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unreal-map-mixer

Combines both the geometry and objects of multiple Unreal Tournament levels into a fun mash-up using T3D files, by randomly inserting brushes and actors from the selected source maps in a certain order. Only UT99 maps have been tested so far, I will look into other versions at a later time. Normally it should work for Unreal, UT99, UT2003 and UT2004; see this Unreal Wiki link for more information.

General usage

  1. Open several maps you want to mix in Unreal Editor, and export them as T3D files.
  2. Open Unreal Map Mixer and create your mix!
  3. Import the generated T3D file in the same Unreal Editor instance, Build All, do a few modifications (such as checking for trapped PlayerStarts, adding level & zone information etc.) and save as a normal map file. It is important that you leave Unreal Editor running after exporting the source maps, because the textures might not load correctly otherwise.

Some actors and brushes are excluded from copying by default, but you can always choose to include them. The mixing process is rather basic; most smart features are WIP and thus disabled for now.

Examples

Both screenshots are an 'Ordered Mix' of two maps (any amount is possible though!) with all probabilities set to 100%. This means that the merging is done in a deterministic order by interweaving the two lists of brushes.

bishop gothic

face spacenoxx

Known issues

  • Not all brush features are detected and processed yet, so the Layout View might be inaccurate.
  • ZoneInfos and Portals are not copied by default (to prevent bugs and zone leaking), so manual adjustments are recommended.
  • The mixed map might contain a lot of disjunct and unreachable rooms, especially if the brush copy probabilities are set too low. Setting all values to 100% is also worth trying, making it more of a superposition rather than a mix. However, be careful if you have many source maps: we all know the old Unreal Engine's susceptibility to BSP bugs :)

Future

My goal is to make the mixed maps as amusing and playable as possible. Some sort of geometrical intelligence is required, in a first instance to e.g. detect and remove trapped actors. More advanced features will include automatically resolving disjunct rooms by connecting them, or handling zones and portals to ensure they stay bug-free.

Enjoy!

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Merges several Unreal Tournament levels into a fun mix-up by processing T3D files

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