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Everything posted by Subbie

  1. Subbie

    converted level

    Yes the original source map converts over good and quick 😊 de-compiled maps from the bsp will have lots of errors doing a quick clean up sorts them out 🙄 source map`s done in net radiant take longer to convert over with little or no errors 😎
  2. This level has taken about 2 hours all the textures are from ET so finding others to replace the ET one`s will take longer. if any one has a level they would like converted over to use in the project just say
  3. https://forums.unrealengine.com/community/community-content-tools-and-tutorials/113346-team-select-in-blue-prints-for-multiplayer?140512-Team-Select-in-Blue-Prints-for-Multiplayer= Would this link help you out
  4. Hey Peeps This is a good tool for building trees and its a stand alone program I like it made some good pine trees. http://www.evolved-software.com/treeit/treeit https://www.youtube.com/watch?v=nXW3hk1Ptzs
  5. I like this site for 4k Texture https://texturehaven.com/tex/?t=bark_brown_01   https://texturehaven.com/p/license.php Texture License All textures on this site are licensed as CC0 - which is the most liberal license I know of. Here's an exerpt from the CC0 FAQ page to clarify: "Once the creator or a subsequent owner of a work applies CC0 to a work, the work is no longer his or hers in any meaningful sense under copyright law. Anyone can then use the work in any way and for any purpose, including commercial purposes, subject to other laws and the rights others may have in the work or how the work is used. T hink of CC0 as the "no rights reserved" option. CC0 is a useful tool for clarifying that you do not claim copyright in a work anywhere in the world." In other words: You can use the textures for any purpose, including commercial work. You do not need to give credit or attribution when using them (although it is appreciated). You can redistribute them, share them around, include them when sharing your own work, or in a product you sell. The only thing you can't do is claim to be the original author of the textures.More info: CC0 summary, CC0 wiki, CC0 FAQ.If you have any questions, feel free to email me at info@texturehaven.comDisclaimer: occasionally a brand name, logo or other copyrighted design may appear in the textures. It is the responsibility of the user not to infringe on these copyrights in their own work.
  6. Subbie

    Converted Level

    Yes drawing the raw level in radiant is possible to port over, radiant 1.4 is the most stable for converting over to the UE4 Also Trenchbroom and Jackhammer. name changed to Jack both easily downloaded and still free to use.The steam version Of jack is not free. Converting over. I am using Turfster`S map importer from NT-entertainment follow @hammUEr I Bought Hammuer as it worked for porting quake and source levels over. http://hammuer.nte.be/ https://gumroad.com/l/jNucW
  7. HI I still go here for learning https://www.youtube.com/user/VirtusEdu
  8. Subbie

    Converted Level

    Yes you are right on there Teuthis using the UE editor is a lot easier than radiant and Hammer. The UE4 editor at the time I first used the engine Geometry Didn`t have any editing. The ue4 engine has now got a limited IE (bsp) editing they also changed the name from BSP to geometry Don`t know why they Changed the name. The blue prints are good to use, also landscaping is easy still limited with paint on foliage and layered material. You can also import height maps From other landscape editors IE World Machine, Terragen, L3DT, Exporting them as obj fbx. I use Raiseland from Steam, if I had the money Terragen would Be the first choice. Ah well I can dream.
  9. Hi Peeps I have found 80.level great source of learning http://80.lv/ An Ocean Simulation project for Unreal Engine 4. get from github https://github.com/UE4-OceanProject/OceanProject and Instructions on how to add your own projects https://github.com/UE4-OceanProject/OceanProject/wiki/How-to-add-to-your-project Texture Scaling Coordinates Expressions ActorPositionWS texture scaling and vector outputs https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/ExpressionReference/Coordinates I also like to use this program for normals Occlusion Edge Height roughness Ect http://www.boundingboxsoftware.com/materialize/getkey.php I also like to use this one when i need it done in a hurry and its basic and quick https://github.com/Theverat/NormalmapGenerator/releases Go here for Free assets some of the projects are old but the resources that they have can be exported in your own projects just check the read me for there any restrictions and license. just by acknowledging their work in yours is enough http://www.uassetsstore.com/ Hope these help you out just let me know if you need anything else i will help out when i can.
  10. A quick look of how a converted source map will look ported into unreal engine. some textures from wolf et and some textures from the starter files in the UE4 The wolf et maps can be a bit challenging to port due to how the terrain displacments are worked out The valve source displacments are easier to port over. That is what i have found when porting to the ue4 The cod maps can be done but the failures rate is way to high to even consider them. Thanks for looking.
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