1. Required Tools and Resources:
Index:
1.A: Downloading and installing Blender (2.93.1)
1.B: Downloading Colin Basnetts Blender .t3d batch export plugin
1.C: Downloading 227J release ver or later
1.D: Downloading a scale reference model (Optional)
(1.A)
Downloading and installing Blender (2.93.1)
Go ahead and grab Blender if you don't have it already, in this tutorial I'll be using 2.93.1 but future versions can also be used if need be. If you already have another version of Blender installed, you can also grab 2.93.1 as a 'portable' install and both (or more) versions can mutually co-exist on your hard drive.
Want a direct link to Blender 2.93.1 portable? Here: https://download.blender.org/release/Bl ... ws-x64.zip
(Put the whole link there for display for peace of mind that it comes directly from the Blender foundation's previous versions archives).
It can also be downloaded on Steam (although it will auto-update to the newest version, so may not fully fit this tutorial): https://store.steampowered.com/app/365670/Blender/
(1.B)
Downloading Colin Basnetts Blender .t3d batch export plugin
Once that's installed, we will be grabbing Colin Basnett batch .t3d export plugin from Github.
https://github.com/DarklightGames/io_scene_t3d
Once you go to the link here, you need to click on the green 'Code' button and then click 'Download as ZIP'.

(1.C)
Downloading 227J release version or later
The next awkward part would be to make sure you have Unreal installed (but if you're reading this I'm assuming you do).
Unfortunately, if you don't I wouldn't really be legally allowed to promote piracy or link to the internet archive page that contains it, just thank Epic for the fiasco they created within the community by revoking all of the games from online stores.
Assuming you already have Unreal installed, I would recommend obtaining and installing 227J release (or later if you have beta access) from OldUnreal: OldUnreal download page
(1.D)
Downloading a scale reference model (optional)
When we actually get to start mapping in Blender, we should think about having something as a size reference to place in our 3d scene so we can get a sense of how big our environments are. One option would be to export one of the human playermodels using a single frame .obj file, otherwise we can use the one this tutorial provides which matches the proportions of a human in Unreal.
Download it and keep it somewhere that you'll remember.