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BlenderUmap

A Java tool to export Fortnite .umaps and a Python script to import it.

Disclaimer

This tool was made to fulfill my curiosity about exporting a Fortnite building into Blender back in May 2020, and I did not plan to support this for long term. Although I rarely release some updates to fix some breaking stuff with Fortnite (and/or incorporating enhancements on the underlying parser), no support will be given when it's about small issues, failing to use the tool properly, or adding support for more games. Take your time to read the stuff below, and thank you for your understanding.

Usage

  • Before running the tool you need to have 64-bit Java installed. Get it here. (choose 64-bit Offline)
    32-bit Java won't work with this tool!
  • Extract the zip file
  • If you want to export from Fortnite, execute Fill Fortnite AES Keys.bat
  • Edit config.json to suit your needs
  • Execute Run Exporter.bat
  • Make sure you have the Blender PSK import/export plugin at least version 2.7.13 installed. If you use prior versions of the plugin the scaling of the props will appear broken.
  • In Blender, import the python file as a script (via scripting tab)
  • (Optional) If you want to see the output of the script, show the system console (Window > Toggle System Console)
  • Click Run Script (Alt+P), Blender will freeze if all goes well
  • Profit!

config.json

  • PaksDirectory: Path to the Paks folder. Backslashes must be doubled like this: \\.

  • UEVersion: Unreal Engine version. Supports up to UE4.26.

  • EncryptionKeys: List of AES keys to use for loading the paks

    • Guid: Identify a pak by its encryption key GUID. Use 00000000000000000000000000000000 (32 0's) to refer to the main paks.
    • FileName: Alternatively, you can use this to identify a pak by its file name.
    • Key: The pak's encryption key, in either hex (starting with "0x") or base64.

    Example for main paks:

    {
      "Guid": "00000000000000000000000000000000",
      "Key": "0x36983D73A17CAF253F9D1A322A79D6DC53D8E81B661B7564343F41D4835275D5"
    }
  • bDumpAssets: Save assets as JSON format, useful for debugging.

  • ObjectCacheSize: Configure the object loader cache size to tune the performance, or set to 0 to disable. Defaults to 100.

  • bReadMaterials: Export materials. Materials are experimental! Not all imported materials will be perfect. Min. 16GB of RAM recommended!

  • bExportToDDSWhenPossible: Prefer PNG to DDS? Set this to false and textures will always be exported as PNG. Warning: Export times will significantly increase when this is set to false! Defaults to enabled.

  • bExportBuildingFoundations: You can turn off exporting sub-buildings in large POIs if you want to quickly port the base POI structures, by setting this to false. Defaults to enabled.

  • ExportPackage: The .umap you want to export. Accepts these path formats:

    • /Game/Maps/MapName (package path)
    • /Game/Maps/MapName.MapName (object path)
    • GameName/Content/Maps/MapName.umap (file path)