I use a “Default” map and import the Quake 2 map in to there. What I have noticed is that it is when the imported lights are set to Static (which they are by default). As soon as they are set to dynamic the map is lit like normal, but obviously this is not an ideal situation for performance.
I even tried using a default Material that I know works and I get the same result … so it leads me to believe it is the static meshes that are the problem and I will need to experiment a little more. Most frustrating … I will try to convert a Quake 3 map and see if I have the same issues.
Edit: Same result … so either I am doing something wrong with the tool or the method I am converting the maps with is not working. What tools did you use to convert your Quake 3 maps in to a readable format for HammUEr?
There is definitely something wrong with my maps … can someone send me a sample Quake 2 / Quake 3 / or other map that worked for them.
I used the DM example maps iD released.
As Joe said, this does seem to be a new bug since one of the 4.12 fixes I hadn’t really encountered yet, but selecting all your lights and switching them then ctrl+z’ing the change seems to fix it.
I’ll try and see if I can automate this step soon.
They’re part of GTKRadiant (if it doesn’t auto-install them, which I think the most recent one does, get the gamepack.
Weird. Just tested this again, and even made a video for it.
It’s a silly temporary workaround, but I’ll look into it tonight and see if I can automate it, somehow.
Think I’ve got it.
Hm. Are you converting BSP files to MAP?
Because as far as I know, most converters don’t handle texture UVs correctly, for example (and probably have lots of other problems).
Only implemented LWO importing at the moment, and I haven’t really had time to interface with the map loader yet.
(Long story short: idTech4 doesn’t list models for entities, but just gives a class name, which has a default model)
Everyone should have gotten an email about it, but 1.6 preview just went up, fixing the “dead” static lights mentioned above and a couple of other major things.
For getting the materials and textures for a map, would’t PakRat be able to help out? https://developer.valvesoftware.com/wiki/Pakrat
And oh, would someone mind uploading some screens from L4D2?
All the basic game textures and materials (you’ll have to replace for your own game anyway) you need for map creation are in the vpks these days.
Anyway, here’s a few unlit shots of the L4D SDK’s style guide maps.
I’ll also be waiting to release a public 4.13 build until we’ve gotten further than a first preview.
You might be right!
I’ve never actually used it. I just did a quick googlefu as to what it was, and everything I found calls it a .BSP file tool, so that’s what I went with. shrugs
Now for the fun part… getting the rotations to carry over correctly.
(I fixed most of them by hand for the big stuff in these images, otherwise there’d be too many intersections)
New 1.6 preview build up that includes ASE/LWO importing, with mostly correct placement in maps when importing those.
(About 10% of rotated items need an extra 90 degrees added to them. No, I don’t know why.)
Also includes a couple of smaller new features and bugfixes, and the big one: thumbnail generation is disabled by default after discovering it created a gigantic memory leak when importing a full material set/big map with lots of meshes.
Hey,
first of all: AWESOME WORK!! I always wanted to rebuild a CS GO map in UE4, just to see whats possible, but this makes everything so much simpler! Except that I can’t get it to work I tried using the steps shown in the HL2 Ravenholm demonstration, but that doesnt work for me at all. When I open the .vmf file with the settings from the demo video (as close as they get since there are more settings now), width and height of all meshes are set to 512, ND is ticked for some of them (I’m a total noob regarding hammer, so I dont even know what that means) and there are no materials assigned whatsoever.
After looking through the thread for an anwser, I think I didnt find one, so hopefully someone can guide me in the right direction. If you need any information, let me know!
Have you followed the quick-start guide and imported your textures and materials (exported separately by you from the game vpks)?
The Ravenholm demonstration was for an import-ready environment, where textures, materials and props had already been imported, since watching video of a progress bar updating for 30 minutes while thousands of files were converted and imported didn’t seem like the best use of everyone’s time.
Once you’ve followed the guide and imported your textures and materials via the TextUEr tab, the materials should be assigned on the HammUEr tab when next you open a map file.
The ND ticks mean that those materials are set to nodraw, and will not have meshes built for them.