VIDEO TUTORIAL:
6694sW-WvJs
TUTORIAL:
1. Before to make a t3d BRUSH format(You can use a T3D Map Format, but brush locations won't be converted), so before you intersect the brush, use "Transform Permanently" or the exported brush will be stretched on an axis.
2. Download UnrealToObj(Thanks to SC]-[WARTZ_{HoF} who found it) and open the exe.
3. Select your T3D file using the button on the right of the input "Input T3D Ascii File".
4. Select the location where you want to save the object output file using the button on the right of the input "Output Obj File".
5. Check "Convert Geometry"(if you don't check it the Object file won't be created).
6. Select the "Texture Type" and "Masked Texture Type" type. (If you select PCX it won't be read in Blender).
7. Click on "Go" to execute the conversion.
A window will be open which will tell you what Textures you will need to export from UnrealEditor. In case you closed that window and you forgot what textures to export, or the window overflowed the screen and you couldn't see all the Texture's names, a TXT is created called which name ends with "MissingTextures", there you can read all the textures you will need to export in order to visualize them with the Object.
The OBJ file will be created with the MTL file(texture location references for the Object File), this last is human readable so, in case you want to add a Texture or edit one or change the file type of some, you can modify it just by opening it with a text editor.
In case you need a bulk to change the texture file formats, you can use Total Image Converter.
IMPORTANT: When you import the brush, alwasy choose the Z axis as the "Up"/"Height" axis, so that the brush won't be imported rotated on the Y axis!
NOTE: TESTED IT WITH Blender Cycles Render Engine, and it works:
![Image](https://i.snag.gy/PEsnzd.jpg)
(If, when you import the brush, it is huge, just scale it)
Old Tutorial & Resources:
Spoiler
So, looks like these converters on this page are useful to convert ASE to T3D. Links are from ut.rushbase.net which is broken since raxxy didn't fix it anymore, but the website and its resources can still be found using the Web Archive, this is the link to the folder containing both the converters(the one for UT4 and the one for UT3). The one for UT3 works with UT99 too and previous titles:
https://web.archive.org/web/20151204094 ... mexp/tools
Actually the latest one for UT4 can be found on this github: https://github.com/xtremexp/UT4Converter
OLD TUTORIAL:
You can open the UT3 converter which is written in Java running the .bat file (unless you use the command line) which will run the .jar file, once it runs you have to specify the UT99(or whatever other available Unreal title) ROOT folder and click on "close", then you click on "T3D File" and then to "T3D Brush" and "Convert toStatic Mesh (ase)", you'll be prompted to select the T3D you want to convert, it'll be converted into ASE and saved into the same folder where the T3D is in.
(You can do more with that program, like converting DeusEx maps and other Unreal titles maps and brushes into T3D or UNR files)
You can try using one of the modules downloadable from this page, but they are all out of date with the latest versions of Blender(I tried using some with Blender 2.79 and none of them worked), it would need to be ported for latest versions of Blender.
EDIT: Of course you can use the HSKP2UNR plug-in for "Google Sketchup"(cause it doesn't work with "Sketchup"), but when you import a T3D it is stretched on an axis.
EDIT2: The strech "bug" wasn't related to the plug-in, it was related to the geometry in which you encoded the brush when exporting it, if, before to intersecate, you use "Transform Permanently" and then export the brush, it will not be stretched into one axis.