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.unr to .obj for Unreal 1 and UT 1 ?

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User avatar
nalinux
Posts: 2
Joined: Mon Mar 25, 2019 10:07 pm

.unr to .obj for Unreal 1 and UT 1 ?

Post by nalinux »

I would like to export a few maps from Unreal 1 or Unreal Tournament 1 .unr as .obj (or other format), to be used in a slicer then make a replica made of foam, 3d print or whatever.
For example a printed/painted pair of towers from CTF Faces.

I don't know how to use UnrealEd, so I try to find information on line.
Here is what I do :
Open the map CTF Faces.unr for example, righ clic on the Cube on the left, use a big size (50.000 x 50k x 50k), so the map fit inside, select Intersect, then Brush "Save Brush as" MY_file. a3d or t3d.
Then use UedConverter to get on obj.
I always have an error or another, but never an obj ...

I also found add-ons for Blender, but had no success on Blender version 3.3 or 4.0.

I tried with UnrealEd from Unreal 226, 227j, and Unreal Tournament, they are not the same vrsions.
It seems the guy who made UedConverter used a map from UT, but UnrealEd on UT export as .a3d not .t3d, while his soft expect a .t3d file ...
I tried other tools, don't even remember their name, still no success.

I found a post here, from 2024 "I need some help relating to converting Unreal Engine 1 files to a more modern format."
But it's not clear to me. And it seems it's for the character models, not the maps.

Let's say I'm lost.
Any idea ?
Thanks.
User avatar
BobIsUnreal
OldUnreal Member
Posts: 808
Joined: Mon Apr 12, 2010 12:34 am

Re: .unr to .obj for Unreal 1 and UT 1 ?

Post by BobIsUnreal »

just use unreal 227j+editor to open the map. for ut99 maps, open them tho the botpack mod addon.
clean your brushwork up as much as reasonably possible especially considering non-visable interior space items that will slow down your print-
delete anything flat or sheets, waterzones, torchs and zone portals they will corroupt the model ( unclosed polys) rebuild the map geomerty after you edit it.
be car full what you delete as some cubes are subtractive build space etc

intersect your desired area like you were doing, using a very large builder brush cube.
take your intersected brush,right click and export to static mesh.
goto mesh browser , and export the new static mesh you just created as a obj.
pull that obj into your slicer and go from there.

i did it that way to export and print nalicastle out about 4 years ago. it was tedious to e3mpty out the stairways etc
i also isolated teh terrain seprately so it could be printed sseprately in quarters ..
User avatar
nalinux
Posts: 2
Joined: Mon Mar 25, 2019 10:07 pm

Re: .unr to .obj for Unreal 1 and UT 1 ?

Post by nalinux »

BobIsUnreal wrote: Tue Jul 07, 2026 4:35 am just use unreal 227j+editor to open the map. for ut99 maps, open them tho the botpack mod addon.
Thanks a lot for you help !
I'll try this.

So in fact you use UnrealEd to remove as much as possible before exporting. It makes sense.
"export to static mesh" -- I guess it's the key here to be able to export.
So a static mesh is a .obj ?
I don't know anything to this kind of 3D software.
My UT version is 436, do I need a bot pack addon ?

I usually play with Kicad, FreeCAD and Arduino.
I'm a tech, not an artist :)
User avatar
BobIsUnreal
OldUnreal Member
Posts: 808
Joined: Mon Apr 12, 2010 12:34 am

Re: .unr to .obj for Unreal 1 and UT 1 ?

Post by BobIsUnreal »

its hard to completly explain if your not familuare with the editor basics.
the interface is not difficult, deleting some objects , brushes, and rebuilding and intersecting objects is easy..
this is a very old famous guide, https://tactical-ops.eu/info/editor/basic.html the actions are the same, but the interface and feature set is from a very old version, but it explains the basics of manipulation.

you need some version of the 227 editor for unrealgold to do it as i explained, not ut99/4xx editor, becuase that editor don't support static mesh,
technicly you also may of may not need a mod for unrealgold to open the ut99 maps , https://www.moddb.com/mods/botpack227 *
*you may have trouble with this as there differnt builds per patch of unrealgold.

but you can start experimenting with the unreal maps to first try.

you gonna want select the brushes you dont want in 2d view.. sheets/specials will typically be green lines in the 2dview, those you want mostly gone.press deete or right click and delete brush.
once you delete brushs , you have to re-build the map other wise it will not render correcly. ( build>all) or just ctrl b.

if you managed to intersect a part of the map with the cube brush your 30% there already. you can try it without modifing the map to start with even to play

after you build your cube to surround the section you want,
you intercect to create a new brush in the shape what you want to export,
select the brush,( highlighted red in wireframe) need to right click the newly created brush, goto convert>to static mesh.
if you ask you quality,and a package name. package name dont matter much ,you wont be saving it anyway.
if will open another window/view, and that will be the mesh browser.
it should show a textured model of what you just exported.
goto file>export mesh frame obj.
done.



here, i exported ctf face in a few minutes, the tower, the terrain and entire map as one piece . attached as obj files. some details in the map are not geometry, and those wont be included in your export.

is there just a specify map or part you need?, or if it needed for to you to know how to do it all alone?
also i play some in arduindo very basics myself, however i think blender is unlearnable to me compared to unrealed- i wish i knew how to use blender to do my magic.
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