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Unreal Level file content - reverse engineering

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jammer64
Skaarj Scout Skaarj Scout
Posts: 21
Joined: 05 Jan 2010, 02:38

Subject: Unreal Level file content - reverse engineering

Post Posted: 20 Jul 2020, 17:46

Has anyone tried to disassemble unr file to check where are actors, where's lightmap stuff etc.? I wonder if, for example, lightmaps could be replaced with externally calculated ones, having nice baked global illumination, smooth edges and stuff :)

yrex
Skaarj Warrior Skaarj Warrior
Posts: 81
Joined: 07 Oct 2015, 11:19

Subject: Re: Unreal Level file content - reverse engineering

Post Posted: 20 Jul 2020, 20:14

Has anyone tried to disassemble unr file to check where are actors, where's lightmap stuff etc.?

Yes.

I wonder if, for example, lightmaps could be replaced with externally calculated ones, having nice baked global illumination, smooth edges

No. Lightmaps aren't stored as ordinary textures, but as one-bit "hits/doesn't hit" data per each light. This also allows dynamic non-moving lights to have shadows. At best, you could fuzz the borders and hope they look good after Unreal smooths them.
e-mail: ampoyrex at wp dot pl


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