• Fallout 4 Unreal Engine
    12 replies, posted
[img]https://i.imgur.com/XnmnttT.png[/img] [img]https://i.imgur.com/51qMCmh.png[/img] so I am trying to recreate fallout 4 world using unreal engine. Ideally I would prefer all models at 0,0,0 fbx and transformed inside unreal. The entire fallout 4 commonwealth is 192x192=36864 cells I aquired 90 terrain cells from sanctuaryhills prewar map using ninjaripper, separating the terrain was a laborious task my intention was never to use the original landscape. instead use the heightmaps exported from the creation kit. the heightmaps are some sort of 32bit dds. No matter what I try the z height is off, the coloured tiles are the original landscape The gray is exported from unreal using world composition the scales are exact even if I move it down the land is above or below I really need this to be more precise UE4 only supports .raw .r16 .png I've measured the lengths and the highest and lowest point on the vanilla terrain and used a percentage calculator to calculate what percentage to put for world composition import. the tiles are 32 pixels square also changed vertical range In L3DT 16.05. Worldspace: SanctuaryHillsWorld Max height: 10488.000000 Min height: 0.000000 Anybody have any ideas or want to have a look at this thanks
Go make an original game for christ sake.
Remake it in OpenMW so that fallout runs on the open morrowind engine too
remake fallout 4 in hammer
I'm going to concentrate on sorting an asset pack folder structure for all models/collision/textures/animation in fbx/max format. Before I carry on with anything else. I'll upload them when It's finished, Below is a script to quickly move/rotate models from creation kit exported coordinates. Ref Placements Object                                       Pos X               Pos Y            Pos Z      Rot X        Rot Y         Rot Z            Scale  V111RadScanner01001    -3236.3994    -161.6416    0.7623    0.0000    -0.0000    180.0000    1.0000 Column edited with ultraedit -3236.3994,-161.6416,0.7623,V111RadScanner01001 macroScript position     category:"CreationKit"     buttonText:"Position" (     file = memStreamMgr.openFile @"D:\Projects\Fallout4\Build\Source\PrewarVault111\position.txt"     while NOT file.eos() do     (         local line = filterString (file.readLine()) ", "         if line.count == 4 AND isValidNode (local obj = getNodeByName line[4]) do             obj.pos = [line[1] as float, line[2] as float, line[3] as float]     )     memStreamMgr.close file ) macroScript rotation     category:"CreationKit"     buttonText:"Rotation" (     file = memStreamMgr.openFile @"D:\Projects\Fallout4\Build\Source\PrewarVault111\rotation.txt"     while NOT file.eos() do     (         local line = filterString (file.readLine()) ", "         if line.count == 4 AND isValidNode (local obj = getNodeByName line[4]) do             obj.rotation = eulerAngles (line[1] as float) (line[2] as float) (line[3] as float)     )     memStreamMgr.close file )
Okay but why are you doing it?
mostly for learning unreal engine, It would be cool to run around sanctuary using another game engine.
So he can walk around without bugs Kappa
If you're talking just Sanctuary Hills, i wish you the best of luck as its completly possible and I hope you succeed If you mean the entire Fallout 4 map, you're on crack
You're right it is a massive amount of work for one person It is the prewarsanctuary and vault111 that I want to create I have been trying to find ways to batch process Import .nif and save as .max including subfolders. batch convert .dds textures bat script to search/copy all required files for a cell/Interior to a folder one problem with ref placements, sometimes It exports an editor ID instead of a .nif filename. really the best thing would be, for me to dump every interior. then edit and test each one and write a log of missing names so I can change change them. Having a complete asset pack with collisions Is my current goal, from what I understand It's not possible to get collision from the nif only way is with ninjaripper. there are thousands of collisions to capture. opening each model press rip key then rename the rip folder after 400 I was sick and tired of it never ending. I'm hoping maybe I can automate using Pulover's Macro Creator. https://files.facepunch.com/forum/upload/357625/2b28cb6c-c3bf-4f4f-be59-7112b15ce1c3/Untitled.png
I miss the optimistic rating. Best of luck man! Post whatever you can, I'm kind of excited to see where this goes.
Well...he said he's just using it to learn...pretty damn rude bro...
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