A downloadable Unreal Engine plugin for Windows

Buy Now$42.00 USD or more

Combine the best of both worlds when working on your 3D game!
The ease of BSP level construction with tried and tested tools can now be married to the power, speed and high performance of the Unreal Engine.


HammUEr (currently Windows only) is a plugin that lets you build your levels with Valve's Hammer map editor (VMF), Doom3's DoomEdit (MAP/PROC) or an idTech2-3(Quake 1-3 and assorted other games that use the engine with varying levels of success and no guarantee of perfect imports)-based tool like GTKRadiant, JackHammer or Trenchbroom (MAP). With just a few simple clicks, you can have them imported into your Unreal Engine project as a collection of meshes placed in your scene the way you want, where you want. Want to change something? Make your edits in your favourite tool, then save, re-import, and you're done.

During the importing process you can assign materials already in your project to the original material names, or if you have the source images - (TGA/BMP/PNG/JPG)/VTF&VMT/SHADER(Q3)/MTR(D3)/WAD(Quake1 & Halflife)/WAL(Quake 2) - you can import them into UE as material instances based on a template material of your choice, and let HammUEr automatically find and assign the right ones. Don't want certain materials to show? Mark them no-draw and HammUEr will automatically not build sides for them!

Want to start building a level in Hammer with your UE materials for true WYSIWYG level editing? HammUEr can do that by exporting your UE material textures to VMT/VTF combos for easy use in Hammer with one click.

Have Source models you created for your maps? HammUEr can bring them into Unreal Engine for you and places them where they belong.

Use overlays and decals? HammUEr will also import those for you.

I'm not even close to done adding features, so stay tuned.


Why "alpha"?

While most of the functionality is robust and well implemented, there's a few things that are still freshly implemented and, while they seem to work fine with my battery of sample maps, could use more testing (Q3 and Doom3 support in the latest builds).


(Screenshots from Half life 2, Quake, Doom3 and Portal Stories: MEL map imports are only supplied as an example of what the tool can do with your own maps. The plugin is not meant to be used to import maps from other games or help infringe any copyrights.)


More information

Published1 year ago
StatusIn development
CategoryTool
PlatformsWindows
Rating
(4)
AuthorNT Entertainment
Tags3D, hammer, plugin, quake, unreal-engine
LicenseAll rights reserved

Purchase

Buy Now$42.00 USD or more

In order to download this Unreal Engine plugin you must purchase it at or above the minimum price of $42.00 USD. You will get access to the following files:

HammUEr 1.5 alpha for 4.12.5 3 MB
HammUEr 1.6 preview for 4.12 3 MB
HammUEr 1.6 preview for source 3 MB
HammUEr 1.6 preview for 4.11 (D3 ASE & LWO) 3 MB
HammUEr 1.6 preview for 4.12 (D3 ASE & LWO) 3 MB
HammUEr 1.6 preview for 4.13 (D3 ASE & LWO) 3 MB
HammUEr 1.7 alpha for 4.13 3 MB
HammUEr 1.7 alpha for 4.14 3 MB
HammUEr 1.7 alpha 2 for 4.13 3 MB
HammUEr 1.7 alpha 2 for 4.14 3 MB
HammUEr 1.7.1 for 4.15 3 MB
HammUEr 1.7 func_ origin test 4.15 3 MB
HammUEr 1.7.1 for 4.16 3 MB
HammUEr 1.7 alpha for source builds 3 MB
sample materials 192 kB

Download demo

Download
HammUEr manual (1 MB)
Download
HammUEr quick-start guide (1 MB)

Comments

Log in with your itch.io account to leave a comment.

Ok so i have imported all materials and models for half-life 2's first map and yet when i import it only like 2 surfaces actually get materials any ideas on how to fix this?

It should have worked, but there's a couple of possibilities.

  • Sometimes, you have to restart UE before actually importing a map after importing a bucketload of materials, since it takes it a while to catch up on the new files.
  • Did you check that the material assignments on import were correct? (If they weren't, you might have to rebuild the master list in the discovery section of the TextUEr tab)
  • Another possibility might be that your material might have some kind of problem if you're not using the supplied one that stops UE from rendering some combinations until the problem is fixed.
Ok thanks for the information
(Edited 1 time)

hi

And what it does for cod 5 map ?

There is no specific support for CoD and other Quake-derived engines, nor will that be added.
However, there is basic support (where the map format isn't too different) that should at least import basic brushwork from your own levels.

I found another BUG.

I used Hammuer to import a cs map,

I found that there are many models in the scene are part of the overlap,

When i walked into them,

They overlap the parts began to flash,

Is there a way to solve this?

I'm sorry, I have no idea what you mean.
Can you record a video or something?

Of course, I can record the video right away

Oh, I'm sorry it took so long to figure out, but I got it.
The only sure-fire way to stop z-fighting between different meshes is to adjust your brushes to not overlap in hammer before importing.

I found a BUG.

I imported a cs: source map,

I found the mesh lightmap problem,

The color is not normal after building the lights.

Do you know how to fix this?

Not a bug, but a difference in how Source and UE do lightmapping.
Make sure there's only one directional light in your map, otherwise it'll be overbright.
Also, you might have to adjust lightmap resolutions, depending on your map.

Thanks, do you know how to adjust lightmap resolutions?

You can either set your lightmap resolution higher than the default on the ConfigUEr tab so that it gets applied to everything on import (which might be overkill), or adjust them case-by-case in-editor by selecting the mesh in the level, then going to the details tab. Scroll down to the Lighting section, click overridden and select a new lightmap size.
(If you want to do this automatically, I did another plugin that does that you might want to check out)

Are there any type of limits on the maximum number of brushes? Some of the maps I had took almost days to compile in Hammer.

I'm sure the limits are much larger in UE though.

I'm sure there are eventual (rendering framerate linked) limits, but I couldn't really tell you what they are.
It definitely won't take days to import your maps into UE either.

I have a question about this before I buy. So my question is, if I import my map into UE4, will I be able to edit the textures on individual sides of a model like in Hammer?

Not at the moment, I'm afraid. If it's a single brush, you can export the fbx to your favourite editing program and re-import. If it's multiple brushes, you should be able to tell HammUEr to only reimport those after you've modified them in Hammer.

(Epic are working on some kind of in-editor mesh modification thing, tho, although I've only seen it demo'd with VR?)

Ok. However, If I do use textures on different faces will it also be transferred over to UE4?

I'm assuming you mean "can a brush have multiple textures on it and still keep them", right?
Then the answer is yes. The materials you've selected in Hammer will be applied to the faces in UE

Yes, that is what I mean. And thanks for the reply!

every map i import turns black and wont light? does hammuer not generate uvs?

Weird.
It does, and if there are lights in your imported map (or if you add ones in your Unreal map, like the default map's sky sphere), it should automatically show you at least preview lighting for your map. (Example)

Hello, just wondering if this plugin would allow me to import old Enemy Territory maps to UE4?

Sort of.

If you still have your original map file, it *should* be able to import most(?) of it correctly.

The ones I've seen based on decompiled bsp files (which has been all the test stuff people have sent me) all had broken texture scaling, tho.

Does it convert the Source 2 .vmap format?

Sorry, there is no Source 2 support at the moment, nor is it planned, since Source 2 is a brand new engine which works in a totally different way from the older engines HammUEr supports.