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Zero Editor Tools

An Unreal Engine 5.7 editor plugin that imports Star Wars: Battlefront (2004) and Star Wars: Battlefront II (2005) munged LVL files into native UE assets.

Drop an LVL file into the Content Browser to import textured meshes, advanced material instances, terrain, world layout actors, lighting, regions, skydome geometry, barriers, hint nodes, and per-asset SWBF metadata.


Features

Static Meshes

  • Full LOD support
  • Collision geometry from LVL collision data

Textures

  • Extraction and creation of UTexture2D assets from LVL texture data

Materials

  • Auto-created UMaterialInstanceConstant assets from SWBF material data
  • Single master parent material (M_SWBF_MasterMaterial) covers all SWBF render flag combinations

Terrain

  • Landscape mode: Imports SWBF terrain as ALandscape with heightmap conversion, layered material (LandscapeLayerBlend), painted weightmaps, and per-layer ULandscapeLayerInfoObject assets
  • StaticMesh mode: Imports terrain as a UStaticMesh using the FMeshDescription pipeline
  • Import mode configurable in Editor Settings

World Layout

  • Spawns actors at original SWBF world positions with correct coordinate conversion

Lighting

  • Directional, point, and spot lights
  • Ambient top/bottom colors mapped to ASkyLight, AExponentialHeightFog, and ASkyAtmosphere

Regions

  • Box, sphere, and cylinder trigger volumes at original positions and sizes
  • Typed region spawning based on SWBF name prefix:
    • soundspace - Audio Volume
    • deathregion - Kill Z Volume
    • soundstream - Ambient Sound actor
    • mapbounds - Level Bounds actor
    • damageregion - Pain Causing Volume
    • Unrecognized prefixes fall back to generic trigger volumes

Skydome

  • Equirectangular UV dome geometry with seamless panoramic rendering

Barriers

  • ASWBFBarrierActor with UNavModifierComponent using a non-navigable nav area

Hint Nodes

  • Billboard markers with UTextRenderComponent showing type name

DataLayers

  • All spawned actors assigned to their correct DataLayer

Metadata

  • USWBFAssetUserData subclasses attached to all imported assets
  • SWBF source name, level name, and LVL file path stored per asset
  • Asset Registry tags (SourceName, SourceLevel) exposed as Content Browser columns

Settings

  • Import mode (Landscape vs StaticMesh for terrain) configurable via Edit > Editor Settings > ZeroEditorTools
  • Settings persist per-project via UDeveloperSettings

Requirements

  • Unreal Engine 5.7 (Previous UE versions should work, but it was developed on 5.7)
  • Windows only (Win64 target)
  • All dependencies are vendored so no external installs required

Vendored dependencies:

  • LibSWBF2 - C++ library for reading SWBF munged files
  • glm - Math library (included with LibSWBF2)
  • fmt - Formatting library, header-only mode

Installation

  1. Download the latest release
  2. Place the ZeroEditorTools folder inside your project's Plugins/ directory:
    YourProject/
      Plugins/
        ZeroEditorTools/    <-- place here
          ZeroEditorTools.uplugin
          Source/
          Content/
    
  3. Open (or restart) the Unreal Editor
  4. Enable the plugin via Edit > Plugins if it is not already enabled

Usage

Importing an LVL File

Two methods are supported:

Method 1 - File menu:

  1. In the Unreal Editor, go to File > Import Into Level...
  2. Select your munged .lvl file
  3. Choose the destination folder in the Content Browser
  4. Click Import

Method 2 - Drag and drop:

  1. Drag the .lvl file directly into the Content Browser
  2. Choose the destination folder in the dialog that appears
  3. Click Import

Configuring Import Mode

A few configuration settings exist in Edit > Editor Settings > Plugins > ZeroEditorTools


Credits

  • LibSWBF2
  • The SWBF modding community for documentation of the LVL format and material flag semantics

About

A suite of tools and utilities for importing assets from munged Zero Engine game files directly into Unreal Engine 5.

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