I actually found my problem. The GCF extract had failed on me and I was silly and didn’t verify that it had done anything.
Ah, yeah, if it doesn’t find anything, it won’t try to import anything either
Two things I’d love is:
- A quick reimport feature. It reimports the last file you’ve used with the same settings.
- Mesh cleanup. It clears any meshes that aren’t used anymore.
Loving the tool other than those gripes.
Glad you like it.
There’s a planned mode that just continually checks the last file (like, every minute or so) and pokes you if things changed if you want to reimport it, but that’s run into this roadblock in its current implementation (which is kinda necessary for people with a single monitor so they don’t need to keep the actual window open)
Ah ****. What about the cleanup side of things?
Like, after you import a map file into a UE level, it checks all the hammuer meshes that haven’t been created and deletes them?
Yeah, exactly.
Yeah, I can do a toggle for that.
puts it on the list
Legend. Best $60 I’ve ever spent for development tools.
Edit:
Possibly bug? I’m importing, and not actually getting any geometry.
blinks
You’ve gone through both steps and gotten nothing (I’m assuming your entire thing isn’t built from nodraw materials)?
Anything in the log? If not, can you toss me your map file?
Definitely not using nodraw yet.
There’s no static mesh component attached. Does that help in anyway?
Did find a way around it though - Reopen map in UE4 and reimport. Fixes immediately.
frowns
Anything that generates a mesh should have a static mesh somewhere.
Double post woo
This should be implemented and will be in the next public release (probably another 1.6 preview)
Also, have another preview of a new feature in the… preview?
It would be also totally sick, imo, if you could set a default subfolder under which hammuer’s folders’d go
but that is just because I find it annoying to type “Hammuer/mapname” into the import directory thing every time
Not quite a default subfolder, but how’s this?
The old way of just editing the textbox directly still works, but at least now you’ve got options for other ways.
(For ultimate ease and minimal typing, you can copy the default textbox and paste it when creating a new folder in the directory tree view)
That is hot ****
How in the name of Zeus did I miss this … I have maps that I created in Torque Constructor (uses BSP) for one of my earlier game projects … now I can finally re-purpose them and re-texture them.
Definitely going to get this puppy … after I watch all the tutorial videos. 8-}
EDIT: Thanks to @ for assisting me via PM, I got it working. The problem was a corrupt map file that was incorrectly converted … I now have this sorted and I can now convert the maps. For Quake 2, I used a scale setting of 40 and it worked like a charm.
My notes don’t include the entity names, but I suspect that is something I have done wrong and no biggie. I will now convert the rest of the q2dm maps for the guys here at work … thanks @ for this awesome tool.
@: I am having some lighting issues with a Quake 2 map. Any suggestions?
Sorry … to be more specific … the entire map is black and no matter what I do on the lighting side there is no change.
Okay, that’s a new one. The lighting stuff is all handled by UE, but I can try to help debug.
I’m assuming there are lights in your level, or at least a skylight from the default empty level? (I’ve got to check)
Everything looks fine in an unlit viewport?