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When do you think that HammUEr will be updated for 4.21?

Yeah, can you please update it or tell us when it will be updated?

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Subject:POSSIBLE BUG

     Does your plugin have a bias against importing materials that are not "Lightmapped Generic"? There seems to be a problem with the plugin that has costed me 71 days of my time and so it seems that I cannot find a fix for the problem without contacting you. Perhaps there is a known problem with the creation of materials that are of the type "cable" for example? 

     It seems that after trying around 5 different ways of importing materials and textures there is a strange issue that occurs such as lighting making my scene look like a child with a giant crayon was let loose and assumed the white lightmaps were a paper.  If you are in need of the engine version I was forced to downgrade from 4.17 to 4.12.5 in order to start the plugin which costed me a few days of work I had already done only for the plugin to not actually import the materials I had made in the more updated engine. 

     This is a peculiar problem and as of today on 11/22/2018 I have come to the realization that the plugin may not know what to do with something that is not "Lightmapped Generic" casuing it to not create a vmt for materials labeled "cable" for example. Regarding the lightmap issue I have simply restarted my work several time to try to get a fix but now there isn't a lightmap problem anymore because what the plugin has done is create static meshes for the level but not actually put them in the level though I had an idea about what this was caused by and nope the brushes are indeed grouped.

I have created this account for the very purpose of contacting NT Entertainment and therefore I am new to this website and/or its way of functioning.

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I have experimented to see if the bias is the case and it seems that after editing the vmt to say it is "LightmappedGeneric" it proceeds to import that material but none other. I want to know if you are aware of this bug involving that of discrimination from non "LightmappedGeneric" vmts.

EDIT: I have done this with all the vmts in the folder. Now the plugin creates a material for them. 

I have no idea what to tell you, except that I can't reproduce your problem at all.
I just ran a test with a cable materials directory (so just "SplineRope" and a "$basetexture" field), and those all imported fine without needing to change or edit anything in the VMTs, so I have no idea what was going on on your machine. Any unknown types should default to the LightmappedGeneric handler anyway...

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anyone gota solution for UE crashing when trying to import materials with hammuer , all vtx and dx90 /dx80 are deleted

i also have 16gb of ddr4 so i dont think ram is a problem 

im trying to import csgo materials and it crashes at 0% rip

its been 21 days since i wrote this message and my problem is still not solved, this software cost me $42 usd and it doesn't even work

1) itch.io doesn't always send me emails when people post comments, so apologies for the late reply.
2) vtx files are model-related and have nothing to do with materials and textures
3) "it crashes" doesn't really help me debug your problem. Which version of UE are you trying to use? What does the log say before it crashes?

I'm having the same issue, but ram is the problem. I have 12gb of ram, and with nothing else open HammUEr maxes out and crashes before I can import materials or models.

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Hi! i'm doing some modding of  Lineage 2 for fun and very interested in your plugin, i need to extract bsp's  from l2 client, but L2 was made in ue2, could your plugin extract bsp from ue2 based game? If it's possible, i'll definitely buy it.

I'm afraid not.
HammUEr doesn't exist to import random levels from games, it was created to help level designers that prefer CSG brush editors over more recent model-based level creation workflows to get their work into Unreal Engine.

When I import my meshes non of them have textures wich means that when i import my map the map dosent have textures. It is something that I cant solve. No matter what. I even tried to re-import EVERYTHING again and still: Nothing.


I'm trying to import csgo maps on Unreal Engine 4.19.2

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Which version of the 4.19 importer are you using? The fixed one?
Also, are you sure your material setup is correct?

Hey,

This plugin rocks. It truly adds a new dimension to the ue4 editor.

I have a problem though. When I import one of my maps made in Trenchbroom, I get what appear to be overlapping vertices (z-fighting). Other maps from TB work fine. Can you recommend anything?

Thanks

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When importing models, will it also import the animations associated with them? Or will I have to manually import using crowbar, etc

Animated models only get imported as static meshes, since they're only meant to be references to get your scaling right, and not as a means of using content you don't own the rights to.
For your own animated content, you should have source files that can be imported by normal UE means.

I see, I understand. Some models may be released under a license that allows me to.

Thanks for responding, your software is great :)

https://answers.unrealengine.com/questions/670324/how-can-i-convert-a-static-mes...

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I like this plugin alot however there is alot of import errors with models being completely gone or textures missing even after importing them correctly (CSGO) This happens on official and workshop maps. When i can i will post pictures 

Has anyone tried this with Jedi Academy maps?

TEXTURE BUG!

I imported cache map to unreal engine but i see a lot of single mesh and material bugs can anyone help me how can i fix them?

this same thing happens to me

For me it just does not import materials :(

First off, thanks for this plugin, it's been a mega time-saver, and is bloody awesome.

Potential Future Feature Request:

An option for imported brushes (not displacements) to be created as Additive UE BSP, instead of auto triangulation etc. Unreal's format does allow stuff like removing faces, no all nodraw and stuff can still be removed. It could just be useful in certain circumstances to have the brushes in brush format, so they are editable in unreal after.

And of course, we can then convert them to static mesh from within unreal directly, later.

Oh, another secondary one: Have some way for us to define custom classes, so we can link entities <-> Actors automatically on import! Perhaps with a callback that passes stuff like the static meshes etc to the newly instantiated actor, to hook things up.

eg: In tactical Intervention, we have custom things like prop_breakdown and prop_hitzone. It would be coolio to be able to let hammuer instantiate a custom actor, instead of having to rename custom ents to prop_static so that they import in the correct place.

Thanks again for your amazing work :)

-Tony

Any possibility of adding support for COD1? It's based on ID Tech 3 and uses Radiant. Same .map file structure as DOOM 3, however upon importing UE4 just crashes.

The COD map formats are heavily modified, unfortunately.

Hello! I wanted to ask a couple of things about this plugin. First of all am I allowed to use this plugin for a paid game? Am I allowed to share this plugin with my team members and not anyone else if I bought it? Also if I want to map for a paid UE4 game (commercial purposes) using 3dsmax for example I need to buy it and not use the free student license so, what about using hammer for commercial purposes?

Hello!


I've tried to import materials/models from CSGO for about two days now and it ALWAYS crashes. Any idea why?


"Log file open, 06/19/18 13:28:43

LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogInit: Display: Running engine for game: HammEUr
LogPlatformFile: Not using cached read wrapper
LogInit: Display: RandInit(1962371680) SRandInit(1962371680).
LogInit: Read version file with build ID '3944462'
LogInit: Overriding engine version to CL 4033788, compatible CL 3944462
LogInit: Registered custom module enumerator with build ID '3944462'
LogTaskGraph: Started task graph with 5 named threads and 23 total threads with 3 sets of task threads.
LogStats: Stats thread started at 0.259854
LogD3D11RHI: Aftermath initialized"

Unfortunately, none of the things in this log have anything to do with HammUEr, so I can't really help you with this.
Some of those dll errors seem to refer to intel vtune, but a quick google doesn't seem to give any decent solutions, apart from maybe needing administrative rights when you install/run unreal engine?
Good luck, hope you figure it out.

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I had just recently found out about this plugin for UE4, and I am actually running into the exact same issue. I am able to get the textures imported just fine, but when attempting to import .map or files it finishes loading from master list, the I get an immediate CTD.

I did try loading a .vmf which I had exported from Hammer Source SDK (originally on GoldSrc, used converter) and the map loaded into UE4 only once,  any other time (same map) nothing showed up after loading and referring to master material list.
I'm running Epic Games Launcher as Admin, and I get the same thing as brikkew. I'm on UE4 4.19.2 w/ latest build of HammUEr

Could you optimize this so we can use it to work with Paragon maps?

I... don't really understand the question.

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I'm trying to import the csgo materials and textures, but HammUEr seems to not being able to read the VMTs. It is importing the textures, but doesn't create material-instances.
Only when using the "create materials for not-used textures" dialog, it creates material-instances, but none of them uses the decal-material. (I exctracted the material files with gcfscape from csgo's pak01_dir.vpk and i'm using ue4.19)

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I get a lot of errors like this in the output log:

"

LogTemp: Warning: Could not find  , cutting down to smallest identifier.
LogTemp: Error: Could not find texture   for VMT asphalt/asphalt_b, aborting creation of material
LogTemp: Warning: Could not find  , cutting down to smallest identifier.
LogTemp: Error: Could not find texture   for VMT asphalt/asphalt_b1, aborting creation of material
LogTemp: Warning: Could not find  , cutting down to smallest identifier.
LogTemp: Error: Could not find texture   for VMT asphalt/asphalt_b1_blend, aborting creation of material
LogTemp: Warning: Could not find  , cutting down to smallest identifier.
LogTemp: Error: Could not find texture   for VMT asphalt/asphalt_b2, aborting creation of material

"

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There was a change to the UE API I wasn't aware of, which led to this problem happening.
I've uploaded a new version, so please download "HammUEr 1.8 for 4.19 fixed" and try again.

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Oh thank you very much, i was already so desperate, that i completely deleted, redownloaded and reinstalled ue4 and csgo :D

Edit: Yes, with the new version it creates materials-instances and decals as expected.

Same problem here! 

I keep getting errors saying, "Binaries for the 'HammUEr' plugin are missing or incompatible with the current engine version." It also says "'HammUEr' failed to load because module 'HammUErRuntime' could not be found" I have UE 4.19.2 and HammUEr 1.8

The plugin should work with 4.19.2 as uploaded, so something might have gone wrong while downloading/extracting it.
Please download the new fixed version and try again.

Can you please upload a 4.19 fix version for source builds?

I'm also having this exact problem, tried downloading again a couple times.

Warning: No filename provided for module HammUErRuntime
Warning: ModuleManager: Unable to load module 'HammUErRuntime' because the file 'C:/Users/Josh/UnrealEngine/Engine/Binaries/Win64/' was not found.

the hammuer dll's are in the plugins binary directory. why is it looking in the engine binaries?

did you find the fix pls help i am having same problem

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Only the "flat_normal" and the "HammUErBaseMaterial" show up and the "HammUErDecal" won't. i couldn't figure out what's wrong.
Can anyone help me?

Weird, if the others show up, it should show up as well.
If not, there's an example of what it should look like in the manual on page 6 (lower picture), so just build something that looks like that and use it instead.

i actually figured it out! my ue4 version was too old and the plugin probably didn't support it back then.. silly me

it takes me 2h+ importing textures and models from csgo to UE ive tried a different disk still didnt fix any suggestion on how to make it go faster?

Unfortunately, there's a lot of data to import, and there's really nothing you can do to make it go faster.
You only need to do it once, tho.

Does the 4.18 version work with 4.19??

4.19 build has been uploaded

Ah nice, I managed to get what I needed with 4.18 and migrated it to 4.19.

But still great job on the plugin.

Hi, when I import textures or models, my C:disk will be used. But I use D:disk, why?

I... have some trouble understanding what you're asking, but files that are imported end up wherever your unreal engine project is (because they need to be converted to something UE understands), which I guess is somewhere on your C drive in your case?

Unreal Engine uses a Cache to store temporaly your materials and meshes. You can change this folder-destination to your other drive under Edit->Editor Preferences and then under General->Global->Local Derived Data Cache.

oh! thanks

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It seems you're not on discord anymore Tursfter? We had a converstation almost a year ago but I can't find it again. Anyway, I encountered this bug and I can't seem to fix it. In Radiant it looks normal but when I import it in UE4, the textures arent aligned anymore (Still using UE 4.15.3 with the 1.7.1 version, soon we'll update to 4.19 when it's being released) Any ideas? (This doesn't happen on all faces but it starts to happen more often)

I even have one area where its starting to get curved for some reason

The 4.15 builds are pretty ancient by now, so hopefully a move to a newer one should fix this.
If not, try moving the brush in hammer and then moving it back into place where it was, or check the texturing and redo it so it looks the same but the values are different (if that makes sense)

I am still having issues with the 4.15.3 version of the tool.  I am able to get all the materials and models over, but importing the .bsp still causes it to crash.

Did you mean .vmf file? 
HammUEr has no support for compiled bsp files.

oops, I meant to say .vmf

Can you put the vmf on pastebin or google drive or something so I can test it locally?

Sorry for the delayed response.  Here is the vmf that imports just fine in 4.18, but it won't in 4.15.

Thanks!

https://nofile.io/f/O1oNKuPowmX/JerichoLab_v2_d.vmf

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I don't have access to my code archive at the moment, so I can't really check with an actual 4.15 build, but my guess is it's got something to do with the displacements?

(Also, this is a decompile, and decompiles are technically not supported. Maybe try opening it in HammUEr and saving it back to clean up whatever the decompiler did?)

Hallo, when I want to import props with porpUEr it all process and say done. Then I close that window and it wasn´t anywhere after restart too. What I need to do ? Thanks.

Sorry it took a while to get back to you.

If you selected one or more files, please check the log to see if there were any errors while importing.
Also check to see if any files were created in your project folder in windows explorer, because they don't always show up immediately in UE. (Although they should show up the next time you open the editor)

UE: 4.18.3
HammUEr: Latest

Followed official tutorials and some 3rd party, used provided base/decal presets.
Materials/Textures doesn't work in CS:GO maps.
Props/Maps etc works fine.
They show in HammUEr: 

But...





i got the same problem

That looks like a base material problem. 

Open your base material and check to see if it says anything about errors there, there might be a broken texture reference there you have to fix before it'll actually render.

The BaseMaterial had error for missing texture in NormalMap, so i added flat_normal there and saved. Importing again, will let you know if that solved the issue.

I'm having an issue with shadows on imported meshes that touch. There's really ugly shadow artifacts in between the meshes. I tried fixing with the world and light settings in my level, including upping the build quality, but nothing worked. Here's a screenshot showing my issue: 

Is there any settings in HammUEr that I can change to fix this?

Try to use a nodraw material for faces that can't be seen, and grouping the walls together.

All the walls on the map or just sections of the walls?

Join the sections that have weird shadows where they intersect, basically

Hi.  So this is a great piece of software.  However, I am unable to import my .vmf in the 4.15 version of UE4.  I am able to get the textures and models over, but it crashes the engine when importing the .vmf.  I've tried a couple different systems and a few new Projects.  Now I don't seem to have this problem with newer iterations of the engine and I haven't tried older versions.

I wanted to add to this, I just tried 4.14 and it does the exact same thing. 

The pre-4.16 builds are rather old by now, and even Epic doesn't really support them any longer, officially.
Is there a specific reason you need to use such an old version of the Unreal Engine? If there is, I can *try* to debug it based on your logs and the vmf file, but if it imports fine in a newer version...

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It works beautifully in 4.18, but I'm trying to import my work into PavlovVR (which appears to be built in the 4.15 version of the engine, or the template for it is).  I would be happy to import the assets into 4.18 and migrate them to a project from older version but that doesn't seem to work either.

If it helps, the project log hits me with with "Failed to load ANSI text file: [users/x/x/x/x/x/x/x] materiallist." before crashing.  I also tried rebuilding the masterlist but that didnt help either.

If there is another way to work around this, I'm open to suggestions.


Also, you can d/l the .bsp from here:

https://gamebanana.com/maps/196057


Thanks!

Do you have non-basic a-z 0-9 (so accented, asian, whatever) characters in the directory names/file names/material names?

I flipped through them all and didn't notice any unusual characters in the names.  

Hi, I'm having a problem where the HL2 texture metalfence004a isn't getting imported.

Just tested it, and it should import fine.
It does seem to point to  the texture Models/props_c17/fence_alpha, so if it couldn't find that, that might be why?

Hi. 

Trying out Unreal for the first time, so it's quite likely I'm doing something wrong. It seems that just adding HammUEr as a plugin causes the compile to fail. I'm using "HammUEr 1.8 Alpha 3 for 4.18" and my Unreal version is 4.18 (4.18.0-3709383+++UE4+Release-4.18)

When trying to compile, I get "ERROR: Could not find definition for module 'HammUErRuntime' (referenced via Test.uproject -> HammUEr.uplugin)"

The simplest way to reproduce is start a new project (blank or FPS) and compile from in-editor. It will succeed. Then add HammUEr as a plugin, restart the editor and compile again. It will fail. 

Am I perhaps missing some extra step needed to compile code?

Thanks

Just to clarify though, the actual tools do seem to work in the editor. I can import my Source materials and maps just fine. It's just the compile step that fails.

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Ah, yeah, that's a kinda tricky one I keep forgetting to explain/add to the archive.

Basically, to fix this:

  1.  download the '1.7.1 alpha for source builds' package
  2.  create a Source directory under your HammUEr directory
  3.  create a HammUEr and HammUErRuntime under that
  4.  copy over just the HammUEr.build.cs file from the package to the HammUEr directory, not the rest of the source files
  5.  copy over the entire contents of the HammUErRuntime directory

Compiling and packaging your project shouldn't be a problem any more.

Let me know if you do run into any more things or have questions.

Hey there.  It does a quite good job, but is there a possibility to add the ability import the Brushes as UE BSP Brushes?
That would be awesome, because Brushes in UE are unique Actors instead of Static Mesh assets (It does not bloat the content folder)

It would require rebuilding the pipeline (since people explicitly didn't want anything to do with UE4's BSP tools), and wouldn't support everything, but I can try and fork a build that does that. 
Wouldn't happen overnight, though, so don't hold your breath.

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Hi, I would like to port my Soldier Of Fortune 2 maps, any issue about compatibility with SOF2 ?  I have the .map files made with GTKradiant. Thank you.

Don't know anyone that's tried importing SOF2 maps yet, so I wouldn't be able to give a definitive answer, but I know people have imported Jedi Knight Academy maps without too much trouble, so it all depends on how 'vanilla' Raven kept the map format, I guess. 
I could try importing one, if you put it online somewhere?

What's the proper way to deal with seams in between brushes that will inevitably occur?  I'm importing a simple map with a couple rooms in and there are very obvious seams in between the brushes, and also between the floor and the walls. Obviously this occurs a lot with modular maps in UE4 but does Hammuer offer a solution to help alleviate this?

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Have you tried turning on "Round accepted points to nearest integer"? That should be able to help with some of those problems (although it can't really help with larger gaps)

You can also minimize this by grouping the floors, and do a nodraw pass to ensure there are no extra faces. (ie: do what vbsp does manually, with nodraw)

can i pay it with paysafecard?

Unfortunately, I don't think itch.io supports paysafecard yet.
https://itch.io/t/92888/paysafecardpayment-methods

so, when importing props with hammuer, it doesnt say building master materials list, and when it finishes importing, no textures are connected to the mesh, so its just all grey, for e.g grey chicken, what do i do? I have imported all textures into csgo/textures, and all models into csgo/models

Are your base materials okay?

Try to open them and see if UE has any warnings about them.

Pretty sure the base materials were fine, ill re import the textures later, can you show me what the base materials should look like just so i can confirm?

yes the materials were fine, and imported properly, all meshes dont use textures from the game

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Weird. Can you pastebin your import log for the import of a single model?

Hey, I'm having problem with CS:GO map import. After importing mats, props and then the map, models are showing up on the level, but not the biggest parts such as floors, walls, buildings etc., only models. But! I can see those bigger meshes in content browser, still there are too many of them to actually place them on my own. What do I possibly do wrong, or what should I do, to make them place on the level? As I said, everything with those meshes not placed in the level is fine, mats are assigned and created,  they are just not placed at  all.

...  huh.
Did it really not create any actors for the actual level geometry in your map?
Or are they just not being rendered?
Have you tried clicking the eye icon off and on to force a show all refresh, like in the troubleshooting section of the documentation?

Uhh, it's like, it places all those small models on the map except those big ones which are in contest browser still. Dunno why, tried refreshing the view as you said but it didn't fix anything. Worth to add is the fact, that it happens only to the newer cs:go maps, such as Inferno, but also Cache which is pretty old map, but I noticed something weird bout it. Both inferno and cache are having different type of write or something like that, cause they do not have the normal map compression and then materials + models in the game folder, I have to decompile them  with embed files so the file structure is different. I gotta load materials separately cause I get them from the .bsp file  after decompiling.

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Weird. There are known problems with decompilers writing broken vmf files, though.
Have you tried opening your decompiled maps in Hammer, see if they work there and save them before trying to import them in HammUEr again?
Just checked with an inferno vmf from here, and that imports (mostly) fine, so maybe use those instead of your own decompiles?

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Hello, I've a problem importing over 1000 of the props from CS:GO, the error in the log file is different depending on the HammUEr/UE4 version. On the latest (1.7.1 / 4.16) it looks like this.

The ones starting with "Tried to find..." are imported, the others aren't.  Here's the underlined model missing in the viewport.

 When I rebuild the material master list after importing materials/textures, some extra props show up but not much really. The corresponding material to the missing models are imported flawlessly, it's only the models itself. As you can see, they show up in PropUEr window, they just fail to import. 

Please help, if possible, these missing props are detrimental for my personal work. Thanks for understanding!

EDIT: I've some extra info I forgot to mention. Joe Wintergreen, someone who has been promoting your work has made a video on how to import Dust 2 from CS:GO with HammerUEr. He happens to be missing the same exact props as well so I can't be the only one. Another important thing to note is that some people been able to import the props I'm missing but they didn't seem to do anything fancy nor did they have this issue at all to begin with.

Some of CSGO's files as shipped are, for lack of a better word, corrupted.
However, there is a solution for this: delete the <filename>.vtx file, but make sure you leave <filename>.dx90.vtx in place.
That should let you import them.

While I'm at it, quite a lot of them also have the wrong internal filename that overlaps with another one, and since I'm using that to name them, there'll be "missing" and "wrong" models because of this. The little checkbox to the right forces HammUEr to use the filename instead of the internal one, and should take care of most of them problems. (You might have to re-import the "real" name ones if some of them got overwritten anyway)

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Thanks m8, all of my problems are solved through following your instructions. I'm a happy customer!

Any chance you could add support for UDMF (Universal Doom Map Format) ? they are very easy to create,  there are tons of these maps and some of them are actually very detailed, I really wish I could build a "base" in doom builder and then export to unreal engine to add extra details, thanks.

Maybe. No promises, tho.

Hello, I am wondering when exactly the source build option will be updated for 4.16/HammUEr 1.7.1... I am looking to port my existing source engine game over to Unreal, and to do so, I want to use the C++ source for the engine to build the game from. I have attempted to use the current source build, but it seems to crash the editor on launch. Let me know if you guys will update that, it would be greatly appreciated!

(1 edit)

I can't remember any reason why the previous archive wouldn't compile under 1.6 off the top of my head.
Anyway, I've uploaded the 1.7.1 source archive I used to compile the 1.6 build

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