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Hi, just bought this asset and it's great so far! 

However, reimporting the map is a pain because it removes and re-adds (I think) the actors in the scene instead of just changing the mesh asset.

Right now, any changes to each actor's collision, lightmap and material settings are all undone every time the map is reimported, making progress very difficult. 

Would it be possible to add an option that reimports only the mesh asset if the actor is already in the scene? 

Thanks <3

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I'd need to... rearchitect some stuff, and I don't know how soon I'll have time to actually implement it, but... maybe I can do something like that, yes.

Especially given the imminent 5.7 release, which means I'm going to have to try and carve out time to dig into that anyway...

Some of the things you listed will probably still be gone tho, since they're basically stored with the mesh data (definitely the lightmap, maybe some material settings) 

Thanks for considering it! 

I don't know how your code works internally, but maybe read the existing mesh asset data and copy over certain properties? Though I can't think of a way to make that not confusing for the user if there are things they still want to be changed in Hammer. You could leave it as an option that's off by default. 

And I understand that the actor and mesh asset names change if you remove objects in Hammer, so I get it if my request is unfeasible.

Quick update on this, since it's been a while: 

I have a plan, but I didn't manage to get it done before the 5.7.0 update because of my ongoing health situation. I'm pushing the 'vanilla' 5.7.0 update without these changes first, but hopefully I'll manage to get something done for you by end of year.

I noticed that someone left a (now deleted) "Hey, the MAP properties thing isn't working in the 5.4 build" comment earlier this week, which is my bad, I did say I'd try to support the last 3 versions, way back when.

This should now be rectified with a Hot Block Summer build for 5.4.4

Does this work for Unreal Tournament and Wolfenstein 3D?

You mean the raw map formats? These use different raw map formats to the Quake derivatives this plugin is for (.map, .vmf), especially Unreal Tournament. Might be tools to export the Unreal Tournament maps to a 3d format that can be imported into Unreal Engine 5?

As was said by stoofphen, the plugin only really supports the old Quake-family derived types specified in the blurb above, with no plans to add any new formats, sorry.

Slight bug, for TextUEr if the material is using material attributes, it won't be able to find the parameters. At least from my testing. Using 5.5.1 latest version.

All I do is basically call Unreal's GetTexturesInPropertyChain (aka "hey Unreal, what are the texture parameters in the chain for [output property]") and list its output, so if material attributes fuck with that in some way and block the chain traversal/discovery... 

I'm afraid there's not much else I can think of to do here.

New update for 5.6 works a treat, thank you a lot NTE!

🏆

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Big fan of the project and have used it for a while!

I have recently migrated a project to 5.5 and decided to take a look into HammUEr again. One thing popped up:

It seems normal generation for brushes is behaving strangely? Tangents and normals don't seem quite aligned as expected, which makes materials that have normal maps shadow incorrectly as the tangents/normals for certain corner vertices are not quite correctly oriented for imported brushwork. I've simply disabled normal maps in materials so the shadowing problem isn't evident in the imported brush meshes.

I wanted to take a look at the issue, but since I mostly use HammUEr for fun side projects, I don't really have a lot of time to dedicate to fixing the bug myself.

I'd happily contribute/donate/commission(?) a fix though, such that they can be prioritized and so other folks can take advantage as well.

Cheers!

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That's... strange. 

I haven't really touched any of that code in... forever? 

The only thing that might be remotely related is that everything now uses doubles under the hood (because of some more modern editors using doubles everywhere)? 

Anyway, do you have like a repro case you could share?

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Hello, is a Not Fucking Dead version for 5.6 planned?

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Yes, a 5.6 update is planned.
I've unfortunately run into a... problem, which I'm not sure is on Me, or on Epic, so I've been kinda watching to see if a 5.6.1 was imminent.

Basically, when UHT generates the intermediate files for the Runtime part of HammUEr, the 5.6 UHT generates an empty file...
and then fails to compile because "nothing is defined." 
Like, duh, you're trying to use an empty file, buddy.
An empty file you created, so I'm not sure what you expected to happen there...
There were no code changes, and the 5.5 intermediate files...
correctly reference the file where the classes are defined, so... 
you see why I'm very confused right now. 

I've tried a couple of things already, but it always goes wrong during compilation. There's a hack to "fix" it (by manually editing the intermediate files to point to the right source file)...
but I feel like that's not really something I can expect other people to also have to do on their machines if they want to build their game...

So...
tl;dr: Yes, 5.6 release will happen, hopefully Soon™, but I can't really promise when right now.

Sorry.

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Update on this: 

https://riversalmon.itch.io/ helped figuring out the reason why things weren't building (a filename ending in Classes is apparently... Specialcased even in Plugins now?), so I'm in the process of making sure I've looked into everything people mentioned before release... hopefully sometime this week?

that's cool! I've just discovered this tool and I'm really digging creating levels in trenchbroom, since I'm on 5.6 I just need to wait for you to finalize the 5.6 version and then I'll start using the plugin! can't wait

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PSA: You do NOT need to download the fresh Not Fucking Dead With MAP Developer Properties Fix upload if you're not a developer actively modifying the HammUEr source to integrate it with whatever flow you're trying to build for your project and you're importing some kind of customized MAP format... descendant.

You don't. There's absolutely no changes that are useful to you if you're just importing your levels. You're fine. Go about your business and just ignore that upload.

The only change is that I fixed an oversight where VMF entity properties were queryable during the Load-And-Spawn portion of the HammUEr import so devs could do whatever for their custom extra properties... but I never hooked up the same code for the MAP loader. Which I discovered when someone asked me about accessing properties so they could do something custom with entities, and I went "I vaguely remember doing something for this, can't you just call this functio... oh. Huh. I never hooked that up for MAP files, did I?"

That's all.

(Note that if you're a dev that does want that but isn't on 5.5, you should be able to just take the HammUEr lib and paste that over your existing NotFuckingDead install, rebuild and get this oversight fixed as well)

Hey. Nice work! I'm looking into trying to get some old Enemy Territory maps into UE and this looks like what I need. 
I tried the Not Fucking Dead (best name!) versions on 5.4.4 and 5.5.1 and they seem to mount. I enabled them but no settings appear. No Widget and also no HammUEr button on the toolbar. Can I force it somehow? The output log looks ok and says "mounted"

It shows up in 4.27 tho. 

I mean BSPs got neglected in UE5 anyhow. So is it maybe wiser to use a 4.27 project to import and then do some stuff on my end to migrate it to 5 ?

Just to double-check: after the UI change in UE5, HammUEr (and all my plugins, really) only has the menu option at the bottom of the Window list, which definitely should exist?

I was... annoyed that they changed up the whole toolbar button code with the UI changes and just broke it, but not the menu option, and never really... bothered to try bringing it back, since nobody really seemed to be missing it? (I think there might also not have been like, an example of the New Correct Way in the first version of 5.0, but that might just be my faulty memory)

Sorry.
Hopefully that unblocks you, at least.
If not, we have... deeper problems.

Maybe I'll re-add it down the line somewhere.


Also: HammUEr doesn't really touch any of the UE BSP stuff (because it has always been a massive pain), everything gets imported as static meshes

Ahh Ok. I wasn't even looking in the Window menu. Sorry. My mistake. I was to strict following the manual. I'm aware of the toolbar issues. I was at Epic during the 5 launch until last year working on engine content, demos and tech talks. 
After tinkering with it today in 4.27 I realized its static meshes. Got something running which makes me quite happy. 
As occlusion is a bit of a problem with all the small pieces now, I'm trying to use the old precompiled visibility route before looking into merging more stuff together. 
I'll test UE5 tomorrow. 
Thanks for the fast reply!

In my experience, you need to do quite a bit of grouping in Hammer before importing your map, otherwise the default culling can't keep up with all the separate parts. Keep in mind that every brush you import is both a new static mesh actor and a new asset, so optimisation goes out the window if you just import everything separately.

It's indeed in the Window menu. Really sorry. I overlooked it. 

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Fuck it I'll do this as a separate comment.

Contrary to what some people might have thought, no, I didn't abandon development.

If and when I eventually decide to stop updating (with UE 6 or whenever Tim decides to turn everything into the Metaverse Circus of Only Fortnite Game Modes), I will explicitly say so and remove the ability to buy the plugin.

The last two years haven't been fun for me. I have multiple chronic medical conditions that have landed me in the hospital,
or serious rehabilitation for long stretches. 
At the end of the day, I'm usually too exhausted or even physically unable to do... anything, even if I want to,
so I need to take it one day at a time.
That's my new reality.
tl;dr: Everything takes a lot more time than it used to.

So, I'm sorry it took this long for me to post the 5.5 update, and that I skipped the 5.4.1+ ones (which I thought I tested with the live 5.4.1 binaries which seemed to work fine at the time and didn't require anything from me, like back with the 5.3.1 on 5.3.2 version, but perhaps I only tested rebuilds. Things got... hazy for a while), but I couldn't give you a timeline for fixes, or promise anything until it was actually done, so... yeah.

Anyway, the new Not Fucking Dead update should fix all the listed problems from the last... 6 months.

Here's to not being dead.

Merry Christmas

Hi NTE, when I saw the response in my Gmail notification and (particularly) the title of the newly updated files, I couldn't help but have a chuckle. Really appreciate the updates as I am sure the cohort of us here are, and a very pleasant surprise it is.

But of course, you needn't apologise for delays, understanding that life has changed a bit for you which is just an unfair predicament that no one should have to go through. As the title you've so fittingly chosen reflects a tenacity that is admirable, and I wish you well.

Merry Christmas.

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Thanks for the update, NTE and hope this finds you feeling better. Belated Merry Christmas wishes (by one day) and hope you have a better 2025. Thanks again for all your support and bringing HammUEr to us! Really appreciate all your efforts.

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Wondering if anyone has managed to get this working with 5.4.2 (or the latest 5.4.4)? And if so, any chance they could share what they did, as it would be most appreciated. Seems like NT hasn't been active around here for a while (hope they are alright).

This plugin is most useful because it allows you to not just use Hammer, but also Radiant (which I have used on end for many years, it is my go-to for level geometry). So it is a shame to be a bit stuck for the past few months not able to use it with my project, which I updated to 5.4.2 - something I cannot really back track on now.

I don't suppose there are plans for this to work on 5.5 either?

I don't think NT Entertainment is working on this plugin anymore. The latest 4.27.2 version doesn't work properly either. The only way I was able to get a hold of him in the past was through some knockoff Twitter platform which has been, unsurprisingly, shut down already.

And such a shame that is; it's one of the most useful plugins for Unreal Engine.

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A 4.27 version that should work better is now live.
Sorry for the delay.

Thank you for the update; I didn't mean to come off as impatient or anything like that - it's just that I rely heavily on HammUEr for a major project and the fact that I couldn't use the full precision UV import feature you added at my request without breaking texture exporting was rather frustrating. After some quick testing, I can confirm that both features work properly in the new release - and what a time saver this is!

I assume you'll probably want to move away from UE4 at this point anyway (I have considered migrating my project to UE5, but decided against it), so I'll understand if this is the last update for the old engine. However, if you were to continue development for it, there is one last feature that, having spent a lot of time with my HammUEr workflow, I think would be extremely useful: smoothing group import. The angle threshold-based smoothing is not terrible, but I do find it rather limiting. Being able to import smoothing groups from Hammer would eliminate this problem; however, I realise that if this were an easy thing to implement, you probably would have done it already. I just wanted to put it out there that this feature would make the plugin absolutely perfect in my eyes, and I imagine others would concur.

Anyway, thanks again for the fix (I've spotted some of the new options here and there and they are also appreciated) and merry Christmas.

Took a quick look at the code, because I definitely remember reading the smoothing groups. Ran into a "This is a confusing mess for a lot of users causing them to complain about weirdness, so let's just calculate our own and be done with the whole thing" comment, so...
Yeah.
Maybe if you can give me like a couple of "here's some vmfs, with images of what I want these things to look like" examples, I can do some kind of "no, really, I want to use the smoothing groups" override option down the line? Maybe.

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5.5 version is now live. 
Sorry for the delay.

I need help! Both "5.4.1" & "5.3.1" versions do not work for me as the HammUEr window does not open right away + the icon/button does not appear in the toolbar for me.  

I've followed the steps in both engine versions extracting the plugin in a new "Plugins" folder, enabled them in-engine and restarted Unreal multiple times.

I've read in the comments people have said there are issues but if ANYONE could share if it worked for them or if they ran into the same problems, please let me know!

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Running my project via Visual Studio, these errors appear in the log: 

LogClass: Error: FloatProperty FHammuerOutput::delay is not initialized properly. Module:HammUErRuntime File:Public/HammUErRuntimeClasses.h

LogClass: Error: IntProperty FHammuerOutput::fireTimes is not initialized properly. Module:HammUErRuntime File:Public/HammUErRuntimeClasses.h

LogClass: Display: 2 Uninitialized script struct members found including 0 object properties

LogAutomationTest: Error: UObject.Class AttemptToFindUninitializedScriptStructMembers will be marked as failing due to errors being logged

LogAutomationTest: Error: LogClass: FloatProperty FHammuerOutput::delay is not initialized properly. Module:HammUErRuntime File:Public/HammUErRuntimeClasses.h

LogAutomationTest: Error: LogClass: IntProperty FHammuerOutput::fireTimes is not initialized properly. Module:HammUErRuntime File:Public/HammUErRuntimeClasses.h

Strange.
That should have worked.
Try the new 5.4.4 build I guess?

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Also: same question as here https://itch.io/post/11612065
The menu option at the bottom of the Window list should exist for you

is there any way to get I refund for this? its not really working for what im trying to do

Could you explain what you are trying to do?

What were you trying to do?

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42 fucking American brouzouf

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