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Update README.md
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Amrsatrio committed Jan 13, 2021
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34 changes: 27 additions & 7 deletions README.md
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# BlenderUmap
A Java tool to export Fortnite .umaps and a Python script to import it. More games will be supported as time goes on.
A Java tool to export Fortnite .umaps and a Python script to import it.

## Usage
* Before running the tool you need to have 64-bit Java installed. [Get it here. (choose 64-bit Offline)](https://www.java.com/en/download/manual.jsp)\
Expand All @@ -15,16 +15,36 @@ A Java tool to export Fortnite .umaps and a Python script to import it. More gam
* Profit!

## config.json
* **`PaksDirectory`: Path to the Paks folder.**
* `UEVersion`: Unreal Engine version. Supports up to UE4.25.
* **`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:
```json
{
"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. 24GB of RAM recommended!**
* `bRunUModel`: Run UModel within the exporting process to export meshes, materials, and textures.
* `bExportToDDSWhenPossible`: Prefer PNG over 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.
* `bUseUModel`: Run UModel within the exporting process to export meshes, materials, and textures.
* `UModelAdditionalArgs`: Additional command line args when starting UModel.
* `bDumpAssets`: Save assets as JSON format, useful for debugging.
* **`ExportPackage`: The .umap you want to export.** Accepts these path formats:
* /Game/Maps/MapName.umap
* GameName/Content/Maps/MapName.umap
* `/Game/Maps/MapName.umap`
* `GameName/Content/Maps/MapName.umap` (file path)

These are accepted for games with I/O store (.utoc and .ucas):
* `/Game/Maps/MapName` (package path)
* `/Game/Maps/MapName.MapName` (object path)
* `GameName/Content/Maps/MapName` (file path without extension)

For assets in Fortnite game feature plugins:
* For example the full file path is `FortniteGame/Plugins/GameFeatures/GameFeatureName/Content/Maps/MapName.umap`
* You have to convert it into `/GameFeatureName/Maps/MapName` which is the package path that is supported by this tool.
4 changes: 2 additions & 2 deletions src/main/java/com/tb24/blenderumap/Main.java
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Expand Up @@ -569,10 +569,10 @@ public static class Config {
public List<MyFileProvider.EncryptionKey> EncryptionKeys = Collections.emptyList();
public boolean bDumpAssets = false;
public int ObjectCacheSize = 100;
public boolean bReadMaterials = false;
public boolean bReadMaterials = true;
public boolean bExportToDDSWhenPossible = true;
public boolean bExportBuildingFoundations = true;
public boolean bUseUModel = true;
public boolean bUseUModel = false;
public String UModelAdditionalArgs = "";
public String ExportPackage;
}
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