Blender addon to one-click import Unreal Engine 4’s .uasset & .umap files. Maps, static & skeletal meshes, & materials are imported in full and replicated as best as possible in Blender. Unreal’s shader nodes are emulated using Blender’s equivalents, custom functions are imported as node groups. Painstakingly reverse engineered the binary file format. Unfortunately, there are literal hundreds of microchanges made to the file format that I can’t keep up with, so not all versions are supported.
Ironically, what I wasn’t expecting was to learn just how far behind Blender’s Eevee render engine is in performance compared to UE4. I hope future versions are improved, cause if not you’re much better off doing realtime animations in UE4 or using Cycles.
Work-In-Progress Blender addon to one-click import Source Engine BSP map files including all of their models & textures.
Work-In-Progress importer for X-Plane 11 & 12’s OBJ model file format, including the skeleton & materials. Animations are in progress, but X-Plane’s animation system is very matrix based and difficult to translate to a more artist friendly Blender setup.
Work-In-Progress importer for Eagle Dynamics’ Digital Combat Simulator EDM model file format. Rigid meshes and materials are functional, I’m still working on fully supporting skinned meshes.
Halo Reach calls its map editor “Forge” (like a blacksmith), Mjolnir is the hammer of the gods.
For 2010, Halo Reach had a very user friendly ingame editor. However, it was designed for gamepads and doesn’t stand up to modern 3D tools. For example, editing multiple objects at the same time is impossible.
Mjolnir reads and writes Halo’s RAM to do more advanced edits to map variants which would otherwise be very tedious or even impossible ingame. These edits are fully compatible with the game’s save files, so maps made on PC are playable by console players. Perhaps the largest unforeseen challenge was making the tool easy to use for first-time Blender users (many of my users).