HammUEr, a Hammer/Worldcraft map importer for Unreal Engine

Thanks.

Random greyboxing means you’ve got missing materials, either not extracted from the VPKs or broken somehow, then not (re-)assigned during import.
Lighting matches whatever the map has, with an user-adjustable intensity modifier on the ConfigUEr tab, so I don’t really see how it can be broken…
(Unless you’re using UE 4.11.1 and aren’t using yesterday’s version of HammUEr, in which case decals might be overlaying everything with huge green textures due to a change in how the decals work in UE itself, which might look like broken lighting, like it did for Highflex on the previous page)
One thing to note here is that Source loves using lots of directional lights, but they seem to stack level-wide in UE, washing out anything they touch, so you’re best off picking a single one to hook up to your sky sphere and deleting the rest/replacing them with stationary lights.

I have no idea what to say about “round about way” (the actual HammUEr part is pretty clear cut, no?) or “bad performance”.

Joe’s tutorial videos linked in the first post, while for waaaaaay older builds, are still valid in general, as is my own silent one on the Quake E1M1 import, which follows the same generic steps anyway.
I am going to do a full rewrite of the docs, but here’s a quick step by step guide.

The steps are quite simple, really:
Prep work, should only happen once

  1. Create a base material as shown in the documentation (or more extensive, whatever you need), and another simple one (textureparameter2D to baseColor and Opacity) that uses the Deferred Decal domain
  2. Extract all VTF & VMT files from the VPK files for the Source game you want to import maps from to a single directory, keeping the directory structure intact.
  3. If you used any of its models, do the same for all VTX/MDL/VVD combos
  4. Import these directories into your project with the TextUEr and PropUEr tabs respectively, assigning the materials from step 0 on the TextUEr tab
  5. On the ConfigUEr tab, make sure your scale conversion value is correct for whatever you used when creating the map (Source default is about 39.37 as stated in the tooltip)

Per map

  1. Choose the VMF* file you want to import in the HammUEr tab and click “open file”
  2. Check the searchable material list that appeared for missing materials/materials you want to reassign to your own ones/materials you want to set nodraw (tools, triggers, skyboxes, clippers, etc)
  3. In some rare special cases, adjust import tweaking settings on the ConfigUEr tab, all of which are explained by their tooltips
  4. Click “Go” to build the map in your UE project
  • Caveat: if you’ve decompiled a map not your own or you lost your original files, make sure your decompiler doesn’t generate broken files by trying them in Hammer first