I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX
Difference between revisions of "Legacy:T3D File"
(→Loading T3D brush geometry) |
m (removed my signature - seems I put it accidentally there) |
||
(14 intermediate revisions by 3 users not shown) | |||
Line 14: | Line 14: | ||
===Exporting T3D === | ===Exporting T3D === | ||
− | * Export the whole map: File -> Export... | + | * Export the whole map |
− | * | + | ** File -> Export... (UnrealEd 1,2,3) |
− | * | + | ** File -> Export -> All.. (UnrealEd 4 - UT3) |
+ | * Export selected actors: File-> Export-> Selected Only ... (UnrealEd 4 only - UT3) | ||
+ | * Export one brush: Brush -> Export ... | ||
+ | * Copy/Paste: can copy paste any actor from any UnrealEd version to another one (Except for UnrealEd 4) or to any text editor such as notepad (Windows) | ||
===Importing T3D === | ===Importing T3D === | ||
Line 32: | Line 35: | ||
The T3D format is a text file which stores information about map actors. It's in fact identical to what can be copied from UnrealEd to a text editor. An exported map looks like this: | The T3D format is a text file which stores information about map actors. It's in fact identical to what can be copied from UnrealEd to a text editor. An exported map looks like this: | ||
+ | |||
<uscript> | <uscript> | ||
Line 90: | Line 94: | ||
End Map</uscript> | End Map</uscript> | ||
− | |||
− | + | External link: http://web.archive.org/web/20060710080159/http://unreal.jall.org/tutorials/t3d.html (new URL) | |
− | + | === T3D File Structure === | |
+ | == Ux,UT,UT200x Maps == | ||
+ | <uscript> | ||
+ | Begin Map | ||
+ | Begin Actor Class=<ClassName> | ||
+ | ... | ||
+ | End Actor | ||
+ | Begin Actor Class=<ClassName> | ||
+ | ... | ||
+ | End Actor | ||
+ | ... | ||
+ | End Map | ||
+ | </uscript> | ||
+ | == UT3 Maps == | ||
<uscript> | <uscript> | ||
− | + | Begin Map | |
− | + | Begin Level NAME=PersistentLevel | |
− | + | Begin Actor Class=<ClassName> | |
− | + | ... | |
− | + | End Actor | |
− | + | Begin Actor Class=<ClassName> | |
− | + | ... | |
− | + | End Actor | |
+ | ... | ||
+ | End Level | ||
+ | Begin Surface | ||
+ | End Surface | ||
+ | End Map | ||
</uscript> | </uscript> | ||
− | Note: | + | Note: as UT3 T3D files have different header, any other not-UT3 t3d file can't be imported into UT3 editor (UnrealEd 4) |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ===T3D brush geometry=== | |
+ | Information geometry is contained in the following actors: | ||
+ | *Brush | ||
+ | *Mover (only UT and U1 game) | ||
− | + | For more information about T3D brushes, see [[Legacy:T3D_Brush|T3D Brush]]. | |
==T3D Utilities == | ==T3D Utilities == | ||
* [[Legacy:MapScale|MapScale]] scales an entire .t3d file | * [[Legacy:MapScale|MapScale]] scales an entire .t3d file | ||
* [[Legacy:MeshMaker|MeshMaker]] converts a prefab in .t3d format to a [[Legacy:Decoration|decoration]] | * [[Legacy:MeshMaker|MeshMaker]] converts a prefab in .t3d format to a [[Legacy:Decoration|decoration]] | ||
− | * [http:// | + | * [http://darendash.home.comcast.net/~darendash/Converter.html UnrealROC] converters: from 3DMF, to VRML/X3D/OBJ (including textures et al). |
==Related Topics == | ==Related Topics == | ||
Line 151: | Line 146: | ||
* [[Legacy:Brush Exporting And Importing|Brush Exporting And Importing]] | * [[Legacy:Brush Exporting And Importing|Brush Exporting And Importing]] | ||
* [[Legacy:Brush Hacking|Brush Hacking]] | * [[Legacy:Brush Hacking|Brush Hacking]] | ||
+ | * [[Legacy:T3D Brush|T3D Brush]] | ||
'''Kefik:''' There can be also a tag 'CsgOper' which have one of two values ... 'CSG_Subtract' -> subtract the brush from space or 'CSG_Add' -> add this brush to shape. | '''Kefik:''' There can be also a tag 'CsgOper' which have one of two values ... 'CSG_Subtract' -> subtract the brush from space or 'CSG_Add' -> add this brush to shape. | ||
− | '''Sobiwan:''' New to WIKI editing, but not using it. I was searching for the actual format of T3D and found [http://users.skynet.be/fa550206/Slug-Production/Data/OpenGL-Documents/T3D-File-Format/T3D-File-Format.htm Mongo's description] of [http://www.planetunreal.com Planetunreal] to be extremely helpful. I'll ask him (mongo@planetunreal.com) if we can use and/or edit his description here. The format is much more involved than described here. We can even supply examples of how to do particular hacks. | + | '''Sobiwan:''' New to WIKI editing, but not using it. I was searching for the actual format of T3D and found <!-- invalid URL "http://users.skynet.be/fa550206/Slug-Production/Data/OpenGL-Documents/T3D-File-Format/T3D-File-Format.htm" replaced, --SeriousBarbie (talk) 21:11, 11 August 2016 (EDT) --> |
+ | [http://web.archive.org/web/20050913035722/http://users.skynet.be/fa550206/Slug-Production/Data/OpenGL-Documents/T3D-File-Format/T3D-File-Format.htm Mongo's description] of [http://www.planetunreal.com Planetunreal] to be extremely helpful. I'll ask him (mongo@planetunreal.com) if we can use and/or edit his description here. The format is much more involved than described here. We can even supply examples of how to do particular hacks. | ||
'''MadNad:''' Interestingly, I was able to convert a [http://madnad.com/ut2k3/Screenshots/q3dm7.jpg?link Quake3_Level] into a unreal map. Quite interesting. First i converted a *.bsp to a *.map in quake, then I made a level that was just a huge cube and converted it to *.t3d. With an external app (i'll have to find the name of it ) I was able to merge these two together. After some scaling and switching additive brushes in quake to subtractive brushes in ued and subtractive to additive, I compiled and had q3dm7 geometry. I don't necessarily recommend doing this, as it will take more time to fix than create it from scratch, but I thought I would share a little experience I had with this. | '''MadNad:''' Interestingly, I was able to convert a [http://madnad.com/ut2k3/Screenshots/q3dm7.jpg?link Quake3_Level] into a unreal map. Quite interesting. First i converted a *.bsp to a *.map in quake, then I made a level that was just a huge cube and converted it to *.t3d. With an external app (i'll have to find the name of it ) I was able to merge these two together. After some scaling and switching additive brushes in quake to subtractive brushes in ued and subtractive to additive, I compiled and had q3dm7 geometry. I don't necessarily recommend doing this, as it will take more time to fix than create it from scratch, but I thought I would share a little experience I had with this. |
Latest revision as of 21:42, 26 January 2017
The T3D file format or Unreal Text File holds a text list of Unreal map objects. An entire map can be saved as this file format, or just a single actor or brush.
Note that while brushes, their applied textures and light actors are saved, the Unreal Geometry itself is not saved: upon importing a T3D file the map must be built.
Copying objects from UnrealEd and pasting into a text editor produces the same format.
Unreal Text format
Exported brushes and (other) actors. See T3D file.
- Created by:
- UnrealEd's File -> Import command
- UnrealEd's Brush -> Import command (see Data Import and Export for more on both these commands).
- is this created by external stuff too?
Contents
Exporting T3D[edit]
- Export the whole map
- File -> Export... (UnrealEd 1,2,3)
- File -> Export -> All.. (UnrealEd 4 - UT3)
- Export selected actors: File-> Export-> Selected Only ... (UnrealEd 4 only - UT3)
- Export one brush: Brush -> Export ...
- Copy/Paste: can copy paste any actor from any UnrealEd version to another one (Except for UnrealEd 4) or to any text editor such as notepad (Windows)
Importing T3D[edit]
File -> Import...
(note importing may take a LONG time)
Overheard on #utjb... :-)
<tarquin> t3d stores brushes & actors but not texturing, right? <Mychaeel> Texturing as well. (melds into the opening speech from Reservoir Dogs...) <DaveA>Stores links to textures, and texture transforms, but not the pixels themselves
The T3D format is a text file which stores information about map actors. It's in fact identical to what can be copied from UnrealEd to a text editor. An exported map looks like this:
Begin Map Begin Actor Class=LevelInfo Name=LevelInfo0 TimeSeconds=17.008888 Summary=LevelSummary'Entry.LevelSummary' DefaultGameType=Class'Botpack.UTIntro' AIProfile(0)=23784352 AIProfile(1)=52 AIProfile(2)=41 AIProfile(3)=42 AIProfile(4)=40 AIProfile(5)=44 AIProfile(6)=45 AIProfile(7)=21846171 AvgAITime=0.000000 Level=LevelInfo'Entry.LevelInfo0' Tag=LevelInfo Region=(Zone=LevelInfo'Entry.LevelInfo0',iLeaf=-1) Name=LevelInfo0 End Actor Begin Actor Class=Brush Name=Brush0 MainScale=(SheerAxis=SHEER_ZX) PostScale=(Scale=(X=0.250000,Y=8.000000,Z=3.000000),SheerAxis=SHEER_ZX) TempScale=(Scale=(X=0.250000,Y=8.000000,Z=3.000000),SheerAxis=SHEER_ZX) Level=LevelInfo'Entry.LevelInfo0' Tag=Brush Region=(Zone=ZoneInfo'Entry.ZoneInfo0',iLeaf=1,ZoneNumber=1) Location=(X=464.000000,Y=-16.000000,Z=64.000000) Begin Brush Name=Brush Begin PolyList Begin Polygon Item=OUTSIDE Texture=black1 Flags=4194304 Link=0 Origin -00160.000000,+00000.000000,+00128.000000 Normal +00000.000000,+00000.000000,+00001.000000 TextureU +00004.000000,+00000.000000,+00000.000000 TextureV +00000.000000,+00004.000000,+00000.000000 Vertex -00128.000000,-00128.000000,+00128.000000 Vertex +00128.000000,-00128.000000,+00128.000000 Vertex +00128.000000,+00128.000000,+00128.000000 Vertex -00128.000000,+00128.000000,+00128.000000 End Polygon ... End PolyList End Brush Brush=Model'Entry.Brush' Name=Brush0 End Actor Begin Actor Class=PlayerStart Name=PlayerStart0 Level=LevelInfo'Entry.LevelInfo0' Tag=PlayerStart Region=(Zone=ZoneInfo'Entry.ZoneInfo0',iLeaf=1,ZoneNumber=1) Location=(X=183.134430,Y=-987.334167,Z=33.978027) OldLocation=(X=-217.561523,Y=-44.538128,Z=-87.899948) Name=PlayerStart0 End Actor ... End Map
External link: http://web.archive.org/web/20060710080159/http://unreal.jall.org/tutorials/t3d.html (new URL)
T3D File Structure[edit]
Ux,UT,UT200x Maps[edit]
Begin Map Begin Actor Class=<ClassName> ... End Actor Begin Actor Class=<ClassName> ... End Actor ... End Map
UT3 Maps[edit]
Begin Map Begin Level NAME=PersistentLevel Begin Actor Class=<ClassName> ... End Actor Begin Actor Class=<ClassName> ... End Actor ... End Level Begin Surface End Surface End Map
Note: as UT3 T3D files have different header, any other not-UT3 t3d file can't be imported into UT3 editor (UnrealEd 4)
T3D brush geometry[edit]
Information geometry is contained in the following actors:
- Brush
- Mover (only UT and U1 game)
For more information about T3D brushes, see T3D Brush.
T3D Utilities[edit]
- MapScale scales an entire .t3d file
- MeshMaker converts a prefab in .t3d format to a decoration
- UnrealROC converters: from 3DMF, to VRML/X3D/OBJ (including textures et al).
Related Topics[edit]
Kefik: There can be also a tag 'CsgOper' which have one of two values ... 'CSG_Subtract' -> subtract the brush from space or 'CSG_Add' -> add this brush to shape.
Sobiwan: New to WIKI editing, but not using it. I was searching for the actual format of T3D and found Mongo's description of Planetunreal to be extremely helpful. I'll ask him (mongo@planetunreal.com) if we can use and/or edit his description here. The format is much more involved than described here. We can even supply examples of how to do particular hacks.
MadNad: Interestingly, I was able to convert a Quake3_Level into a unreal map. Quite interesting. First i converted a *.bsp to a *.map in quake, then I made a level that was just a huge cube and converted it to *.t3d. With an external app (i'll have to find the name of it ) I was able to merge these two together. After some scaling and switching additive brushes in quake to subtractive brushes in ued and subtractive to additive, I compiled and had q3dm7 geometry. I don't necessarily recommend doing this, as it will take more time to fix than create it from scratch, but I thought I would share a little experience I had with this.