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Level Design Actorx has been deprecated when importing .ase staticmesh?

YoYoBatty

Grizzled Veteran
Dec 17, 2009
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Hey all, I'm trying to convert a map from the KFmod over to KF2 and I've used umodel/ut3/ut4 converters and I can get the textures, .t3d level geometry and sound to import but whenever I go to import the .ase files, KF2 SDK gets mad over importing actorx files even though it lists it as a supported file format.

I don't understand how this is even possible other than Epic somehow abandoning support of a slightly old file format during it's development of UDK that KF2 is based on.

I suppose I can try to import it into 3ds max and then export to obj/fbx, keeping the material links intact.

Pic related:

1713804411620.png
 
Sadly none of our LD's have an answer handy, but we've reached out to some other members of the modding/ld community to see if someone does.

Hmmm... that's unfortunate. Is there anybody you know that knows a comprehensive way to port staticmeshes from KF1 into KF2? I messaged RockMax on steam as he's uploaded a ton of KF1 ports to the steam workshop, but I'm waiting on a reply from him as he's on a vacation.
 
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A modder a reached out to came back with this:

  1. According to both the UE2 and UE3 documentation ActorX is only designed to be an interchange format between an external DCC apps and the game engine, this was later supplanted by the FBX pipeline later in UE3’s development cycle and has remained largely the same to this day.I can’t find any credible evidence that would suggest that UE3 would be able to ingest UE2 ActorX files.The only real option that I’ve found is to dump all the packages you need with Umodel then bulk impot into 3DS Max, you can then bulk export to FBX with a script like one of these:https://www.scriptspot.com/3ds-max/scripts/batch-exportimporthttps://www.scriptspot.com/3ds-max/scripts/batch-exporter-1https://www.scriptspot.com/3ds-max/...saveexport-objfbx3dsmax-as-objfbx3dsmax-filesAs for maintaining material assignments I am unaware of any method that allows for that, however when you export a mesh with UModel you will see it generates a text file alongside with the same name as the asset.This text file will contain the material reference which should make it a simple task to re-apply the correct textures from KF1For example:
    Materials[1] =
    {
    Materials[0] =
    {
    Material = Texture'Military.locker_6door'
    EnableCollision = true
    }
    }
    If you are looking to port an entire map from UE2 to UE3 you can leverage Unreal Engine’s text-based scene description format (.t3d) which is a way to export all actors in a given level to a human readable text file.Just keep in mind that the file will need to be reparsed with a tool like UT Converter as there are differences with how UE2 and UE3 handle T3D files.https://github.com/xtremexp/UT4X-ConverterI’ve glossed over a Metric Butt-ton of details that would quickly turn this into a wall o’ text that would make a university theses look light in comparison, but hopefully this helps point you in the general direction. (edited)


  2. According to both the UE2 and UE3 documentation ActorX is only designed to be an interchange format between an external DCC apps and the game engine, this was later supplanted by the FBX pipeline later in UE3’s development cycle and has remained largely the same to this day. I can’t find any credible evidence that would suggest that UE3 would be able to ingest UE2 ActorX files. The only real option that I’ve found is to dump all the packages you need with Umodel then bulk impot into 3DS Max, you can then bulk export to FBX with a script like one of these: https://www.scriptspot.com/3ds-max/scripts/batch-exportimport https://www.scriptspot.com/3ds-max/scripts/batch-exporter-1 https://www.scriptspot.com/3ds-max/...saveexport-objfbx3dsmax-as-objfbx3dsmax-files As for maintaining material assignments I am unaware of any method that allows for that, however when you export a mesh with UModel you will see it generates a text file alongside with the same name as the asset. This text file will contain the material reference which should make it a simple task to re-apply the correct textures from KF1 For example: Materials[1] = { Materials[0] = { Material = Texture'Military.locker_6door' EnableCollision = true } } If you are looking to port an entire map from UE2 to UE3 you can leverage Unreal Engine’s text-based scene description format (.t3d) which is a way to export all actors in a given level to a human readable text file. Just keep in mind that the file will need to be reparsed with a tool like UT Converter as there are differences with how UE2 and UE3 handle T3D files. https://github.com/xtremexp/UT4X-Converter I’ve glossed over a Metric Butt-ton of details that would quickly turn this into a wall o’ text that would make a university theses look light in comparison, but hopefully this helps point you in the general direction. (edited)
 
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Hmmm... that figures, the way UE2 handles things is in such an almost improvised and archaic way, it's amazing it works as well as it did. I figured it was due to change in UE3 somewhere along the way, but atleast I have hope of using 3ds max, I just unfortunately ran out of my trial period so I'm going to have to figure out another trial license or method of getting access to it. I'll keep on it. Whenever I do sort out the 3ds max thing, I'll get a reply from rockmax and get him to send a comprehensive way to port old maps over.

If you want a hint as to what I'm working on, think of the Killing Floor mod 1.0 campaign ;)
 
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