in a time and contact certain persons again.....well can't really say what it is for now...:P
Last edited by Leo T_C_K on Tue Apr 14, 2009 11:07 pm, edited 1 time in total.
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Shivaxi
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Re: Unreal Beta Models

Post by Shivaxi »

I always wanted the Chameleon pawn....can ya send it to me? ;)
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Gizzy
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Re: Unreal Beta Models

Post by Gizzy »

Well I've tried UED, UCC, UTPT & more, so I will probably kick myself when I find out.

As for that community announcment... Wth? Explain!
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Smirftsch
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Re: Unreal Beta Models

Post by Smirftsch »

I really think such methods or procedures to import/export, how to handle various things, tips and tricks should be added to the wiki instead of keeping it secret...to much knowledge was lost in the past because of people leaving the community, disappearing or some even died. Lost....maybe forever lost...


Sometimes you have to lose a fight to win the war.
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Gizzy
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Re: Unreal Beta Models

Post by Gizzy »

I totally agree with Smirftsch. The more people that know about these things, the better. I'm sure it will greatly increase people's knowledge of Unreal and surely bring more options to modders.
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.:..:
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Re: Unreal Beta Models

Post by .:..: »

even if it works using different import method, it just doesn't have that great look, the model is kinda broken in the UT version after exporting it, it happens with all models being exported by the usual methods....the lighting is broken plus the mesh is too a bit.
With "broken" if you mean that mesh appears as its full of gaps in game, simply:
A: Reduce LOD Strength (than lower the STRENGTH value is, than fewer gaps appear in close distance):

Code: Select all

#exec MESH IMPORT MESH=ChameleonM ANIVFILE="Models\chamel_a.3d" DATAFILE="Models\chamel_d.3d"
#exec MESH LODPARAMS MESH=ChameleonM STRENGTH=0.15
B: Make it plain mesh (add in "mlod=0"):

Code: Select all

#exec MESH IMPORT MESH=ChameleonM ANIVFILE="Models\chamel_a.3d" DATAFILE="Models\chamel_d.3d" mlod=0
As for the texture errors, you can use UnrealFX http://wiki.beyondunreal.com/Legacy:UnrealFX to fix texture mapping numbers or flags (aswell make sure you specify the textures on import parameters).

And for the best mesh exporter I've seen yet, use UModel: http://www.gildor.org/projects/umodel
Last edited by .:..: on Wed Apr 15, 2009 2:01 pm, edited 1 time in total.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
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Leo T_C_K
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Re: Unreal Beta Models

Post by Leo T_C_K »

The method is to cut off the file in beta itself, remember that the file must only include the models and you should make backup of UnrealI. The point is to remove it from editpackages, make some dummy class in different file or apply the mesh to some map actor, save the map, load editor again without loading unreali and then load unreali again and then save it....it will have the model only.

Then next step is load it into release unpatched version of Unreal editor (I did it with 2.00) and resave the package, then from this point on you can even freely export the model with third party program and it will work...or you can just create the class into it (the script is not fully compatible so you must do changes here and there) and then it will work....It is not that hard, as I said you would mybe figure it out yourself if you played with things more....

Only that the lighting on the model is not so perfect, but perhaps with what dots said it can be made to eliminate these bugs.

And Shivaxi: Download the aztec map, and check the readme file, there are links for the UT version of file, which even includes the original 2006 file which though contains some nasty scriptwarnings which spam your log, in the ut version that is fixed, plus i included source as well, anyway latest version in aztec has that plus also the debug messages removed (well more like uncommented) as well (I should have made it optional though), so there...
Last edited by Leo T_C_K on Wed Apr 15, 2009 2:59 pm, edited 1 time in total.
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Gizzy
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Re: Unreal Beta Models

Post by Gizzy »

Aha! I tried that first part (EditPackages), but I didn't consider opening it in the Unpatched UnrealED.

Thanks :)
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GreatEmerald
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Re: Unreal Beta Models

Post by GreatEmerald »

Hmm, this method is kinda similar to the way you export UT3 assets. You trick the Editor to think it's not stock, but custom content.
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Shivaxi
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Re: Unreal Beta Models

Post by Shivaxi »

I totally agree with Smirftsch. The more people that know about these things, the better. I'm sure it will greatly increase people's knowledge of Unreal and surely bring more options to modders.
Agreed here as well.  This is why nobody appreciates Zombie :P I wonder if he'll even see this post... ::)

To Leo:  Yeah I just got it, thanx :)
Last edited by Shivaxi on Wed Apr 15, 2009 9:21 pm, edited 1 time in total.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Unreal Beta Models

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

I really think such methods or procedures to import/export, how to handle various things, tips and tricks should be added to the wiki instead of keeping it secret...to much knowledge was lost in the past because of people leaving the community, disappearing or some even died. Lost....maybe forever lost...
QFT! QFT! QFT!
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KillerSkaarj
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Re: Unreal Beta Models

Post by KillerSkaarj »

The method listed above is the exact method for exported UT models as well. Even though I've tried it and it didn't work, I know it works, otherwise we wouldn't have the Xan skin or the UT weapons in Unreal 1.

Also, people keeping secrets is the exact reason we don't have Unreal 2 or UT2k4 weapon models in Unreal (Blackcheetah exported UT2K4 skins and imported them to UT99)
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GreatEmerald
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Re: Unreal Beta Models

Post by GreatEmerald »

Also, people keeping secrets is the exact reason we don't have Unreal 2 or UT2k4 weapon models in Unreal (Blackcheetah exported UT2K4 skins and imported them to UT99)
And the reason why we don't have the Laser Rifle, Takkra, Dispersion Pistol and Singularity Cannon anywhere outside Unreal II... Stupid LegendMeshes...
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PRIMEVAL
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Re: Unreal Beta Models

Post by PRIMEVAL »

Also, people keeping secrets is the exact reason we don't have Unreal 2 or UT2k4 weapon models in Unreal (Blackcheetah exported UT2K4 skins and imported them to UT99)
And the reason why we don't have the Laser Rifle, Takkra, Dispersion Pistol and Singularity Cannon anywhere outside Unreal II... Stupid LegendMeshes...
I'd love to have that Singularity Cannon! That thing makes the BFG look somewhat weak.
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GreatEmerald
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Re: Unreal Beta Models

Post by GreatEmerald »

Indeed :) And it even attracts particles, including water and light, and sends pickups flying al over the place :) Playing Unreal II with only that weapon was a cool experience.
Last edited by GreatEmerald on Thu Apr 16, 2009 7:24 pm, edited 1 time in total.
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KillerSkaarj
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Re: Unreal Beta Models

Post by KillerSkaarj »

Well, normally a real-life space singularity does the same thing - it sucks in light, hence causing it to be invisible.
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GreatEmerald
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Re: Unreal Beta Models

Post by GreatEmerald »

Not Singularity, Event Horizon. Singularity is the one responsible for teleporting objects through time-space.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Unreal Beta Models

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

WTFS is singularity?
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