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Thread: HammUEr, a Hammer/Worldcraft map importer for Unreal Engine

  1. #1
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    HammUEr, a Hammer/Quake map importer and texture tool for Unreal Engine

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    What is it?
    HammUEr is a (currently Windows only) plugin that lets you build your levels with Valve's Hammer Source map editor (VMF), Doom3's DoomEdit (MAP/PROC) or a Quake-based map editor like Radiant, 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/MTR(D3)/SHADER(Q3)/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 polygons 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.

    Where do I buy it?
    Go to itch.io or Gumroad.

    But what about the Marketplace?
    Epic has decided not to carry the plugin for various reasons beyond my control.

    Still confused? Maybe these tutorial videos will help.



    Video tutorial: Importing textures from Source
    Video tutorial: Importing textures from HL/Quake

    Where can I get more information?
    Follow @hammUEr for the latest news.



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    With thanks to @JoeWintergreen for the video and screenshots.
    Last edited by turfster; 07-07-2016 at 07:17 PM. Reason: Ramp up to 1.5 release

  2. #2

  3. #3
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    Luminary
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    So bit of a question or two -

    1. Are collisions maintained during the export process between hammer and UE4 or do I have to set the back up in Unreal 4 or 3D Modeling app?
    2. Can I export from the awesome TrenchBroom Editor to Unreal 4? Are additional formats supported beside .VMF?

    Looks super cool and very useful,

    HeadClot

    Also In B4 Half Life Remake in Unreal 4

  4. #4
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    1. Currently, it sets the meshes to use complex as simple (so per poly) collisions when importing them, which should be fine for most of the simple brushes.
    2. Not at the moment, but other map formats could get added in the future. I might take a look at what trenchbroom produces soon-ish.

  5. #5
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    Samaritan
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    AMAZING! I need this right now! Great job!!
    Any ETA for release?
    Regards,
    Kia.

  6. #6
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    Quote Originally Posted by HeadClot View Post
    So bit of a question or two -

    1. Are collisions maintained during the export process between hammer and UE4 or do I have to set the back up in Unreal 4 or 3D Modeling app?
    2. Can I export from the awesome TrenchBroom Editor to Unreal 4? Are additional formats supported beside .VMF?

    Looks super cool and very useful,

    HeadClot

    Also In B4 Half Life Remake in Unreal 4
    I've been testing this, took most of those screenshot above

    Right now to get a map from Trenchbroom into UE4 with HammUEr, this would work

    -save it as .map
    -open it in something like Jackhammer
    -save it as a Half-Life 1 .rmf
    -open it in Source engine Hammer
    -save as .vmf

    and then it would comfortably import into UE4 via HammUEr.

  7. #7
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    Quote Originally Posted by JoeWintergreen View Post
    I've been testing this, took most of those screenshot above

    Right now to get a map from Trenchbroom into UE4 with HammUEr, this would work

    -save it as .map
    -open it in something like Jackhammer
    -save it as a Half-Life 1 .rmf
    -open it in Source engine Hammer
    -save as .vmf

    and then it would comfortably import into UE4 via HammUEr.
    If you have a .rmf or .map the hl2 Hammer will open them without taking that long route

  8. #8
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    Coming from Source to UE4 this is great but one Q hammers units are inches and UE4 is cm does this plugin compensate for that or must you scale the imported ue4 file by 2.4 ?

  9. #9
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    Luminary
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    Quote Originally Posted by JoeWintergreen View Post
    I've been testing this, took most of those screenshot above

    Right now to get a map from Trenchbroom into UE4 with HammUEr, this would work

    -save it as .map
    -open it in something like Jackhammer
    -save it as a Half-Life 1 .rmf
    -open it in Source engine Hammer
    -save as .vmf

    and then it would comfortably import into UE4 via HammUEr.
    Alright Awesome thanks for the tip

  10. #10
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    this appears to be a rather excellent rendering time saver. i might be interested in learning. thanks for the trailer. very intriguing.

  11. #11
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    Quote Originally Posted by taz0 View Post
    If you have a .rmf or .map the hl2 Hammer will open them without taking that long route
    .rmf, yes, but Source Hammer chokes on most Quake .maps.


    Quote Originally Posted by taz0 View Post
    Coming from Source to UE4 this is great but one Q hammers units are inches and UE4 is cm does this plugin compensate for that or must you scale the imported ue4 file by 2.4 ?
    There's a setting for that!



    "Scale conversion" is number of Hammer units to one meter in Unreal (I think. Turfster might correct me).

  12. #12
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    Quote Originally Posted by taz0 View Post
    Coming from Source to UE4 this is great but one Q hammers units are inches and UE4 is cm does this plugin compensate for that or must you scale the imported ue4 file by 2.4 ?
    As far as I know the scaling would be 2.54, not 2.4.

  13. #13
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    ah cool

  14. #14
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    For those who don't know yet, ProBuilder is a tool for Unity that lets you create and edit meshes (brushes) in a similar fashion to Hammer and a UE4 version is already in works. It would be a whole lot easier to do any sort of edits within UE and export the VMF than to edit in Hammer and reimport for any minor tweaks. Having a way to export the imported VMF back to VMF would be fantastic for this use.

  15. #15
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    Amazing!, i have many old maps done in the hammer era ( 2004 - 2007 ) :P so looking forward to port over some of that work to UE4, hammer was amazing for quick level blocking

  16. #16
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    Quote Originally Posted by Kia View Post
    AMAZING! I need this right now! Great job!!
    Any ETA for release?
    As soon as I get through the submitting process with Epic and they start actually selling plugins, I guess.
    All I can suggest is that you let them know how badly you want this to happen

    Quote Originally Posted by taz0 View Post
    Coming from Source to UE4 this is great but one Q hammers units are inches and UE4 is cm does this plugin compensate for that or must you scale the imported ue4 file by 2.4 ?
    As JoeWintergreen said, you can set your import scale on the settings page, which is based on 1 meter, so if you originally worked in inches, you'd use not 100, but 39.37
    Last edited by turfster; 12-16-2015 at 04:19 PM.

  17. #17
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    Luminary
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    A Question about optimization -

    Does HammUEr respect no draw textures? As in it will export the faces with a texture but ones with no draw will not be exported?

  18. #18
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    Quote Originally Posted by HeadClot View Post
    A Question about optimization -

    Does HammUEr respect no draw textures? As in it will export the faces with a texture but ones with no draw will not be exported?
    Yes it does.

  19. #19
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    Luminary
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    Quote Originally Posted by turfster View Post
    Cool!

    /ten charcaters

  20. #20
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    So, first version of Quake .MAP support is in my current test build.
    Geometry is importing fine, need to finetune texturing.
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    Last edited by turfster; 12-18-2015 at 03:39 AM.

  21. #21
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    Quote Originally Posted by turfster View Post
    So, first version of Quake .MAP support is in my current test build.
    Geometry is importing fine, need to finetune texturing.
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    The .Map Support looks good so far

    Cannot wait to see it textured.

    That said...

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  22. #22
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    Hey turfster,

    Bit of a feature request -

    Would it be possible to Import parts of a level into a Actor Blueprint? (Example: A Building or something similar)

    Here is why I am suggesting this - It is easier to move around an single object (Such as a blueprint) opposed to multiple objects and accidentally loose their initial transforms and such.

    That said - Make it a optional to do such a thing via a tick box under the import settings.

  23. #23
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    Importing entities and funcs into working UE blueprint versions (which this could technically fall under) that have the same functionality is on the roadmap, but probably won't be in the first release.

    Also, if you just want to keep stuff together, HammUEr respects hammer groups and builds a single mesh from them, so if there's no tricky stuff (doors and whatnot you want movable), you could just do that.
    Another option could be to not decouple the meshes from origin, import just the ones you need so they have hardcoded transforms, and then put those in your actor BP.

  24. #24
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    Quote Originally Posted by HeadClot View Post
    Cool!

    /ten charcaters
    New news: you can now also mark textures you want as nodraw'd on import - basically removing clip, trigger, origin, skip etc brushes on import without having to actually delete them in Hammer.

  25. #25
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    Quote Originally Posted by JoeWintergreen View Post
    New news: you can now also mark textures you want as nodraw'd on import - basically removing clip, trigger, origin, skip etc brushes on import without having to actually delete them in Hammer.
    Yeah I am picking this up for sure.

    40 dollars right or somewhere around there?

  26. #26
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    Quote Originally Posted by JoeWintergreen View Post
    New news: you can now also mark textures you want as nodraw'd on import - basically removing clip, trigger, origin, skip etc brushes on import without having to actually delete them in Hammer.
    (And like with all other material settings, HammUEr remembers these for next time, so you don't have to keep setting things up)

    Quote Originally Posted by HeadClot View Post
    Yeah I am picking this up for sure.

    40 dollars right or somewhere around there?
    Something like that, probably.

  27. #27
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    I'll just let these speak for themselves.
    Single click import (well, two if you count importing the Quake 1 wad file) with no edits, straight to lighting building.
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    Last edited by turfster; 12-19-2015 at 02:59 AM.

  28. #28
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    Hot scoops: I guess Turfs just finished the WAD importer. I just imported TFC.wad (team fortress classic textures). It gave me a folder full of textures and a folder full of material instances,and then the first thing I found was this weird old proto-TF2 thing in there.


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    (I promise, that's the first and last huge picture dump)
    Last edited by turfster; 12-19-2015 at 02:58 AM.

  30. #30
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    Luminary
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    If you have this for sale on Sellify, Gumroad, or your own site come Christmas day. I Will toss some money your way for a copy of hammUEr.
    Last edited by HeadClot; 12-19-2015 at 04:50 PM.

  31. #31
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    Here are some (close to) 1-button UE4 ports of CS maps. More on my blog. Pretty great.

    So we're clear, the lighting is included in the import





  32. #32
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    Luminary
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    So wait the Light maps are imported as well into UE or the Point lights are imported?

    Little bit confused here.

  33. #33
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    Point/spot/dynamic/environment lights, .map/.vmf files contain no lightmap information

  34. #34
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    Luminary
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    Quote Originally Posted by turfster View Post
    Point/spot/dynamic/environment lights, .map/.vmf files contain no lightmap information
    Ah ok,

    Thanks for the clarification Turfster.

  35. #35
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    Luminary
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    Hey,

    How far away are you from being able sell this on the UE4 marketplace, your own site, or Something like Gumroad or Sellify?

    Have you heard back from epic yet?

    Just thought I would ask as I would really like to get my hands on this

    - HeadClot

  36. #36
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    I haven't heard from Epic in over a week, so I'll throw it up somewhere (probably gumroad) tomorrow or the day after, probably.
    Need to pull some documentation together first.

  37. #37
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    Quote Originally Posted by turfster View Post
    I haven't heard from Epic in over a week, so I'll throw it up somewhere (probably gumroad) tomorrow or the day after, probably.
    Need to pull some documentation together first.
    Let me know when you throw it up on gumroad or where ever.

  38. #38
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    Unreal Guy Visits Black Mesa, Takes Holiday Snaps




  39. #39
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    Quote Originally Posted by turfster View Post
    I haven't heard from Epic in over a week, so I'll throw it up somewhere (probably gumroad) tomorrow or the day after, probably.
    Need to pull some documentation together first.
    Let me know when you throw it up on gumroad or where ever.

    Edit: Joe that looks awesome :O

  40. #40
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    Champion
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    Absolutely love what I am seeing. It is SO needed. I fear though that the 'submission' process might have us waiting for months until it is available on the marketplace.

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