I'm having a bit of an issue with textures. No matter how many times I rebuild the material list, almost all of the materials show up as 'None' when importing maps. I can manually add them, but larger maps with 200+ textures would take way too long. Anyone have a fix for this?
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Strange, that shouldn't be happening.
Can you look at hammUErPlugin.cfg in your <project directory>\Config in a text editor and see if there's 5 things on every line (so MATERIALS/BRICK/BRICKFLOOR001A,512,512,0,BRICK/brickfloor001a_mat instead of MATERIALS/BRICK/BRICKFLOOR001A,512,512,0,). If almost everything shows up as None, they probably don't.
What you can do is remove everything after the "hammUErVersion,4" line and saving the file, and do another discovery with rebuild master list ticked on.
If you still have mostly 'None' materials, there's something else seriously wrong.
Do you have directories with non-A-Z characters? (Accents or whatnot)
I tried and that didn't work. Everything is still 'None'. I do have my project saved to a different drive, not my C:\ drive. I do not know if that would cause anything, though, as my entire Epic Games installation is on my D:\ drive.
All of my materials are in one directory (uncreatively named 'SourceStuff') in my project. I tried to separate them in a different project but I still ran into this issue.
Different drives shouldn't matter.
I... have no idea what could be wrong. A full rebuild should fill your database with everything it's found.
If you turn on verbose debug messages on the ConfigUEr tab, you should have a lot of "LogTemp:Warning: ..... Adding to master material list" lines.
What version are you running?
I've done some experimenting and I found that it might have something to do with the $selfillum and $selfillummask. About 70% of the materials loaded this time. The ones that didn't load either had a fucked up name or had an issue with the $selfillummask. Here's an example of the logs:
[2017.06.20-17.55.07:758]LogMaterial: Missing cached shader map for material HammUErBaseMaterial, compiling.
[2017.06.20-17.55.07:758]LogMaterial:Warning: Failed to compile Material Instance /Game/SourceStuff/Materials/BUILDINGSET057A_mat.BUILDINGSET057A_mat with Base HammUErBaseMaterial for platform PCD3D_SM5, Default Material will be used in game.
[2017.06.20-17.55.07:758]LogMaterial:Warning: (Node TextureSampleParameter2D) $selfillummask> Requires Texture2D
Second verse, same as the first.
The $selfillummask node isn't used for most materials, so most of them compiled fine, but the $selfillummask param2D node got emptied, so you just need to put a random texture in there (it won't be used for most of them, and if it get used, it'll be replaced by what needs to be there anyway)
(while you're at it, check all the other nodes in your material to see if any of them got reset to nothing as well)
Hi. I am creating my own C# Bsp Library and I added you to description (if you have no problems).
I am no interrest in making importer into Unreal Engine but it (already) supports exporting into OBJ. I just wanted to let you know (tried PM but twitter did not allow it and itch.io does not support PMs).
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
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?
every map i import turns black and wont light? does hammuer not generate uvs?
Hello, just wondering if this plugin would allow me to import old Enemy Territory maps to UE4?
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.