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Considering buying this somewhat soon, but i was wondering if your tool worked with source 2 hammer editor (cs2/alyx) and in the case where it is not currently supported, if there was going to be a point in time where it would be. Im guessing this would depend on VTFLib getting support if it doesnt have it already which would be fair as well. Also was wondering if you have a discord server, best regards.

I want this because I love hammer and is learning Unreal Engine but good god $42 sounds unbelievably over-priced.

I might buy it, but like for this price is it really worth it?

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Hi!
I'm having trouble importing my level. All the textures are set up the correct way (Half Life 1), all material instances are created.
But when I'm importing the mesh, the texture isn't shown on the mesh (the assigned material is the right one though).
(actually I guess the texture is shown but somehow misaligned, maybe too dense?)

I'm using the Half-Life 1 SDK on steam, Hammer 3.4 and HammUEr 2.5 for 5.3.1

Also sometimes I'm getting this error. Don't really know why, the .map file only consists of those brushes

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Might also be important:
I'm getting this message when selecting a .map file and pressing "Open File" in the HammUEr tab.


Neither Yes or No will change anything about the above mentioned result.

Yeah, that's an Unfortunate UE Thing where stuff sometimes just... sticks around, if you try to import over an existing map that already has an import.

Anyway, given that your map seems pretty simple (just a bunch of walls), can you drop it on pastebin or something and drop a link here so I can try to debug what's happening here?

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Sure! Here it is:
https://we.tl/t-neJyAhtZiU

...and thanks for the super quick response :)

btw I recently swapped out the texture for one that is more greenish looking and the exported walls in unreal looked green after that. So I suppose that problem is really that those textures are too dense...
Are there any known issues with using a old hammer version like 3.4?

Have you found a solution yet?

Sorry, it took me a few days before I tried to get the file, and by then, it was already gone from wetransfer apparently?
And then Medical Bullshit happened, so I figured I might as well ride it out before asking you to upload it again.


To answer your question: 

I don't think there's a problem with older hammer versions? But I haven't really done much testing with anything before 4.X

Yes, WeTransfer only saves it a few days.
Should I upload it again now?

Hi, I've been using your tool for my game and there's one issue I keep running into. A lot of the time, textures become misaligned after being imported - sometimes the offset is really big; other times, the whole texture becomes visibly warped (so it's aligned properly on one end of a face, but then it's off on the other side). I've been unable to determine what this is caused by, since it doesn't seem to happen all the time. Sometimes it gets really bad and I still can't tell why.

If this is an unknown issue, I can provide screenshots, comparisons and so on.

Got your cohost ask.
Unfortunately asks aren't DMs, so the only way to respond to one without blasting it to the timeline is basically send back a new ask to the person if they have asks enabled.
Anyway, not relevant to your problem.

Which version of HammUEr on which version of UE4 are you using?
What kind of map format are you trying to import?
With what kind of texture sizes?

I'm guessing you don't have a repeatable repro case that I can try here, where you have a single map that has misaligned textures every time it's imported...

But yes, screenshots and map snippets would help, but if there's no repeatable thing (even if it's "every 50th time I import this file", that's fine), it's unfortunately going to be very hard for me to try and figure out what's wrong, besides "there's a sneaky error in the math, somewhere" which doesn't really narrow it down.

Sorry if I used cohost incorrectly - frankly, I've never heard of it before. Just wanted to get in touch in case you don't check in here anymore, as this is very important to my project.

I'm using HammUEr 2.2 for UE4.27.2. I create maps in Hammer++ (standard HL2 config), so I import them as vmf files.

Regarding the texture warping, I think I have it partially figured out - it seems that faces that aren't rectangles or triangles (even if they're still neat quads) have a chance of being warped to various degrees. The bigger issue is that putting different shapes next to each other can yield slight discrepancies in the texture scale/alignment, which can become increasingly obvious if they're part of, say, one big floor:


I assume this is still due to the geometry not being simple rectangles and triangles everywhere, but making everything so neat requires a lot of additional vertices, and it's unfortunate that a tradeoff like this needs to be made. Still, this is relatively minor compared to the real issue:


Sometimes, textures are just misaligned for seemingly no reason, even on simple rectangles on basic planes (slanted surfaces might make this worse, but I'm not sure). I can copy the exact same mesh to a different location, import both and get different texturing on both of them. Other times, the texture is just clearly off by a large amount:


This becomes a serious problem on small geometry (say, a 2-6 hu wide beam), where you can end up with the completely wrong part of a texture being visible.


I've checked to see if this is affected by brush grouping, texture alignment options (world/face alignment and decimals in the offset) - nope. I kind of feel like this issue has got worse over time, but I don't know what that means - is it the increasing offset from the center of the map as I build outwards? I can copy a brush that was imported correctly before to a different part of the map and get the issue there. I should also point out that my Hammer textures are just proxies and they have a different size (powers of 2, as opposed to more random values in UE - so my real UE texture may be 200x200, while the Hammer version will be 256x256), but I've tried replacing the UE textures with ones of the same size as the Hammer proxies, and the offset was the same, so I'm pretty sure it's not the conversion between sizes that's the problem.

As for import settings, my scale conversion factor is 41 and I'm not using any of the experimental or legacy options, though I have tried most of them, with no change.


The "good" news is that I most certainly can replicate the problem. I don't know what causes it, but once it's there for a face, it's there for good. I can get rid of it sometimes by changing the offset to some arbitrary different value, but that's about it. I'd like to send you a chunk of my map so you could see the examples I showed yourself, but I don't know how to do it here, as all the textures are fully custom.

Thank you for responding so promptly and I hope we can work this out - other than this one issue, this tool has been immeasurably helpful and it's just that one problem preventing it from being perfect for my needs.

Hey, no apologies necessary, not on you but on their weird design.


That looks... weird and bad, yes.
The slight texture warping has been mentioned once before years ago, so I was sort of aware it was a possibility (back then), but that was it. The completely offset stuff is definitely not intended, and needs investigation.

Feel free to send me a Cohost Ask with part of your map (or link to a google drive that has it or something if it's too big), and maybe the dimensions for the problem texture(s) so I can generate something appropriate for testing on my end.


Fair warning, my body is doing Bullshit Things again, so I can't promise anything, but I'll _try_ to take a look at it this weekend if I have your stuff.

I'll try to take a stab at it this weekend.

I've been doing some more testing and while I'm still not 100% sure about this, I think my hunch about distance from the map centre being a factor may have been correct. In parts of the map that are closer to the origin, the texture alignment seems way better. It's still a bit off on some really narrow faces, but in 90% or so of cases it looks pretty spot on.

If I copy the same textured brush to different parts of the map, then import them, it seems like the texture offset indeed gets worse the further away it is from the centre. Again, I can't confirm it with complete certainty, but I'm quite convinced this could be the source of the problem.

Sorry, I haven't really had any time to look into it much yet because of Medical Bullshit, but after some thinking (which is unfortunately all I can do right now) and asking around, you're basically right?

So the way UVs work in the older engines is that they're contiguous, which I sort of keep... but which leads to problems in Unreal, because it Does Not Like That.

The solution is apparently to go into the static meshes that have problems and check "use full precision UVs"?

(which is and absolute pain right now because there's no bulk way of doing this, but if that solves it for you, I can see about making this the default)

Hello! Does this tool also work games that are not in the steam folder? I am trying to import maps from Soldier of Fortune 2 - Double Helix. I have the bought game in the GOG folder and I also have the SOF2 SDK. Does anybody know?

HammUEr doesn't care about the location the files you're trying to import are in, as long as they're in a format it knows and their relative directory structures are intact

I think it would still be nice to have some form of HammUER for source 2. After about 3 months with new CS2 Hammer editor i can export FBX's and work with them in UE but my biggest troubles is dealing with the texturing. I find the biggest workflow is getting it all auto textured. Not sure how possible it is with everything being a mesh now but its been a lot more tedious editing the textures in the data with Blender plugins.
HammUER 2.5 slaps too much to not have but the new Source 2 editor is so good as well. My main project i am keeping on Source 1 to use HammUER but wanted to show my interest in it if it could ever be a possibility in the future (even if thats paying for a new plugin for Source 2 instead of an update)

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Hey, I think something changed in Unreal where an error now the base material shows up. (Or I am doing it wrong.) I am using Unreal 5.3.1 and HammUEr 2.5 for 5.3.1.

"[SM6] (Node TextureSampleParameter2D) $bumpmap> Found NULL, requires Texture2D"

When I import my materials from HL2, the base material looks normal, but when I open any of the materials I imported, or try to open the map file in Unreal, it changes to this and no materials or textures are properly loaded and look just like the non-textured blocks.

Before:Before

After:

I really appreciate your work man <3

Do you happen to have Discord?

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Hm.
The sample materials are ancient by now, so something might have broken.

Open up your HammUErBaseMaterial and make sure the $bumpmap parameter still has the flat_normal texture assigned to it, from the error message it looks like it got unassigned?

The materials work now! Thank you so much!

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Hello, having some trouble getting HammUEr 2.5 for 5.2 Summer to show up in my UE5.2 project. I've followed the instructions, but it doesn't seem to get recognized at all nor does it show up in the plugin list to enable. What am I missing? 

Thanks!

Strange.
Is the HammUEr.uplugin file in [your project directory]\Plugins\HammUEr?

Source 2 please!

we need source2 !

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As stated multiple times, Source 2 support will never be added.
Sorry.

Source 2 Hammer has a completely different workflow, and as far as I know comes with its own "export to FBX" option, so... you shouldn't need anything else?

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I really love HammUEr so far <3
Is there any potential to batch export the maps?
What I am doing is essentially updating all the maps in trenchbroom with my changes and then i will go into my trenchbroom folder and select each map, they already have texture settings complete, then click GO to reimport the brushes. Would be useful to do this for all maps in the folder.

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